About The Pull Request
This PR finally splits up the ways that borgs are supposed to initiate inventory checks of a mobs and initiate attempts to buckle mobs to themselves (formerly, they would both happen upon click+dragging a mob onto yourself as a borg). Now a borg will only try to buckle a mob to themself if they ARE NOT on harm intent when they finish click+dragging said mob onto themself, and will only try to check a mob's inventory if they ARE on harm intent when they finish click+dragging said mob onto themself. An outsider can still buckle someone (even themself) to a borg who's on harm intent; the borg just can't do it themself.
Why It's Good For The Game
This issue is incredibly annoying to deal with as a borg (especially if you're in an area or situation where *spinning someone off of you could be risky), and I'm really surprised that it's taken this long for this control conflict to be fixed.
Changelog
cl ATHATH
tweak: If a cyborg click+drags someone onto themself, they will only try to buckle that person to themself if they (the cyborg) ARE NOT on harm intent. Attempts made by non-cyborgs to buckle themselves to cyborgs by click+dragging themselves onto said cyborgs should be unaffected by this change, even if those cyborgs are on harm intent.
tweak: If a cyborg click+drags someone onto themself, they will only attempt to check that person's inventory if they (the cyborg) ARE on harm intent.
/cl
About The Pull Request
does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game
fixes tons of horrifying copypaste
also fixes some minor things
Changelog
cl
del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl
* highlander event uncuffs participants when equipping them
* highlander tries to drop items instead of deleting, heals participants
healing also uncuffs them
* excessive use of integers
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Blindness removes colours so you can only see if an object is near, not the fine points on it.
* Fixed up the monochromatic trait to persist when removing blindness
* Removed added trait and created new colour filter for blindness
* Blankspace Removal
* removed the src before the proc as it was not needed
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
* Makes nanites be passed down when jellypeople and slimes split
* Trying to change how nanite splitting works, currently this is broken and disallows splitting of slimes and jellypeople
* Still doesn't work, jellypeople code fails at the L1 check
* Nanites now pass on properly, but sync needs a rework. Get component might be the right way to do it after all
* preparing for revert
* Reverting, I think
* I don't know how revert works, making activation copy over as well
* Removing an unneccesary proccall
About The Pull Request
CMO and MDs start with a first aid kit with slightly increased capacity and basic surgery tools
Why It's Good For The Game
Doctors need tools for doctoring in the new medical landscape, also makes the starting medkit a bit more worth holding onto
Changelog
cl
add: Medical staff now spawns with a first aid kit with increased capacity and basic surgery tools
/cl
* Update medbot.dm
* romance of the three medbots
* no longer requires unique ID
* Revert "no longer requires unique ID"
This reverts commit 3349140f3779f8e694e14d1c2a170ff5d3105a56.
* sometimes i can code ok
* Update medbot.dm
* duh
* Update unsorted.dm
* Update unsorted.dm
About The Pull Request
Buffs C2 Healing
I should have leaned to more healing initially, especially since they're damaging. Goal here is to make them more enticing.
Dilutes Starting Meds / Borg Hydro Microdosing
Perhaps this was the biggest issue in that your DEFAULTS carried way too much of the chem specifically designed for lower dosages so people were getting smacked with needless damage consistently.
You can still make your own "pure" samples I guess, but I think you'll like the current values.
Borgs can now switch between 5u/2u with altclick.
Adds a C3 Diluent Specifically for Minor Brute/Burn
Wouldn't make much sense to dilute it with air! Granibitaluri is a new C3 that slowly tops off your damage by order of brute then burn. The catch is you must be at 10 damage or less for the healing to apply. ODs at 50.
This is the reagent all C2s are diluted with regardless of what they heal (meaning brute/burn chems will heal a tad better but only when you're about healed anyways).
Why It's Good For The Game
Buffed C2s to make them more viable as contenders to some of the more oddity avenues you guys were using.
Dilutes C2s to make the roundstart items viable on their own without chemistry (or at least a chem master). Same with Borg Microdosing option.
Added the C3 since it was suggested by zxaber to have a form of healing more minor damage without going through the lengths of surgery.
Sorry in advance silicon players, the solutions are still pure in your hypo!
Changelog
cl Anarcho-Capitalistabital-by
add: In General, Buffs healing thoroughput of C2s. You can stop paying your cloners overtime now!
tweak: The roundstart C2 methods are now diluted with a new reagent, Granibitaluri.
tweak: The borghypo now can switch to "microdosing", which is 2u transfer via AltClick
add: Granibitaluri is a C3 (no downside!!!) that tops off your brute THEN burn damage if they are at or below 10 damage.
/cl
Thank you guys for being so patient and providing constructive feedback! G-g-g-good thing coders "play" haha!
About The Pull Request
Adds in more tarts - pies
Mime Tart, Lava Coco flow Tart, berry tart
Adds in a few more cakes
Vanilla cake - real this time
Clown cake - Honk!
New book only get able via Dinner-o-mat that teaches you how to makes these
Why It's Good For The Game
More colorful foods and crafting as well as using the locked crafting system - Maybe better looking cakes
About The Pull Request
Elevates issues brought up in #46100 & #45020 into a feature by having it only do such based on temperature. Also fixes an exploit where you could make on-demand fire traps by heating plasma prior to splashing, or simply heat it up to avoid having to use reactions and/or pyrotechnics in grenades.
If the temperature is 50C or above, plasma will "boil" aka become gaseous and spread as it would had you previously harm intent.
Consequently, this adds the framework for having special effects depending on the temperature of the reagent.
Minorly, Cryostasis beakers now will not have chem temperature shifts (forever chilly)
Why It's Good For The Game
Fixes 2 issues without snowflaking react_obj or beakers or anything to compensate for plasma, while still keeping syringes and the like using react_obj
Also makes it consistent if you're into immersion and stuff.
Changelog
cl
add: Plasma now "boils" at 50C. This means you will need to heat the liquid form up to make it into a gas (previously you could just splash it)
tweak: containers that halt reactions (IE cryostasis beakers) will keep reagents at a set temperature.
fix: Plasma will no longer summon gas whenever transferring via syringe. AKA you can now do xenobio again.
fix: Plasma can no longer be cheesed grenade-style by heating the beaker. It will now require reaction/pyrotechnics.
code: Reagents now have the framework to perform different effects on temperature change.
/cl