* Mobs start with a random nutrition amount
🆑 coiax
balance: Mobs will now start with a random nutrition amount, between
hungry and mildly well fed.
/🆑
Basically, if everyone starts the round with 400 nutrition, then
everyone will likely get hungry at around the same time if they're
standing around. This means there's a little more variance in our
starting values, which means the kitchen could be more important a
little bit sooner.
* Forgot to save and commit the fix
* Aaaa
* Moved random nutrition to Initialize
* Draft 1
* requested changes
* fixes & refactoring & vv support
* one more vars access
* there we go
* change arg name
* Update lava.dm
* Update armor.dm
* Update armor.dm
* Update armor.dm
* fixes
* Update datumvars.dm
* Update goliath_hide.dm
* Update objs.dm
* 0 -> none in checkrights()
* Update armor.dm
* Update datumvars.dm
* Update armor.dm
* Adds magic armor type
this did not exist before
* two missing things from previous commit
* I shouldn't webeditor at work
* actual phobia created
* (LAST ATTEMPT) Adds Snakes
🆑 Togopal
add: Snakes! They hunt vermin on the station!
add: They can be purchased in cargo.
/🆑
Mice can be a problem in late round random events, and I figured releasing a bunch of snakes in maintenance would be a more long-term solution than constantly running around with a crowbar when you hear them.
Now with updated sprites!
(I apologize heavily for uploading this three times. I was unaware I was using an older fork, as this was my first attempt at modifying the code.)
* curator gets trauma! and fixes to snek trauma
* fixes the travis error
silly frog
* Reduces the cost of a normal snake crate in Cargo. Adds retaliation to snakes upon being attacked, removes venom from regular snakes.
I A
* quick fix
* quick fix 2
* fixes the cargo contains = list
* go away TRAVIS
* changes the name of the snake cargo crate of regular snakes to avoid confusion
* Updates how some snake mechanics works
Makes them actually retaliate, code is still sort of buggy though
* Some orange fixes
* Fix snakes on this motherfucking plane
* The thing oranges said
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Consolidates datum var location
* Move ui_screen to /datum/tgui
* Move focusers to datum.dm. Move fingerprintslast to /atom
* Remove focusers list, makes mobs check if their focus is QDELETED in Life()
* Consolidate use_tag and var_edited into datum_flags
* Revert garbage comment
* Thought I already removed this
* Remove the var_edited preservation
* Removes focus QDELETED handling
* Add a proc for getting the station center
* Add a couple of comments to ZTRAIT defines
* Remove unused global_map list
* Refactor weather to use the trait system
* Un-hardcode the transit z-level
* Use Z traits to determine Portal Storm event areas
* Fix loading away missions containing anything that reads traits
* Blessed turfs are visible to people who care about blessed turfs
* A better way
* Adds holy vision
* Compacts special types
* space space space
* Glowing
* Final Solution
* wraith
* bawhoppen has autism and we must hugbox
* Implements feedback