Shotgun slugs can no longer be made in an autolathe.
Buckshot rounds can no longer be made in an autolathe.
Frag12 rounds deal less direct damage, since they fucking explode.
Pulse shot rounds deal less damage.
Increased the cooldown on riot shotguns.
Removed buckshot rounds from all maps.
Combat shotguns start with beanbags.
Why It's Good For The Game
Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
Filter refactor + In Game Filter Editor
Accessed via VV in the dropdown of atoms. "Edit Filters.
Makes filters actually usable.
Co-authored-by: ghgh <hghgh>
Does a value-wise refactor of crates and bounties in order to scale the value of these imports and exports to the value of crate exports (500 credits each). Then, I have adjusted the value of crate exports to 200 credits down from 500 to place the most standard unit of profit within cargo to a scale within that of roundstart paygrades currently on station. (350-1400 credits).
This effectively balances one of the biggest disparities left within the in-game economy, which is that cargo's price scales have really never been re-balanced with the considerations of on station prices, and have been still to the same scale as when they were based on cargo points 3 years ago. While admittedly some prices in vendors were scale to those original cargo values, so many of them weren't that it warranted a massive rebalance PR in order to places the scale of these items within an appropriate range of their intended user's cost values.
/obj/effect/ex_act had several different re-definitions to make it a noop. The original definition would randomly delete it, which is bad news when a lot of /obj/effects are just that--effects, that shouldn't be blown up.
The ones that actually do want to be blown up (like decals) already have their own implementations. The one in place was never ran, and nobody had problems with it.
This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.
Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.
This PR removes fusion from reactions.dm and add the Hypertorus machine and its new and improved fusion reaction (results may vary).
Fusion is one of the most costly reactions from the atmos system, is one of the most complex and yet most simple ones; this will move fusion inside a buildable machine and it will allow a degree of complexity that can't be done inside react()
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
This PR changes the Hypernoblium gas around a bit.
First the stop-all-reaction property has been limited to a minimum temperature of 20 K, under that it will no longer stop the reactions in the container (canister, pipenet or open air), over that it will behave normally
Second the production of the Hypernoblium has been shifted to very low temperature, under 15 K so you need at least t3 freezers to achieve and at least 1000 moles of BZ as catalyst to lower the vey high energy released by the reaction
Lowered amount of credit received by cargo to 5.
The production of Hypernoblium was always a pain to make it happen, so it was a super rare gas that almost nobody made, now that the endgame for atmos shifted to more advanced gases and tools, Hypernoblium needed a little rework to fit right into those changes.
Bounties that were supposed to refuse subtypes of the requested items used to accept them anyways. Now they refuse them correctly.
Bounties that were supposed to accept subtypes of items that were excluded from acceptance used to still refuse those subtypes. Now they correctly accept them.
This PR does two things:
The capacity of large toner cartridges is increased from 15 to 25.
It adds a supply pack containing large cartridges; so far the game only has a single large cartridge available on one map.
Alright, this is a functional rework for civilian bounties, which should serve a few purposes:
Cargo has a reason to actually keep working and stay within cargo.
Makes cargo bounties far more integrated into the round as opposed to being a static list of soft goals, being personalized to those who would actually do a bounty for the station.
Still make civilian bounties the prime, sirloin steak method for regular crew to make money.
So here's the 4-11:
Static cargo bounties have been removed, in favor of the new system of civilian bounties. That means that both the bounties app and the bounty console have been removed.
Civilian bounties have been buffed. They are no longer affected by inflation, but when your bounty is completed, you will recieve a "bounty cube". To receive the cash you would have received for the bounty (10% of the civilian bounty), that bounty cube must be shipped off the cargo shuttle, and using the magic of the price tag component, you make your cut, and cargo makes their 90%, ensuring that you'll actually see your money (for once!).
Civilian bounties are now independent of department budgets, in preparation for departmental purchases, so now you can more freely benefit from doing civilian bounties to buy things! (See #53881)
Non-mining cargo department crew now have fully randomized bounties, to give them stationwide goals for bounty hunting.
As an added benefit, the icon for bounty cubes basically screams value, so hopefully crewmembers will see it and instantly think to sell it.
removes hexane gas from video game
(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)
it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both
Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.
Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.
The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.
Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
Added an abstract proc for circuits intended to be used to allow a circuit to configure a machine.
Overrode this proc for supply console boards (behaviour inherited by express boards)
Call this proc in supply console on_construction (behaviour inherited by express supply consoles)
Allows all supply consoles to inherit their circuit's emag and contraband status.
Doesn't look like any other circuits use this sort of functionality, but if they do I'll fix 'em up too.
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.
Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.
Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
add: Science has been given a more experimentally themed set of bounties.
del: Much of the old science bounties were discontinued.
del: ...As have the glass shard and cheese honker assistant bounties.
I re-styled the CSS for the stat panel in hopes to make it look nice, and I also added the ability to use sub-categories (currently a single level) of verbs using a . (period), an example being Admin.Fun instead of the previous Admin - Fun. This now results in a sub-category being automagically generated in the stat panel.
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.