* bileworm health patch
- bileworms start off easier
- vileworms are how they are now + a little tougher
- fixes bileworms breaking proximity spawn rules
- adds gold to bileworm loot
* ssticker
* diagonals readded to attacks\, map fix
* d-delete this
* Update evolutionary_leap.dm
* DONE
* Fixes Unreadable APC Balloon Alerts as Ethereals
Hey there,
So basically, when an ethereal on combat mode would try and discharge an APC, they would get this, which is completely unreadable:
So, let's add a small sleep at the end of `togglelock()` for ethereals, and then proceed to continue on with the proc chain of whatever an ethereal might want to do with an APC.
* swaps the balloon alerts to add timers
less elegant, but it does do the job nicely
* Hopefully fixes Cleaning
* Cleaning off window blood is now handled by the Window itself
* Cleanbots now have an advanced mop built into them, I am hoping in the future we can make cleanbots have their mops taken off, but I'm not good at spriting so it isn't a thing yet.
* Adds a pre_clean_callback to replace the should_clean arg (mostly)
* Removes the atom cleaning proc, replaces it with a signal for afterattack on a cleaning tool.
* Fixes and improvements
* adds a new define that allows pre_clean_callback to cancel cleaning entirely, used for mops to check for being wet or attacking buckets and such.
* Fixes cleanbots not properly working, removing their mop and just registering for a signal that bots send instead.
* Changes cleaner component to take proximity into account, that way we don't have to check it on each item's individual afterattacks, that way we don't have to call parent at the end either.
* Improves check_allowed_items a little bit because I hated how it was used for soap.
* Update cleaner.dm
* reviews
* Being protected by Shoes or Gloves against a mousetrap will now give you a message in chat telling you such, removing a surprise for those caught off-guard by it.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Fixes#70377
Stobe shield has been broken for.... hell I don't even know how long lmao
cl ShizCalev
fix: Fixed some missing shield inhand icons.
fix: The strobe shield's inhand icon now plays the flashing animation when triggered again.
fix: The strobe shield will no longer blind the person holding it when it deflects a blow.
fix: The light from the strobe shield's flash no longer appears in your held inventory slot.
fix: Fixed the east facing left-handed strobe shield sprite being misaligned by two pixels.
/cl
Essentially, the brain is set to nullspace for a second when inserted into a body, which was messing with brain mobs since z_level_change wasn't expecting the loc to be a null turf. (mobs in nullspace are bad.)
At this very same moment though, the brain obj's owner (carbon) is set, so we can just report that since that's going to be the loc sent to the signal again in half a moment anyway.
The following runtime has occurred 1 time(s).
runtime error: undefined variable /mob/dead/observer/var/death_message
proc name: run emote (/datum/emote/living/deathgasp/run_emote)
source file: emote.dm,119
usr: Jimmy Little (/mob/dead/observer)
src: /datum/emote/living/deathgasp (/datum/emote/living/deathgasp)
#69007 removed the living sanity check.
cl ShizCalev
server: Added clarified downstream modularity support for the inhands unit test.
/cl
Sorry to our downstreams for not being clear about how to add additional locations for the test.
You can now just set a var with the path (example provided) and add make sure you also add the path to your deploy.sh.
If you need additional locations ontop of that, just add another line with generate_possible_icon_states_list("your/inhands/folder/path"), and make sure that path is also in deploy.sh
* The curator's PDA is now long-ranged
The Curator's PDA is now long ranged and allows for it to be used while out in space.
I recently removed the modular computer parts that allowed PDAs to be upgraded to connect to NTNet while on different Z-levels, so thought this would be a good replacement since Curators are a space exploration job, so being able to still talk to other players or use the newscaster app while away, is something I think would be beneficial.
* Research servers (except for the Master one) now drops their circuit board on deconstruction, allowing you to properly deconstruct and move the servers.
Sec helmets have been slightly reduced in size.
Normal sec helmet chin strap has returned.
Alt sec helmet will keep the no-chinstrap look.
Sec wintercoat hood now looks like a hood for a wintercoat.
New sec armor has been slightly reduced in size.
Black splotches on sec pants have been removed.
All sec personnel shoulder patches are now on both arms.
Sec uniform belt buckle is now black for a better distinction between sec and warden.
Fixes secskirt skirt size.
Fixes gold trim on hos uniforms.
Adds sec helmet inhands to match the new sprites.
Adds sec wintercoat inhands to match the new sprites.
Adds sec helmet obj icons to match the new sprites.
Fixes squished secskirt obj icon.
Changeling's monkey form and returning back human now uses the monkify/humanify signals instead of sting_action stuff, meaning it now takes genetic species changings into account, so the power doesn't break if a changeling manually (or forcefully by someone else) turns into a monkey.
* Gets rid of a lot of weird vocal checks
- unifies all vocal checks under can_speak and try_speak
- de-spaghettis a bit of sign language stuff
- introduce a silence status effect
About The Pull Request
We apply the damage hardcap individually now, split off the old flat 1.8 into individual caps for heat, moles, and power.
