Fixes#17932
No more ""infection holder" bursts out of" memes, as zombie infection is
now done with a body egg in the head.
- Added 'romerol' a silent bioweapon reagent that adds the zombie
infection organ to a living person. This will lie dormant until they
die. Then they will stand up again.
- Zombie infection uses body_egg, meaning it shows up on healthHUDs.
- Zombies are now a full subspecies of humans, instead of
simple_animals. However, they should still be mostly the same, still
unable to pick up items, still zombify on attack and still able to claw
open doors.
Side Effects
- Zombies now take time to destroy tables
- Zombies can have their limbs cut off and be reduced to wandering
around being a bit pathetic. This is a feature.
- Zombies can be stunned and are vulnerable to stamina damage and
chemicals
- Zombies are armoured, but instantly die in crit, meaning they have
approximately 120 hp as before
- Zombie hands are just bloody hands, a proper sprite maybe sometime
gjkafldksfjkl
* Converts tablecrafting to datums
* Adds crafting.dm
Adds crafting.dm
* Fix merge conflicts
Fix merge conflicts
* Fixes dme
* Fixes returns
Fixes returns
* Only check hands and remove old paths
Only check hands and remove old paths
* Recipe fixes
Recipe fixes
* Removed action button
Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list
* Added adjucent checks
Added adjucent checks
* Snacks now get chems from parts
Snacks now get chems from parts
* Complex food fuckery fixed
Complex food fuckery fixed
* Fixes old recipe
Fixes old recipe
* Fix to infinite loops in reagent extraction
Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them
* Fixes hands not checking
Fixes hands not checking
* Fixes reagents fucking up
Fixes reagents fucking up
* Even more reagent fuck ups fixed and comments
Even more reagent fuck ups fixed and comments
* Fixes all the shit i could find
Fixes all the shit i could find
* Removes debug and mechs
Removes debug and mechs
* Argument renaming
Argument renaming
* Fixes all argument names
Fixes all argument names
* Final fix of arguments
Final fix of arguments
* Initial start of lavaland ruin budget system
Weights are dumb, we're gonna use BUDGETS!
To be clear, each round, there will be a budget for ruins.
HERE IS A ROUGH APPROXIMATION OF THE AIMED PROCESS
- Pick a ruin
- Can we afford it? If not, start again.
- Try a bunch of times to place it.
- Did we place it? Good, then reduce our budget accordingly
Does this look a little like syndicate surplus crates? That's the point.
* Subclassery
* Budget based ruin loader is GO
* Cryostasis (with a s)
* Adjusted costs, added no-duplication
* No dupes on the major ruins
* Deleted files, budget is config
* Corrected description
* Fixed ruins failing to load, duplication
* The zoo goldgrub will no longer burrow away
* Space descriptions and names
* No more weird Xenonest loops, should be all good
* Adjusted costs based on feedback
* Added a simple bar-theme escape shuttle
Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.
* Changed drone's health to 3000
Bardrone is now strong, to cope from stray gunfire.
* Replaces banned variables with alternates
Step_[xy] is bad, mkay?
* Added STV5, the cramped transport shuttle
Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!
* Removed shuttle area from empty space on STV5
* Added cult shuttle
Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.
* Include the Narnar Shuttle
* Meat ferry added
Very basic, could probably use some love from a map wizard.
* Moved shuttle files to shuttles/ directory
* MAPS MOVED AND RENAMED
* Hyperfractal Gigashuttle
"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."
* I REGRET ADDING THESE
* Into templates you go
* Changed floors
* Hugbox supermatter, for map making
* Shuttles KINDA delete themselves
* Hats in hats in hats in hats in hats
* Use the hugbox supermatter in the shuttle
* Include the new verbs
* Include our new verbs
* Fixed runtime when deleting emergency shuttle
* Added to verb list
* Fixes more runtimes with deleting the shuttle
* Shuttle Destroy verb now functions
* Moved them out of the shuttles/ folder
* We'll need these docks later
* shuttle_import landmark datum made
* Changes z2 to TGM format and adds shuttle_import landmark
* SHUTTLE IMPORT VERB
Is this it? Are we there?
* Some compile fixes
* Emergency bar map updated
* Updated cramped shuttle
* Updated narnar shuttle
* Supermatter shuttle updated
* Meat ferry updated
* Debugging information included
* Debug code, QDEL hints
* Minor updates to collection of maps
* May as well use the snowflake drone code
PICK YOUR OWN BARKEEPING HAT.
* The Lighthouse
*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!
* Made supermatter hallucination too powerful
* Added force argument for docking testing
* Added emergency backup shuttle
Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.
* Added templates for existing shuttles
* Backup shuttle used if emergency shuttle deleted
* Added backup shuttle transit space
Don't know why transit spaces aren't dynamically generated, to be
honest.
* Hyperfractal Gigashuttle improved
More radiation lockers, chairs which makes it "safer".
* Added Shuttle Under Construction
The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.
* Added warnings for shuttle interaction
ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?
I mean, I really don't know what will happen, and it's probably
nothing good.
* Snappop(tm)!
Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!
* Fixed horrific experiment icon, added gambling spawner
* Candle changes
Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.
* Shuttle can dock if already docked
* Fixing bugs with shuttle import
Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.
* Admin notice, unload bad template
* Fixes problems with some shuttles
* Warning message if roundstart dock failed
* Compiles.
* Inform admins of shuttle problems
* Names for shuttles, minor tweaks
* Moved shuttle templates to shuttles/
* Version numbers are lame
* Shuttle datums
* Shuttle manipulator barebones
It doesn't do anything at the moment.
* Added shuttle manipulator to Z2
It still doesn't do anything yet, but it looks pretty.
* Use GetAllContents(), don't delete ghosts
* Fixes bug where nothing would actually load
* Cancel button on Destroy Shuttle
* Fixed birdboat shuttle overwriting bar shuttle
+Ghost hair is now brighter than before.
+Added a new preference ghost_accs that stores what you want your own ghost to display.
+Added a new preference ghost_others that stores what you want other people's ghosts to display.
Department Backpacks are now the default(instead of grey backpacks).
Fixed an error on humans where new humans would have an integer for their backpack.
This will not affect current preferences.
AI's Doomsday Device and Stations' self-destruct now turn all blue
circuit tiles to red when activated.
Fixed a bug where cancelling the self-destruct via the "Safety" button
did not change the tiles back to normal.
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
- Halfed cost to 25 processing power
- Can now be used multiple times
- No longer disables Cyborg RCDs
- Fixes the feedback message not showing
- Fixed mech RCDs not being affected by the power
-Added one ear and one tail accessory to these categories, obtained from the kitty ears. The ears are obviously cat ears, but the tail can pass for a monkey tail without ears.
-Humans can now also edit alien/mutant colours. They have access to the full range of colours, but if the player switches back to lizard and the colour is too dark, it'll be reset to the default.
-Renamed the original tail to tail_lizard. All references are properly updated and nothing has to be changed.
-Could not solve an annoying bug with the setup window, where a lizard tail is rendered whenever a human tail is set. This problem only exists in the setup window and does not affect the sprite in-game.