* Adds force and flag checks for items attacking brains
Adds a force check and a NOBLUDGEON flag check for items that attack brains to prevent accidental or ridiculous brain damage via straw.
* Update brain_item.dm
* Adds force and flag checks for items attacking brains
Adds force and flag checks for items attacking brains to prevent accidental or ridiculous brain damage via straw/pen/whatever
Fixes https://github.com/tgstation/tgstation/issues/44963
* Woo shields
* reshuffle, adding a sound
* Re-organizing
* better defines for the signals I had
* new stuff
* fixes
* Replaced all instances of "defence" with defense"
and other small changes.
* oof
* spelling, and a forgotten check
* you, upgraded, improved, yes
* One
* adds the attack for megafauna.
* saves a few lines of precious diff
* return
* slightly uncurses it.
* That's a lotta damage
* Legion buffs
* There we go. Audio feedback and stuff.
* Untouches code this has no buisness touching,
* Removes mean comments
* comment spelling
* Alright, this replaces the process.
* Removes the unneeded file
* beepsky is electric immune
* beepsky now overrides electrocute_act entirely
he gains a short speed boost when shocked instead
* Update traits.dm
* Update secbot.dm
About The Pull Request
See title. Fixes#45370
Why It's Good For The Game
I don't think duplication of powercells and a bunch of duplicate code is really needed. This is more easily maintainable and just not shit in general.
EDIT: oh forgot to mention that this causes syndiborgs to have 500 more max charge by default. If anyone is extremely triggered by this, I can change that. But since those things aren't finely tuned anyways, I don't think this is a big deal.
Changelog
cl
code: Changed how sillycones get their cells and radios.
/cl
* Reworked electrocute_act
This still isn't perfect, ideally this would use flags and stuff but I don't have the energy for a change of that size.
* Removes spec_electrocute_act and makes the species siemens_coeff actually work.
* Readds the secondary shock
* Aheals now fix addictions and mood.
* Does it properly. Now uses a signal to detect the aheal.
* Removes a getComponent in living and puts that shit into the mood component.
* Fixes a small oversight with where I placed the moodie purge.
About The Pull Request
Fixes#45077Fixes#42498
Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
Small adjustments to the static loot part of the 'excess storage' rooms near departments.
Some extra crates has been added around maintenance with respective maintenance loot spawners.
Why It's Good For The Game
Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog
cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
About The Pull Request
Added two new traits, TRAIT_NOMETABOLISM and TRAIT_TOXIMMUNE. Does what it says on the tin, making livers not process reagents at all (except liverless reagents) and gives immunity to toxin damage. Species with NOMETABOLISM spawn with no liver (NOLIVER is now redundant and has been removed). This trait also prevents liver failure damage, for obvious reasons.
These traits have been given by default to androids (artificial, they were already immune to chemical healing anyway), zombies (who have their own regeneration) and skeletons (milk still works).
Other changes:
Species' handle_reagents proc now fires before checking for metabolization, so species can process chems even when liverless.
Removed the calcium healer trait, making it into a species handle_reagents check for each affected species (skeletons, plasmamen, bone golems). Skeletons now also heal burn damage from milk, since it's one of the few forms of healing they have available.
Note:
These traits should logically be applied to plasmamen and golems, but i intentionally left them out for now since it would be a significant balance shift, and there should be a proper alternative way of healing them first.
Why It's Good For The Game
Balances the significant benefits of being undead with a significant negative: being immune to chemical healing. Since zombies don't really rely on it and androids were already heal-immune, this mostly affects liches, and i believe it should be fine: considering that the main point of the spell is the resurrection mechanism, the space, gas, pierce, and heat/cold immunity they also gain should be counterbalanced by having a harder time recovering from injuries.
There is also a silver lining to having this trait: poison immunity. Effectively this is a buff to androids and zombies, the latter especially because they can no longer process mutation toxins. While this tactic is creative, it also trivializes a very expensive investment of TC. I might still add a liverless way to apply mutation toxins later on, but zombies shouldn't be effectively one-shot by a syringe gun.
Changelog
cl
add: Androids, skeletons and zombies no longer metabolize reagents. As such they no longer benefit from healing reagents, nor are affected by poisons and toxins.
add: These species are now also immune to any other form of toxin damage.
tweak: Milk now also heals burn damage for skeletons.
/cl
Adds a new abductor themed shuttle to the game, available for 8k
credits! The shuttle is only unlocked after alien technology has been
researched!
The shuttle offers some unique items and layout compared to others
currently available. Two singular entrances with the brig in the back
means security needs to walk prisoners to the brig area to secure them.
Unique unlock mechanism encourages either bringing alien tech back from
Lavaland or stealing some from an abductor.
A few unique items aboard, including alien tools, the experimental
cloner, and a void core can provide interesting opportunity if utilized
in the window of time that the shuttle is on station.
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
* Makes the abductor healing gland more interesting
* Implant rejection
* .
* no vomit for blood regen
* Update code/modules/antagonists/abductor/equipment/glands/heal.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>