Set it to 1.5 for heat, 1 for mole and 1 for power. This means for most delams it'll be a tad slower! But its possible to make SM delam nearly twice as fast if you combine all 3. (3.5). Be pretty hard tho.
Set the heat healing to -1 so you can counteract one factor at most (except heat since you'll never get both heat healing and heat damage at the same time anyway).
I'm not hell bent on any of the numbers, just picked round even ones and ones that i think will make sense. If you want them changed lmk.
Got rid of the cascade mole and power multipliers since there's probably like three people that are aware that it even exists. Ideally we just add another entry to the CIMS but its already pretty crowded. Figured nobody is gonna miss it anyway? Sorry ghil.
Got rid of the moles multiplier thing since its nicer to keep the temp damage fully based on temp damage instead of adding another multiplier. I just applied the .25 to the damage flatly, meaning it slows down delams again!
And some space exposure stuff: #70347 (comment)
Why It's Good For The Game
Hardcap: Discrete, less randomly interconnected factors are easier to present and remember. The calculation procs are also made to be additive so we had to hack a bit and do some rescaling to accomodate the old behavior in my original PR #69240. Can remove the hack if this pr goes through.
Cascade and mole multiplier: The rest are just getting rid of underutilized factors so we have a cleaner behavior to maintain, present, and understand. (In a perfect world modifiers that aren't visible to the players shouldn't have been merged in the first place smh smh)
Changelog
🆑
fix: Fixed sm space exposure damage going through walls
del: got rid of the molar multiplier for sm heating damage. It will now only impact molar damage and temp limit. We apply the lowest value directly so this slows down sm delams a tiny bit.
del: got rid of cascades making sm delam at 450 moles and 1250 mev. It delams normally now.
balance: Applied the sm damage hardcap of 1.8 individually to heat (1.5), moles (1), power (1). Meaning most sm delams are slower now, but the really bad ones can be faster.
balance: Halved sm temp healing across the board. Temp limits are still the same though so you shouldn't notice it that much.
balance: Halved SM power damage across the board.
balance: Changed sm space exposure damage to just check for the current tile and adjacent atmos connected tiles.
/🆑
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you.
Removed the minimum amount of mannitol required to pour it since limiting this made barely any sense in the first place. Why oh why must we coders implement useless restrictions? (Useless restrictions caused the decay bug anyways.)
Brains no longer care about whether or not they're fully decayed when checking if they can be healed by pouring mannitol on them. They instead check if they're damaged at all and if they are, they'll let you pour mannitol on them.
The amount of time it takes to pour mannitol onto a brain is now 3 seconds instead of 6 seconds as it was way too slow. (Especially since something like a surgery step takes less time than 6 seconds.)
The solution is now only partially consumed as well, meaning if you need 20u of mannitol to fix a brain and you have a mixture of 40u of mannitol and 40u of mercury for example, pouring it will consume 40u of the mixture since you can't magically separate out the mannitol. This is rounded up, by the way. (Before this it simply consumed all of the mannitol, somehow you apparently can't stop pouring even while slowly pouring, according to the text.)
I've also very slightly increased the consistency of the pouring messages.
Fixes#70355
Fixes a bug where MMIs would be sent into the nullspace room when in an MMI component inside of a BCI that is inserted into a BCI manipulation chamber.
Stores the BCI in the chamber's contents, instead of nullspace, allowing the MMI to talk, the BCI to still act as it would normally and overall just solves the issue and maybe some others alongside it.
Fixes#70349
Spoiler alert!
Adds a few extra "weird" fake body hallucinations.
These just pop up a weird sprite somewhere in the view of the player.
Another fun thing: Body hallucinations will appear to be floating if they spawn in nograv areas.
Adds a "watcher" hallucination, a strange static figure that sticks on your screen until either a few minutes elapse. If you step out of view of it, then return, it will disappear.
Adds a variant of the "fake death" hallucination which appears as if you were dusted.
Adds two delusion - One that makes everyone appear to be ghosts, and one that makes everyone appear to be syndicates.
This adds two easter eggs that have been apart of SS13 lore since the game was created:
Captain's Log - Broken tape recorder that (spawns on the derelict station)
Woody's Got Wood - Used spellbook that makes a person go temporary blind if they read it (spawns in curators forbidden knowledge bookcase)
Why It's Good For The Game
These have been apart of SS13 lore for a long time. It would be cool to have some "official" easter eggs for players to discover.
Changelog
cl
add: Add mail goodies for curator. (random books)
add: Adds easter egg - Captain's Log. Tape recorder that spawns on derelict station.
add: Adds easter egg - Woody's Got Wood. Will rarely appear as a mail goodie for curator.
/cl
This literally just adds the sprites and entries for transgender thigh-highs and knee-highs as clothing options for socks.
Why It's Good For The Game
Inclusivity, as we already have nonbinary and asexual-related clothing.
Changelog
cl
add: Transgender-themed thigh-highs and knee-highs to the clothing options for socks
/cl
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi