Adds the Quantum Spin Inverter device to the science protolathe under
the Miniaturized Bluespace node. Basically a remote that swaps the
user with its connected twin, along with any movable containers, like
lockers.
Another fancy teleportation gadget to use in some creative way. An
important element it has is that it teleports its containers as well,
meaning that for example you can hide it in a box inside a bag
somewhere, and trigger its twin when someone picks it up for an easy
kidnapping.
* Adds adjustLiverLoss & getLiverLoss procs to carbon
* Adds trophazole
Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and medbay.
* Adds rhigoxane
Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.
* Adds thializid
This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.
* Charcoal + trans_to changes
Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.
* Medical + Syndicate spray bottles
Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.
* Adds chempacks
the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.
* Adds recipes to thializid and trophazole
Also fixes the rhigoxane recipe
* Medsprays are now medigels + fixes
chem packs can now be stored in the smartfridge and chem bag.
Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method.
The lore for the new medigels is that they spray a thick gel onto the skin that dries into a film.
* minor fixes + mint frosting
I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.
* Readds my cleaner sprites
* Adds liver damage to thializid + adds on_transfer proc
Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer
* Fixes chem bag examine
The chem bag examine now werks, also fixed a typo in the description.
* Adds a clumsy check to sealing the chem pack
* Makes kelo, bicard and anti-tox unmixable.
I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.
* Makes damp rag apply on_transfer effects
* glass and food now work with trophazole
glasses and food now call the on_transfer proc via trans_to
* Another round of fixes
Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().
* Rhigoxane recipe is now COOLER
200k was too warm since cryostylane cools down so much by itself upon mixing.
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.
* Removes the seal() proc and moves its guts into AltClick
* Item_state switching moved to reskin_obj
* Fixes missing medical sprayer left inhand
the sprayer_med_yellow inhand sprite now has the correct name.
* Fixes inhand updating
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Tries to add typecache
* Moves the typecache and makes it static
The old Laser Sprite was pretty old, literally just a 4 color line.
Decided that it should probably look more in line with a 2,000,000
Watt beam of pure destruction.
As an added bonus, the laser now fires on the correct tile in front of
the BSA now, in addition to having a built in splashwave around where
it's fired.
Adds a sound effect for striking matches. I've had this sound effect
laying around for a while and adding this is zero effort. Recorded and
mixed by me, no copyright bullshit needed.
The moodlet from being hit with a bike horn now has its own overlay.
Changed the description to not make assumptions about the quality of
local entertainers. The moodlet can only be applied by clowns, as they
are the only ones capable to unlock the bike horn's true hidden power.
You can no longer get a mood boost by hitting yourself with a bike
horn.
About The Pull Request
So organ damage is a thing now associated with general object of organ, meaning all organs inherit a damage variable, failing boolean, healing variable, and maxHealth variable. The proc applyOrganDamage takes in the damage and organ path, applying damage/healing to said organ. While an organ is in use, it heals a small amount over time (granted the organ is not failing), with this fraction being set by the healing variable.
This also reworks preexisting organ damage systems to function more so on the universal organ damage system, the liver specifically. So much code exists in regards to eyes/blindness and ears/deafness that I'll need to go ahead and take a longer time combing through the code to get everything that can reasonably be tied to those two organs and their level of damage reworked to function off of the organ damage system, as opposed to just a trait add/remove system.
Lastly, this slightly reworks scanners, since now you need to check for every organ in the body. Since organs are stored as "the [organ]" with the method I used to get them, the phrasing on the medical scanner was changed to make more sense given it now has to say something along the lines of "severe/minor damage detected within [the organ]". I'll likely add another proc if I cannot find a way to get the organ's max health during this operation, since a static number determining minor/severe damage does not work when an organ's max health is less than the typical 100 points (as is the case with eyes).
Why It's Good For The Game
Every organ can be damaged, though not every damaged organ does anything right now. Damaged livers do the same thing as they did previously, and damaged eyes develop varying levels of vision impairments. The benefits to this PR are more for future coding projects than it is for the game currently, with no foreseeable changes to the way it's played currently.
Changelog
cl
code: Universal Organ Damage variables and procs
/cl
About The Pull Request
Adds an abductor chem dispenser, buyable for 2 points from the abductor rewards console.
Buying it spawns a beacon, which can be activated in hand to drop it and spawn the dispenser after 3 seconds if the tile is free of obstructions.
The dispenser contains all the reagents of a fully upgraded, emagged dispenser plus plasma and uranium.
Why It's Good For The Game
More tools for abductors means more possible abductor shenanigans, and personally i'm all for making the no-murderbone antag as fun as possible.
Changelog
cl XDTM
add: Abductors can now buy a special chem dispenser for 2 points. The machine is delivered as a beacon which can be used when standing on any free tile to spawn it.
/cl
* Payment generation rework and no repeated target
* Blacklist
* Remove pod explosion
* contractor baton
* darker highlight
* Slight increase for the higher paying contracts
* Victims get healing injected to bring them out of soft crit/crit
* pod send fix
* Text changes
* More text tweaks
* New baton - custom sprite/sound
* Better sound - fixes
* Stutter
* text
* classic_baton rework
* attack silicons still, and only show charging for new baton
* Properly attack/stun silicons where appropriate
* . list
* Citations Step 1 - New Datacore Stuff
* Committing before merging with master
* Initial work on PDA messaging
* Adds support for automated PDA messages
This is just a flag that, when set, replaces the standard (Reply) href with a static "automated message" message
* Citations now generate PDA messages
The target of a citation will be notified via PDA message
* Escaping some non-optimal characters in PDA messages
* Creates a public warrant computer
Initial framework. Computer machine and circuit. Adds it to the DME.
* We're gonna flipflop on this for a while
* Removing unneeded functions
This is a read-only terminal, so we don't need to have all this code for managing entries and updating fields
* Whoops
So this is why byond was warning me about unused vars
* Need some help
Pushing this commit because I got this into a state where it doesn't work right
* Adds support to pay fines!
* Map changes. Adds a warrant console to the hallway outside the brig and law office on Box.
* Adds some checks to fine creation
* Aaaaand more work on paying citations
* Paying citations works! The money goes into the defense budget!
* More functionality and usability changes
* Adds warrant consoles to the rest of the maps
* Cleaning up text
* Rewrote warrant computer to be more up to date.
* Fines are capped to 1000 credits
* Requested changes
* Citations can now be paid with holochips and warrant consoles don't require your ID to be inserted.
* Fines can be paid from security record consoles, and more feedback messages
* Citation payments now actually go into the defense budget for real
* Removing even more unused code!
* Removes unused code (emp_act and ID handling)
* More unused code for the unused code gods
* ID card reference is now just fetching attached name.
* remove simple mob typepath kthx for the remove simple mob typepath kthx gods
* one usr, many M
In advance of eventually adding SpacemanDMM's linter to Travis, fix everything it can currently detect.
Some lists, including global lists, are given types so that L[i].foo expressions can be checked.
Some procs are given a new form of return type annotation so that DuplicateObject(O).forceMove()-type invocations can be checked.
Open to syntax suggestions on the return type annotations, and on whether the preprocessor strategy makes sense.
Return type syntax is currently roughly:
<typepath> | <paramname>([_])*(.type)?
Why It's Good For The Game
Allows you to distinguish a circuit board almost much more quickly, also adds flavor to boards. Improves the readability of the computer_circuits.dm and machine_circuitboard.dm
In the most minor way possible it helps people with colorblindness.
Changelog
cl blargety, Onule
add: Added departmental sprites for circuit boards commonly used within a department. For example, a SMES will have a orange base.
imageadd: Adds 8 new icons for circuit boards, based on department colors.
refactor: Reorganizes computer_circuits.dm and machine_circuitboard.dm based on an alphabetical order divided by department.
/cl
cl
tweak: stacks no longer give you a pop up window when you alt click on one on the floor
/cl
its rather obnoxious when you try to grab something from a tile (example after an explosion) which has some giant sprites of rod/tiles/metal and you want toalt click to see the tile content but instead you have to pixel snipe else you get a pop up window
99% of the time you want to grab part of a stack you do it in hand or in the bag anyway which have no effects from this pr
About The Pull Request
Adds department skirts to all related lockers/vendors
Why It's Good For The Game
Skirts good
Changelog
cl
add: added department skirts
fix: fixed secskirt dixel
/cl
About The Pull Request
Gives the specialist space suit supplied in the contract kit it's own custom sprite. Sorry about quality, compression seems to mess it up a bit.
When first assigning yourself to the tablet too, a greeting soundclip will play.
Sprite
Why It's Good For The Game
Laying down the foundation for it's own antag type.
Changelog
cl
add: Contract kit's specialist space suit now has its custom sprite.
add: Assigning to tablet now plays greeting soundclip.
/cl
The dish drive is a neat little machine but it has a few quirks that makes it a bit of a pain to use, so that's what I'm looking to fix.
Dish drive will still collect but no longer throw away your still perfectly usable dinnerware. Glasses are not disposable, despite what your average bar patron would like you to believe.
The bardrobe now sells a premium box with all the parts you need to build the dish drive (the board alone can still be found in the free category). Saves you the trouble of running around the station looking for parts instead of serving your patrons, but it's quite expensive. Make sure to tip your bartender.
cl
add: DIY Dish Drive Kit now available at your local bardrobe. Start saving those tips!
tweak: The Dish Drive no longer sends reusable items into the disposal bin
/cl
About The Pull Request
Adds an ammo system and printable ammunition to most mech weapons with a "rearm" function. Replaces the old system of generating ammo at a power cost. With the exception of the missile launcher and clusterbang launcher, all affected weapons have a storage capacity of ammunition equal to four-times the amount of ammo that the weapon can load (though the storage cache starts with only one full reload when printed from the mechfab). Ammo boxes are printed from the mechfab and also are available in the Sec protolathe, and each box will carry exactly one full reload. Ammo boxes are not terribly expensive, but reloading requires either an ally on foot to pop the ammo box in, or for you to hop out and do it yourself.
