* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#57004)
* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates
Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
* cult construct stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics. (#56871)
Since reactions now require a bit more involvement from chemists, ghetto chemistry is a bit harder. This seeks to help some of those problems by providing new tools for those without a chem heater/reaction chamber.
Also some of these might be useful for chemists in the lab too!
Here's what you can make:
image
the burners are similar to candles - except they burn their internal reagents. The temperature they heat by is dependant on the flame, fuel and oil burn for a lower amount, ethanol for a higher amount and plasma for the highest amount. They can be put on tables and bonked with beakers for a quick way to heat them (similar to lighters). You'll need to light them with a match or lighter too, though, and can be put out by use in hand.
The thermometer looks like this and gives you temperature readings!
thermom
The pH booklets are the same as before - but you can now craft them by making universal indicator. These are the best way for a ghetto chemist to check their pH, and multiple sheets should be used over a reaction.
The improvised chem heater looks like this, and is a reconfigured space heater, it requires more materials and tools lending itself to a static drug den, but has the best method of adjusting temperature and fighting against exo/endo thermic reactions:
Improv_heater
Finally, the cooling spray lets chemists do the oposite of a lighter on their beaker - cooling the reagents within. In addition, fire extinquishers perform the same function.
In addition ice and universal indicator have been added as reactions.
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics.
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time
* a
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Held Up status effect no longer permanent. (#56973)
Heldup status effect is "grouped" and is only removed when all sources of it are removed.
A source is never passed into it, so the sources list just contains a single null element.
Once put on a player, the status effect will never be removed without admin intervention and will forever display the HUD alerts as a result.
I pass in the "shooter" as a source and as such this should now clear appropriately while staying around when a player is being held up by multiple people at once.
* Held Up status effect no longer permanent.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix oversight allowing orbiting players to force the player they're orbitting to *surrender (#56972)
Observers with auto-observe inherit the HUD of the person they're observing. This includes Alerts. Alerts can be clicked. Alerts have varying levels of snowflaked checks. Some called parent and didn't check the return value. Some perform actions direct on usr instead of owner.
All of this has been standardised. Every single screen alert now calls ..() on Click() and returns early if the parent proc call returns false.
/atom/movable/screen/alert/Click now returns some useful value to children that call it.
* Fix oversight allowing orbiting players to force the player they're orbitting to *surrender
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)
Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Nerfs the roundstart planetary gasmixes, cleans up the code a bit (#56909)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
* Nerfs the roundstart planetary gasmixes, cleans up the code a bit
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
* Fixes critical server crashing bug with Valentines' Day (#56897)
for any onlookers, the better solution here is just to make the love effect a basic overlay you put on mobs once, animated completely through a normal icon state
this is just pressing enough to do for now
* Fixes critical server crashing bug with Valentines' Day
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* No More Calling get_equipped_items() in mob/living/Crossed(), Makes Slippery Component Work Without it (#56820)
* gets rid of mob/living/crossed and makes clown pdas work without it
* makes squeaky work without COMSIG_ITEM_WEARERECROSSED
* No More Calling get_equipped_items() in mob/living/Crossed(), Makes Slippery Component Work Without it
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
* Refactor can_inject, and introduce try_inject
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything. (#56794)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
* The immovable rod is now crazy fast, is overpowered broken and doesn't afraid of anything.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
* Move Jolly and Depression into mood handling (#56580)
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
* Move Jolly and Depression into mood handling
Co-authored-by: coiax <yellowbounder@gmail.com>
* fixes 2 runtimes caused by holding people up with a gun (#56800)
Fixes two runtimes, one caused by status effects always expecting a return from throw_alert, and another caused by holding yourself up (which you shouldn't even be able to do). Also fixes an issue caused by multiple people holding up the same person, when one of the perpetrators stopped holding up the victim, all of the victim's related alerts disappeared.
* fixes 2 runtimes caused by holding people up with a gun
Co-authored-by: TJatPBnJ <69724863+TJatPBnJ@users.noreply.github.com>
* felinids with the family heirloom quirk can now roll toy mice as their family heirlooms (#56790)
* felinids with the family heirloom quirk can now roll toy mice as their family heirlooms
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Cargo bounty cube incentives (#56375)
Bounty cube announces its creation over Supply with its creator and
area, starting the speedy delivery bonus countdown
20% bonus for cargo if you send the cube within 5 minutes of its
creation.
Using an export scanner on it in the supply shuttle awards a 10%
personal handling tip when it reaches Centcom.
Cube nags at five minutes over Supply if it's not sent and cargo bonus
is lost.
All nags tell you the cube's area
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Cargo bounty cube incentives
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Light moodlet cleaning (#56768)
Factors some raw deciseconds into time defines
Standardizes use of "Oh god,"
Fixes some other small formatting issues
Refactors entries of 1.x MINUTES into SECONDS
* Light moodlet cleaning
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Add locking into portals with right click on hand tele, refactor hand tele code, add pre_attack_secondary (#56700)
Refactors hand tele code with better variable names, splitting procs, fixing C&P code, etc.
Adds pre_attack_secondary, the right click version of pre_attack.
Adds a new alternate function to hand teles, which will reopen the last location you opened. Works based off locations, not turfs. For example, right clicking after locking in "None (Dangerous)" will not teleport you to the same place.
* Add locking into portals with right click on hand tele, refactor hand tele code, add pre_attack_secondary
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Enables 514 testing on master, Removes all reliance on extools outside of maptick (#56724)
* Uses 514's map_cpu var when it's available
* Uses auxtools for the debugger, to supply cross verison compatibility
* Nukes extools reference tracking, reinstates the old ref tracking system
* Enables 514 testing on master, Removes all reliance on extools outside of maptick
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds a punctuation and removes an egregious blind message in climbable element (#56744)
Adds a punctuation on the examine message for climbable things
Removes a really bad blind message
* Adds a punctuation and removes an egregious blind message in climbable element
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Removed antiquated intent cycle hotkey for borgs (#56740)
The intent_cycle hotkey for borgs was left behind during the combat mode switch. It does nothing on its own, but existing as a default hotkey blocks the actual combat mode hotkey unless unbound manually.
Closes#56668
Related to #56601
* Removed antiquated intent cycle hotkey for borgs
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Add pAI internal GPS to possible software (#56404)
pAIs are now a useful space travelling companion, they can help you
navigate if lost (although only the pAI has the GPS view, so they'll
need to communicate the information). If you're holding a GPS, then the
pAI can find you even if you get separated.
* Add pAI internal GPS to possible software
Co-authored-by: coiax <yellowbounder@gmail.com>
* Refactor ventcrawling flag into traits (#56620)
Instead of using var/ventcrawling on `/mob/living`, it is now instead
two traits. It functions in exactly the same way.
This now ensures that manipulation of ventcrawling will not clash with
any other manipulation, such as a proposed genetics ability to give
people ventcrawling, versus abductor organs.
---
Intended to be a pure refactor, no functionality should change.
* Refactor ventcrawling flag into traits
* Update true_changeling.dm
* Update true_changeling.dm
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* repaths plasteel tiles to iron
* Update robot_modules.dm
* a
* fuck me
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>