Currently, corazargh's the best-in-class weapon for chemical syringes. 0.01u metabolization rate, kills in 6 seconds, easily manufactured.
4u of it with any chem really designed to knock out or stun an enemy leads to them dying of extreme bloodloss. It's hilariously overtuned, and while thalpy/fermi/bramble works on a more permanent solution, this thing's definitely worth pushing out a temporary fix to.
https://cdn.discordapp.com/attachments/625471067900608512/836730021090557973/unknown.png <- the conversation with thalpy about making this change while he works on a unique solution for corazargh.
Adds opacity to bottles, beakers, large beakers, and reagent fills so theyre no longer extremely dark. Adds @maxymax13 's resprites of the x-large(plastic) and metamaterial(gold) beakers to match the new beakers. Adds a 1u sprite for reagent fills of all bottles/beakers. Removes unnused vials and melted beaker icons.
fixes#58624 (Metamaterial not having the proper icon)
Consistent beakers good.
Fixes#57757 (being high on lithium while in a mech causes weird shit, like the camera being stuck to the mech while the player moves)
Lithium used step() without regard for the thing you were in
Prevents lithium from glitching in and out of things, (especially useful for objects that take control of your camera).
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
Currently, mindbreaker toxin is supposed to suppress hallucinations, but the reagent itself still applies hallucination to the user which is counted towards handling hallucinations before it gets purged by the quirk.
It's annoying that the one thing advertised that should fix hallucinations with RDS doesn't work.
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.
* Remove gamemode references from age checks
* Monkey
* Remove heretics
* Remove BBs
* Refactor uplinks and remove clown ops
* Remove nuke ops
* Removes and refactors cult
* Remove extended
* Remove and move out meteors
* Removes wizard
* Remove sandbox
* Remove changelings
* Remove traitors
* Remove revs
* Remove gangs
* Remove changing mode and voting for new gamemodes
* get_candidates signature fix
* Summon ERT and NERD in their own panel
* Remove some old unneeded age_check stuff
* Fix old signatures of get_uplink_items
* Use Extended like config for dynamic.json
* Fix discounted gear
Currently takes 1 second before withdrawal starts, which is enough to start withdrawal while still using the drug. I changed it to 1 minute before you need your fix again (old addiction was 30 seconds but could be microdosed).
Also buffed junkie pills to 3u and nerfed addiction requirement to 1u, from 2u (effctively still 2u since addiction tends to check after the 2u has already been metabolized).
Also clears disgust from opiods after quenching your addiction, because otherwise you're gonna spent the next 20 minutes being vomitlocked in place
* Fixes runtimes in metabolism
* Activate doesn't work as I expected
* Removes bonus false
* One last just in case check
* Why did I even think while was a good idea
An update stopped reagent on_mob_life from triggering unless the reagent can be overdosed.
This fixes this issue and allows items like milk to be metabolized again.
This also buffs milk healing in bone stomachs as it was really weak, the total milk and the amount you heal have both been increased.
Fixes#58293
* Initial dump
* Getting there
* Update impure_medicine_reagents.dm
* Update impure_medicine_reagents.dm
* Adds the reaction mechanics
* Compiling fixes
* Update medicine_reagents.dm
* Updates the debug machine to allow for live recipe edits and tweaks the rest of the stuff
* Few fixes and things I missed
* linters
* Feedback changes
* Apply suggestions from code review. Thanks ATH1909!
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* More changes
* Few more tweaks before component and eyes
* Update chem_recipe_debug.dm
* Fixes loop I think
* I guess I'll just have to hope qdel does it's job
* It really doesn't like nullspace
* Fixes bug in oculine and misspelling
* No obsessed traumas to avoid forced antaging
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Fixes oversight
* Why is this so convoluted
* Final fix and test
* Expose is strange
* exposure to reagents may result in confusion, bafflement and hunger. If you feel any of these effects, consult with your doctor.
* lil cleanup
Adds the High-performance liquid chromatography machine - a new roundstart method of detecting purity, as well as a method of partially purifying reagents.
A single machine has been added to each of the 4(5) maps - this lets people determine their purity based off the size of the green (pure portion) to the orange (impure portion) of a reagent's peak shown on the mas spectroscopy display. If a reagent is impure - it will be displayed as red.
In addition to this function, the HPLC can purify reagents by selecting a range of them and pressing the purify button. This will cost some time depending on the mass of the reagent and will purify it up it's default purity (in the tweaked reagent cases - 75%, for the reagents I've yet to get to - 100%). It will also reduce the volume accordingly (so in essence you are reducing the volume of the impure parts).
The sprite itself will indicate when it's running, so you don't need to be nearby it or use the UI to know when it's done
Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.
This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game
There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog
cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
About The Pull Request
REM was changed from 1 to 0.5, so there were a few unintended side effects from that. It also fixes this:
image
And sets the hands to fire on a timer so the effects are shorter but more intense, as well as having the lag compensator actually work.
This doesn't fix the smoke/foam effects which I will fix after this because that's non specific to helbital.
Why It's Good For The Game
Fixes bugs and restores intended functionality.
Changelog
🆑
fix: fixes helgrasp's lag compensator and text
qol: Sets helgrasp to fire faster but last shorter
/🆑
Reworks the main handlier for impurities and adds it to the add_reagent proc instead. Adds an option to bypass the purity splitting too. This reduces the amount of add_reagent calls and will prevent any unintended on_mob_add() and delete calls for reagents that are removed from splitting.
Fixes smoke, foam and cigarette issues too - since they used copy_to isntead of trans_to.