Missile tubes and the clusterbang launcher do not have an ammo storage cache, and so reloading them will reload the tubes directly. This is not the full extent of nerfs that the missiles need (I will do those in a separate PR since I suspect this one will be controversial) (read below), but removing the ability to reload missile pods without an ally or exiting the mech may help a bit.
The SRM-8 has been replaced with the new BRM-6 in tech webs. The BRM carries a smaller explosion and does not explode unless hitting a wall, door, shutter, or another mech, and only has six shots. The SRM-8 remains on the Mauler mech. If the BRM missile does not explode, it will deal 30 brute damage instead, and break.
Why It's Good For The Game
Currently, mech ballistic weapons function like reloadable lasers. You have an ammo counter, but it's one hundred percent based on your energy cell. This gives some flavor to ballistic weapons, making them actually feel different, and gives them a mini-niche in the form of good choices to use alongside an energy-draining mech ability (like the Gygax speed).
Use lasers when you won't need to worry about power and/or need burn damage.
Use ballistics when you want to save power and/or need brute damage.
The SRM-8 to BRM-6 change is being done here so that I don't have to wait until this PR is merged before starting it. The idea is to keep the reasons why you'd want to build a missile launcher (wall breaking and mech fighting) without also outclassing most other weapons burst damage potential. I'm not truly happy that the explosions deal zero damage to surrounding people even one tile away, but dealing no damage is better than the massive damage + stun that the current missile launcher does. Nuke Mauler has the old launcher, since I believe the consensus is that Nukie Mechs are already not generally worth the money.
Changelog
cl
balance: Mecha ballistics weapons now require ammo created from an Exosuit Fabricator or the Security Protolathe, though they will start with a full magazine and in most cases enough for one full reload. Reloading these weapons no longer chunks your power cell. Clown (and mime) mecha equipment have not changed.
balance: The SRM-8 Missile Launcher has been replaced with the BRM-6 Breaching Missile Launcher in techwebs (Nukie Mauler remains equipped with the SRM-8).
balance: Both Missile Launchers and the Clusterbang Launcher do not have an ammo cache, and cannot be reloaded by the pilot. Once the initial loaded ammo has been spent, you can use the appropriate ammo box to load the weapon directly.
add: Utility mechs that have a clamp equipped can load ammo from their own cargo hold into other mechs.
add: Nuke Ops can purchase spare ammo duffel bags for their mecha weapons, should they run low.
/cl
To-Do:
Add ammo to security protolathe
Get better ammo box sprites (hopefully)
Possibly adjust ammo counts for balance. Might make the flashbang launcher and/or cluster launcher behave like the missile pod.
Add functionality for the utility mechs to use clamps to load ammo from their cargo hold into another mech.
Ammo counts, for anyone wondering:
Weapon Magazine Size Total ammo at start* Maximum total ammo*
Scattershot† 40 (10) 80 (20) 200 (50)
Hades 24 48 120
Ultra AC 2† 300 (100) 600 (200) 1500 (500)
BRM-6 Missile Rack 6 6 6
SRM-8 Missile Rack 8 8 8
Flashbang Launcher 6 12 30
Cluster Launcher 3 3 3
*Total ammo is the amount in the weapon's magazine plus the stored ammo.
†The Scattershot lists its ammo as 40, but uses four per shot. So in reality, a single full reload gives you ten shots. Similarly, the UAC2 fires in three-round bursts, and so 300 rounds is 100 bursts.
Clown weapons (and the mime weapon) are all unaffected by this change.
I wanted to get this up next day but I kept falling asleep before finishing what I wanted to
About The Pull Request
Fixes some issues that have been brought to my attention with smart cables
Closes#44768Closes#44775
Why It's Good For The Game
this shit pretty broke as is in game.
Changelog
cl
fix: removed mech rcl from the research node so it stops spamming a warning in log
fix: cables now disconnect machines when cut
fix: terminal linking/not linking behavior with smeses has been improved
fix: couple of small mapping fixes
tweak: changed cable coils back to 30
tweak: changed the box smes room a little to prevent stacking terminals
tweak: removed the rpcl from engineering on every map because it's not used for wiring anymore
/cl
* will this work?
* add shuttle console to meta
* add shuttle console to box
* remove glide size from box, add shuttle console to delta
* replace airlocks in lavaland common area
* remove step
* secure the gulag a bit more, add a beer fridge
* restore unix line endings?
* Update code/game/objects/structures/crates_lockers/closets/secure/freezer.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* review
The guillotine is a funny item, but you can only repair it with a
whetstone (used or unused). Since the whetstone is rare this leads to
odd situations where the easiest way to sharpen your guillotine is to
make a second one. This lets you repair the guillotine with plasteel,
each piece restores 30% durability (it costs 3 plasteel to make) and
takes 10 seconds.