Commit Graph
3318 Commits
Author SHA1 Message Date
aa1e178b8c [MIRROR] Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#1749)
* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#54710)

Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.

    Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
    Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
    Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
    S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.

Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.

Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.

If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.

Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.

Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.

* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments

Co-authored-by: XDTM <heliumt@yahoo.it>
2020-11-20 21:52:06 +00:00
89a8cb991a [MIRROR] moves misc food to newfood code (#1725)
* moves misc food to newfood code (#54788)

misc food is now using newfood code

* moves misc food to newfood code

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-19 07:21:23 +01:00
a01ee217bb [MIRROR] Reagent holder over exposed (#1722)
* Reagent holder over exposed (#54999)

Sent the wrong value to expose_single in reagent holder causing a over exposure to some items like iv bags making you a blood balloon.

* Reagent holder over exposed

Co-authored-by: NightRed <nightred@gmail.com>
2020-11-19 07:18:45 +01:00
964adb7828 [MIRROR] Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#1709)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)

* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-11-17 00:50:36 +01:00
1c065882f7 [MIRROR] [ready] Reverts metabolism on stomachs, keep them as important to eating (#1690)
* Reverts metabolism on stomachs, keep them as important to eating (#54632)

* [ready] Reverts metabolism on stomachs, keep them as important to eating

* Merge branch 'master' into upstream-merge-54632

* Update food_reagents.dm

* Update alcohol_reagents.dm

Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-15 06:47:17 +01:00
9e88359f04 [MIRROR] Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#1686)
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)

* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover

* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-14 21:49:11 +01:00
6733d6debb [MIRROR] fixes the flags of some shocks (#1685)
* fixes the flags of some shocks (#54906)

## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.

* fixes the flags of some shocks

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-14 21:33:12 +01:00
5adb2790a0 [MIRROR] Spider Rework (#1667)
* Spider Rework

* Update giant_spider.dm

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 18:32:13 +01:00
314041ed3c [MIRROR] Removes yellow slime core plasma reaction, part 2 (#1680)
* Removes yellow slime core plasma reaction, part 2 (#54569)

* Removes yellow slime core plasma reaction, part 2
* Update slime_extracts.dm

* Removes yellow slime core plasma reaction, part 2

Co-authored-by: Gogo9001 <72946484+Gogo9001@users.noreply.github.com>
2020-11-11 02:55:43 +00:00
665a7d3673 [MIRROR] Easier Medipen Identification, Medipen Box (#1619)
* Easier Medipen Identification, Medipen Box (#54698)

* Medipen Differences

Adds a box for medipens, and gives each of the "common" pens a new look.

* Adds medipen box to craftables.

* Lighter first aid pen.

* Easier Medipen Identification, Medipen Box

Co-authored-by: Winter Flare <7543955+Owai-Seek@users.noreply.github.com>
2020-11-08 01:06:21 +00:00
83348750e8 [MIRROR] Fixes ChemMaster not outputting pills to inserted pill bottle (#1564)
* Merge pull request #54752 from cacogen/chemmasterpillbottleoutputfix

Fixes ChemMaster not outputting pills to inserted pill bottle

* Fixes ChemMaster not outputting pills to inserted pill bottle

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2020-11-04 00:32:44 +00:00
119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
cacdfbdc78 [MIRROR] Labcoats: Roboticist unique labcoat, updated remaining labcoats (#1509)
* Labcoats: Roboticist unique labcoat, updated remaining labcoats  (#54644)

Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)

* Labcoats: Roboticist unique labcoat, updated remaining labcoats

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-30 02:32:52 +00:00
44f1877b18 [MIRROR] Finally, peas for the whole station. (#1462)
* Finally, peas for the whole station. (#54573)

This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.

Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.

Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.

* Finally, peas for the whole station.

Co-authored-by: TheObserver-sys <58029438+TheObserver-sys@users.noreply.github.com>
2020-10-25 11:12:08 +01:00
c3de506747 [MIRROR] Introduction of sweet Italian Liqueur, Amaretto (#1421)
* Introduction of sweet Italian Liqueur, Amaretto  (#54466)

About The Pull Request
New Alcohol Amaretto and various cocktails

* Introduction of sweet Italian Liqueur, Amaretto

Co-authored-by: carshalash <carshalash@gmail.com>
2020-10-22 04:41:29 +02:00
d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
d13a1a36ac [MIRROR] removes hexane (#1382)
* removes hexane (#54437)

removes hexane gas from video game

(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)

it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both

* removes hexane

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-19 21:12:45 +01:00
GandalfandGitHub 7e42a1a682 Chemistry QOL(custom transfer amounts) [Non-Modular] (#1359)
* Chemistry QOL

* Update chem_dispenser.dm

* Update chem_dispenser.dm

* COMMENTS

* Update ChemDispenser.js

* Update ChemDispenser.js

* Update reagent_containers.dm
2020-10-19 03:09:58 +02:00
ad15ca6788 [MIRROR] Monkey Powder Part.2 (#1364)
* Monkey Powder Part.2 (#54019)

* feexed :)

