* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
Adds hardlight bows and hardlight quivers.
Does 12 brute and 18 burn on hit.
The quivers regenerate one arrow every few seconds and is worn on the back.
Arrows disintegrate on hit and are destroyed after 20 seconds if it is dropped to prevent spam.
ADDED TO UPLINK AT 7 TELECRYSTALS FOR A BOW AND QUIVER. Can be included in surplus crates.
🆑
* moves black shoes recipe to be just below grey jumpsuit recipe
adds recipe for fingerless gloves
* added black gloves recipe
* black gloves require 3 rolls of cloth instead of 2
reduced botanist's leather gloves to only need 150 biomass
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.
- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.
* More merge conflict fixes and adding the new files I forgot to add.
* of course I forgot birdstation
* More typos and stuff I forgot to undo.
* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)
* Fixing more conflicts with remie's multihands PR.
* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().
* Derp, forgot to remove debug message.
* Modular computers rework, part A
* tweaks&fixes
* Adds component-side compatibility checks
* Moves computers to SSobj
* Fixes stationary computers not using power usage vars
* Changes icon generation a bit, adds icons to broken computers
* Moves UI into it's own file
* Laptop refactor + sprite replacement
* Modular console's keyboard now lights up when powered
* minor fixes
* fixes
* bonus: wired connector, new type of recharger
* Modular computers are now devices
* code quality ocd
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.
Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.
Also this PR makes ORM code better and allows people to easily add new alloys
Sprites by WJ
Tweaks and QoL changes:
Kinetic accelerator now supports seclite attachment.
Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
Miner's roundstart crowbar now spawns in box instead of backpack.
Preserved legion core no longer sparks and has a telling desc.
Balance changes:
All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.
Fixes:
Updates miner's corpse and mining wardrobe with new lavaland gear.
Fixes envy's knife path.
Fixes wing potion's misguided racism.
Fixes#18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
R&D lathe cost slightly upped
Added new "chaos" mode which randomly tosses shit around ("""randomly""")
NEW INHAND SPRITES ARE IN
FIXED THE BUG THAT LEAD TO INFINITE RECURSION AND CRASHED MC
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
This isn't even remotely balanced; at least xrays had a limited magazine
and needed recharging.
🆑 coiax
rscdel: Gatling gun removed from R&D for pressing ceremonial reasons.
/🆑