cl MrDoomBringer
soundadd: Supplypods sound a bit nicer as the land now.
admin: admins can now adjust the animation duration for centcom-launched supplypods
admin: admins can adjust any sounds that are played as the supplypod lands
/cl
The issue was that when casting rod form, the wizard is forceMoved() into the
rod. When an epicenter explosion happens, explosion.dm forcibly goes through
the contents of EVERYTHING, and calls ex_act().
This caused the wizard in the contents of the rod to get damaged by epicenter
explosions (ie if they hit a fuel tank in rod form)
Fixes#40535
cl MrDoomBringer
fix: Centcom-launched supplypods will now properly delimb you (if they are designated to do so) instead of touching you then literally yeeting all of your internal organs out of your body.
admin: Centcom can now specify if they want to yeet all of your organs out of your body with a supplypod
/cl
added a new button to the centcom podlauncher that cinematically removes every organ of whoever is hit by a supplypod
Fixes#40486
cl MrDoomBringer
fix: Supplypods no longer detonate their contents
/cl
I did this by adding a return value to the atom/contents_explosion() proc. If the proc is overridden, it should return null. This is then checked in explosion.dm to see if the contents have been properly exploded. If they havent (if contents_explosion() returns true), then explosion.dm handles it manually.
There might be a better way to go about this, if there is please let me know
cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl
[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.
cl Denton
tweak: Split chemical bounties into simple/complex ones and removed some that are disproportionately hard to acquire.
tweak: The "More Bounties" bounty now awards five instead of three new bounties.
/cl
tl;dr of this PR is:
A) Reagent bounties are split into two different categories - simple and complex.
Simple bounties can be mixed by a single chemist, but complex ones require either cooperation with a third department or some serious mixing.
Also, removed amanitin/coniine bounties since those should be added to botany bounties instead.
B) Tweaked bartender bounties
Removed quintuple sec, as it relies on Bananium which can't be obtained every round
Removed hearty punch, as it takes a disproportionate amount of effort to mix in large quantities
Added bounties for peppermint patty, pumpkin latte and aloe
C) Increased the amount of "more bounties"
The variety and amount of available bounties has increased since the original PR; it only makes sense to increase the number of new bounties offered by this as well.
cl XDTM
tweak: Holding an ID in your hands uses it instead of your worn ID for authentication purposes.
tweak: If you don't have an ID in your id slot, the belt slot will be checked as well.
/cl
Fixes#40437
Makes sense if you want to use a specific access card without playing pocket tetris. The get_idcard has an argument for prioritizing worn id over held id, for stuff like identification.
cl MrDoomBringer
admin: Admins can now launch supplypods the old, slightly quicker way as well
/cl
Saves a few button presses, and some admins requested it.
Tested, should work fine.
MrDoomBringer
admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!
code: also supplypods have been refactored
The game can use more bounties that require actual effort and cooperation to
complete, but give far higher rewards than the "collect some glass shards"
Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas.
I added the following:
Engineering
Various atmos gases, price determined by how hard they are to acquire. I
deliberately left out Stimulum/Hypernobilium, as only a handful of players even
have an idea of how to make them. Plasma tank bounty got removed, since it's
just a case of "put tank into plasma canister and open valve".
Contained Tesla ball. The idea is to build a tesla setup inside the supply
shuttle, then ship it off. This pays a lot, since players have to purchase a
bunch of packs, get them unlocked+approved by heads of staff and finally
construct the whole thing inside a cramped shuttle. Materials alone cost about
14.000 credits for this one.
Tesla containment maintains power during the shuttle ride and it gets deleted
successfully on arrival at CentCom. As a failsafe, I've added both singulo and
tesla as 1 credit exports in case someone ships them over to CentCom without an
active bounty.
Mining
Almost everything you can craft from Lavaland fauna, from lava grilled steaks
over bone axes to goliath hide boats.
* Adds four new cargo packs
* god dang it bobby
* adds wrapping paper crate
* reduces carpet crate price, since it's a bunch of useless carpet
* adjusts festive crate price to 1000 bucks
I added the following bounty items:
* Firefighter APLU for 18.000 dosh - 5.000 more than a Ripley APLU since it
requires three times the amount of plasteel.
* Cat tail for 3000 since we already have a lizard tail bounty.
* Cat and Liz o' Nine Tails for 4000 as a variation on the tail bounties.
Kagus put the reason in words better than I could:
Do we really even want these bounties? They're kinda the odd ones out due to
being completely irreplaceable items, meaning that if they get lost/destroyed/
sold they are permanently gone from the station until a new round.
It ends up with either an empty bounty listing just sitting there and taking up
space forever or some cognitively impaired cargo tech feverishly trying to
break in because "I MUST MONEY" and they honestly have no idea what the actual
value of the item even is.
And to those who say "conflict breeds gameplay", I have never seen the SS13
community fail to make their own conflicts at every opportunity.
I really liked cheeses idea but since the original pr got reverted decided to redo it so now the exotic corgi is its own type of dog so hopefully it should look slightly less like it ate a crayon also no talking corgi so the maintainers don't get angry hope I did this right!
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* mining voucher tweak
* will it blend
* d
* s
* ss
* advanced fire extinuishers
* remove trash
* garbage cleaning
* lets see
* t
* whatever
* test if using a var compiles
* adds it to cargo
* adds to atmos + ce
* should fix the sprites
* lowers the volume of the foam tank
* gonna load the icon for this soon
* woops
* foam icon
* ddd
* it works
* boo
* r34ijfirgv5