* i monke

* brain bad

* oopsi

* Monkey Powder Part.2

Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
2020-10-19 01:36:13 +01:00
42d263eff6 [MIRROR] Fixes the silver solidification reaction and snakes up all solidification type paths. (#1350)
* Fixes the silver solidification reaction and snakes up all solidification type paths. (#54414)

* Fixes the silver solidification reaction and snakes up all solidification type paths.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-10-17 02:56:18 +01:00
a9bc72380a [MIRROR] hexane refractor and rework (#1339)
* hexane refractor and rework (#54263)

Hexane no longer grant the ability to hear dchat (yep it was a bad idea) (Lemon's note: I am very dumb)
Hexane now gives the resist heat trait to fight fires better but can give you a lot of hallucinations

* hexane refractor and rework

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-10-16 17:27:33 +01:00
28472fa8f3 [MIRROR] Moves screen objects from mob to hud (#1336)
* Moves screen objects from mob to hud (#54400)

This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find

* Moves screen objects from mob to hud

* Update radial.dm

Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-16 03:37:54 +02:00
3b88d2e754 [MIRROR] Werewolves rejoice! (removes silver from the dispenser). (#1329)
* Werewolves rejoice! (removes silver from the dispenser). (#54327)

* Werewolves rejoice! (removes silver from the dispenser).

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2020-10-16 03:36:38 +02:00
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
b0215f179a [MIRROR] Takes some lessons from Jimmy Neutron (#1269)
* sodium chloride is now called salt (#54328)

* Takes some lessons from Jimmy Neutron

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-10-12 23:18:45 +02:00
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
dbdcef06f2 [MIRROR] [s]Showers now properly react with 10u per tick instead of 1000u. (#1221)
* [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)

Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.

This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.

* [s]Showers now properly react with 10u per tick instead of 1000u.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-10-09 18:31:24 +02:00
7eeaefe645 [MIRROR] Fixes some potential sleeps as detected by SpacemanDMM improvements (#1216)
* Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)

overrides weren't detected by should not sleep, i think i've mostly
fixed that with SpaceManiac/SpacemanDMM#214

Some of these are wacky but overall this pr is harmless

signals shouldnt sleep even in weird 1 in a million situations or due
to other people adding bad code

overrides of changeling can_sting() use alert() and input() and that's
just too fucked for me to fix in this pr

* Fixes some potential sleeps as detected by SpacemanDMM improvements

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-10-09 18:28:59 +02:00
aeffa9165e [MIRROR] Yellow slime core nerfs and adjustments. (#1193)
* Yellow slime core nerfs and adjustments. (#54198)

Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.

Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.

Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before

* Yellow slime core nerfs and adjustments.

* Update special.dm

* Update special.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-08 04:46:52 +02:00
20db126eda [MIRROR] No more magical transformation of condiment containers on reagent change (#1133)
* No more magical transformation of condiment containers on reagent change (#54102)

* Removal of magical transformation of condiment containers on reagent change.

Instead allows to set specific style for condiment bottle when creating via CondiMaster.

* Codestyle fixes

* DMDOC comments.

Also removed var/useramount and proc/isgoodnumber from /chem_master

* Recompiled tgui.bundle.js after rebase

* No more magical transformation of condiment containers on reagent change

Co-authored-by: MIK517 <jetpack11@gmail.com>
2020-10-03 13:59:22 +02:00
3a51665bf1 [MIRROR] ChemMaster does not need beaker to destroy chems (#1079)
* Merge pull request #53983 from nightred/chemmaster

ChemMaster does not need beaker to destroy chems

* ChemMaster does not need beaker to destroy chems

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-09-30 17:54:41 +02:00
ada67ac929 [MIRROR] Ports soup, snacks, icecream, salads and meat to newfood (#1074)
* Ports soup, snacks, icecream, salads and meat to newfood (#54028)

Ports soup, snacks, icecream, salads and meat to newfood

* Ports soup, snacks, icecream, salads and meat to newfood

* Update true_changeling.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-30 14:37:15 +02:00
55e3dbcb5e [MIRROR] Scales ethereal power capacity and interactions upwards (#1039)
* Scales ethereal power capacity and interactions upwards  (#53984)

Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.

Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).

All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).

Also some minor code and grammar improvements.

* Scales ethereal power capacity and interactions upwards

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2020-09-29 12:26:35 +02:00
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
ef28f115cc [MIRROR] Machines now store their components in their contents. (#966)
* Machines now store their components in their contents. (#52970)

Machine parts are now located in the machine instead of nullspace.

* Machines now store their components in their contents.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-24 20:33:40 +02:00
ec28f27bf8 [MIRROR] Fix broken dmdoc crosslinks (#933)
* Fix broken dmdoc crosslinks

* Update species.dm

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 15:14:45 +02:00
7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00
ce49a4283b [MIRROR] Healium is too powerful we need to nerf it! (#908)
* Healium is too powerful we need to nerf it! (#53766)

Healium was too stronk, nerfed it to behave like a good gas.
Added coughing and euphoria mood if breathed in small quantities to alert the player.
Sleep if it is 3 moles in the air for 3 to 5 seconds
Sleep you if is more than 6 moles and it heals you while knocked down.
Lowered the amount of healing done

Edit: It doesnt knock you out, it makes you sleep now, since the knockdown effect was so strong that people wouldn't wake up

* Healium is too powerful we need to nerf it!

