Nothing special, honestly - exactly what it sounds like.
Two grammar fixes to pill bottles (missing spaces).
A little grammar tuning on a note I'm pretty sure literally nobody ever reads, at any point, ever.
Just words fixes now but we might as well get them while we're here
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.
* AtmoZphere tablet app now has the previous functionality of the BreatheDeep cartridge's scanning ability, meaning you can swap to analyzer mode to analyze with right-click.
Three main things I do:
Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)
Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)
Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)
First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.
Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.
Third one: Pretty much justified it in the about section.
Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
* Steam Vent Challenge (Do not meme)
* Fixes icebox, I think
* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.
* Mapmerge sama please
* Adds signal system, crafting recipe, and some basic crafting organization.
* Potential fix
* Apply suggestions from code review
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* makes changes thanks anturk
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Why It's Good For The Game
Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog
cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl
About The Pull Request
Adds a 1% chance for any ID to have a new trait (100% on golden IDs)
This trait adds a special interaction with ID appraisal chips
https://streamable.com/pdu7kj
Why It's Good For The Game
Impressive. Very nice. Let's see the Captain's card.
Changelog
cl
add: Adds a chance for ID cards to be tastefully thick
/cl
About The Pull Request
if(tool.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/welder = tool
if(welder.isOn())
cmon bro
Changelog
cl
fix: reinforced windows can be heated up by things that can weld but arent welding tools
/cl
It's entirely unrealistic that there isn't a way for customers to annoy the hell out of any workers they desire with the simple press of a button.
Changelog
cl Wallem
add: Adds a desk bell, so you can let the service industry know how much you truly care about their hearing.
/cl
* Fuck you (refactors ur tails)
* Errors
* Wow. Pain.
* Fixes up probably everything
* finish up here
* Fixes hard del maybe
* original owner hard del
* garbage collection runtime
* suck my peen byond
* Mapped tails
* motherfucker.
* motherrfucker. again.
* Whooopppppsie
* yeah bad idea
* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.
* So anyways I repathed all organs
* Fixes
* really.
* unit test... test
* unit test-test but it passes linters this time because im a moh-ron
* I've lost track of what im doing at this point
* Hopefully fixes hard del?
* meh
* Update code/datums/dna.dm
* things n stuff
* repath from master pull
* Removes smoke and foam reactions
Turns out when you let reagents react in foam/smoke, people put bombs in
them.
This behavior was initially added to just smoke, accidentially in
(56f7ac0c0a) accidentialy (thalpy tried to
make both foam and smoke instant react, but instead made smoke's temporary
holder reagent instant instead. hhhhhhh)
Assuming this was intentional it was then extended to foam in
(1879e2d338)
Basically, we're idiots. Anyway lets just walk this all back to instant
reaction on smoke/foam formation. Hate you people
* Removes another source of gunpowder smoke
Temporal told me about this. Gunpowder uses an ex_act signal as a
starter, and that also counts for smoke objects.
Really don't want instant detonation smoke bombs, so let's just... not
shall we?
* Adds BUG food types, liked by Flypeople, Felinids, Jellypeople, Monkeys and Lizardpeople, while Moths and Podpeople hate it.
* BUG foods include moth meat, ants, ant pizza, spider eggs, canned larvae, and a few others.
The proc that updates your sprite after dying your hair using the hair dye spray was missing an argument. This meant that while the new dye would be applied, it wouldn't be reflected in your sprite until something else caused your head sprite to refresh, such as changing your hairstyle on a mirror.
Detectives having access to gear lockers was unintended when originally put in by #66990f3c92c5b6e. Moving gear locker access to ACCESS_BRIG improves consistency in the goal of that PR.
You can now open taps on fuel and water tanks, making them leak fuel/water. Leaking fuel will leave fuel trails(credits to Baystation for sprites, sadly I wasn't able to find who made them or the original PR) which can be ignited.
I manually audited all 4,710 instances of airlocks across all maps for upper casing
You'll never guess what I found.
UPDATE: We now have a grep to check for mistitled airlocks, and it's in this PR!
* New illiterate quirk that makes a person unable to read or write. This applies to books, PDAs, paper, computers, and other electronics.
* New brain trauma dyslexia that makes you illiterate until fixed.
* Ashlizards are now illiterate as a default starting trait. The mining shuttle computer has been updated to compensate illiterate mobs randomly smashing buttons that causes a shuttle launch.
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Adds a brand new random event as a spiritual successor to the long-lost scrubber overflow event! Scrubbers (that is, a single one on the station) may now randomly become clogged with mobs, and after an alert, will begin pumping out mobs at a steady rate. The infestation can be fixed by either welding the scrubber shut and waiting for the infestation to clear, or you can use a plunger on the scrubber to clear it manually.
Makes smoke spread through newly opened airlocks if the cloud has spread past the airlock, but has not completely finished spreading.
More intuitive smoke behavior.
As funny as it is to open an airlock and see nothing but a wall of smoke it's even funnier to open an airlock and suddenly be inside a wall of smoke.
Hey there,
Apparently, these have been broken for God-knows-how-long. I decided to fix it today. Apparently, the "snowfloor" icon isn't even in decals.dmi... nor in snow.dmi... it's in _overlays.dmi_. Whatever. Someone should clean that up one day. I don't particularly care enough, I just want it fixed.
* Refactor how the analyzer works a bit
* less copypasted code
* Use tool type properly
* test driven development
or as i like to call it not having to compile
* old_gasmix_data -> last_gasmix_data
* proper args on the signal
* fix attack self not updating
* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
Adds a space ruin called Spinward Smoothies. It's a nature-themed smoothie bar built into an asteroid. Also includes recipes for six smoothies to match the theme.
It's a cute little thing to find in space, enabling space explorers to grab a drink there and relax for a while. More things to explore.