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-09-21 16:42:15 +02:00
AzarakandGitHub 1fca3cafe6 [Non modular] Small booze changes to make it more sensible (#795)
* am drunk

* Update alcohol_reagents.dm

* Update alcohol_reagents.dm

* Update life.dm
2020-09-20 00:56:15 +01:00
AzarakandGitHub 3401d3bc56 [SEMI-MODULAR] CUSTOMIZATION - Makes robot people behave in a robotic way (#847)
* Robits!

* stuffs

* Pfixes

* bugfixes

* smol balance

* fixxx

* hello

* Update alcohol_reagents.dm

* WHAT DOES IT WANT OF ME

* oh right those too

* Update alcohol_reagents.dm

* Update alcohol_reagents.dm

* grrr
2020-09-18 00:44:25 +01:00
4b6cc9d088 [MIRROR] Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#830)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)

* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-09-17 02:05:30 +01:00
a26b7cd025 [MIRROR] Edge's Explosive Balancing Patch [v4] (#805)
* Edge's Explosive Balancing Patch [v4] (#53468)

* E

* Update pyrotechnics.dm

* E

* Update code/modules/reagents/chemistry/recipes/pyrotechnics.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Edge's Explosive Balancing Patch [v4]

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2020-09-15 16:29:24 +02:00
76c59206e3 [MIRROR] Atmos grammar fixes (#771)
* Atmos grammar fixes (#53628)

Some grammar/spelling changes in the descriptions of recent atmos additions.

* Atmos grammar fixes

Co-authored-by: UnlimitedVanillaWorks <71117108+UnlimitedVanillaWorks@users.noreply.github.com>
2020-09-13 02:58:59 +02:00
adcb876d0b [MIRROR] Adds better feedback related to husks (#769)
* Adds better feedback related to husks (#53599)

Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.

I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.

* Adds better feedback related to husks

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-09-13 02:58:40 +02:00
a669313e10 [MIRROR] Fix chemicals not recognizing end of metabolization (#756)
* Fix chemicals not recognizing end of metabolization (#53550)

* Fix chemicals not recognizing end of metabolization

* Make generic to all organs

* Fix chemicals not recognizing end of metabolization

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-09-11 23:21:10 +02:00
5504cc9b36 [MIRROR] Add 5 new gases, related interactions/items/content, changes parts of fusion (#736)
* Merge pull request #53013 from Ghilker/reactions-go-BRRRR

The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)

Healium
Proto Nitrate
Cyrion B
Halon
Hexane

reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view

What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo

More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR

Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content

🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑

* Add 5 new gases, related interactions/items/content, changes parts of fusion

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-09-11 23:02:34 +02:00
1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00
cf87e6b394 [MIRROR] Several associated shower bug/QOL fixes. (#706)
* Merge pull request #53377 from ArcaneMusic/plumbingfixesrev2

So, I may have made at least one... maybe 1.5 math errors. Namely, the reaction volume on every reagent was the full 200u. This is bad for bitcoin, as it means that you can instantly bottom out most reactions and drown someone in 1000 units of water in a single second! That's bad.

Also! On that note, vapor reaction was also transferring reagents that otherwise helped contribute to the above problem. I've yeeted this in kind, but I'm willing to do some more testing and planning to see if they were specific to the reaction volume fix first, but to be safe vapor is vape-aint.

Lastly: Gas chems were producing way, way, WAY too much gas even once the above two points were occuring. So much gas, that it was capable of filling a 8x10 tile airless room in a timed 1 minute 40 seconds. So, we've slowed the roll of the free reagents being produced by synthesizers, and brought it down to 1/5th of the reaction volume to 1/20th. That sounds like a massive leap, but trust me, you could produce millions of KPA very, VERY quickly without it, but at 1/20 it was actually sort of reasonable.

Edit: Apparently this also fixes #46413 as a result of removing the obj_react from the above gasses!

Fixes #53357. Also, prevents reagent synthesizers and showers to behave EXACTLY like gas miners, but free. Also, prevents 1000s of reagents from being multiplied through the use of showers.
Changelog

fix: Showers no longer have the vapor reaction, as before the changes.
fix: Showers no longer produce ludicrously over-scaled chemical reactions.
balance: Gas chems now produce 1/4th less gas when released into the air as before.

* Several associated shower bug/QOL fixes.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-09-09 08:17:13 +02:00
2fa0881a40 [MIRROR] Exposure fix (#687)
* Fix chemical exposure (#53491)

* Exposure fix

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-09-07 15:24:23 +02:00
c6007727cd Many issue fixes for stomachs and chem interactions (#53440) (#671)
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.

Health Analyzers now show stomach contents, same with the medical kiosk.

Included the unit test to validate reagent checks.
Unit tests for the new procs on mob

Co-authored-by: NightRed <nightred@gmail.com>
2020-09-07 04:10:16 +02:00