* Patch out a method to bypass xenobio progression (#67938)
* Patch out a method to bypass xenobio progression
* Allow sentient humans to still turn into a random slime
* Apply suggestions from code review
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Use helper procs
* Add readability change to earlier lines as well
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Patch out a method to bypass xenobio progression
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* ash ritual magic
* oops
* recommended changes and fixes
* there
* ashwalker only
* refactor
* there
* the curse needs work
* there, curse is good
* componentify the elements
* adds new rituals and some qol
* fix a small issue
* Fixes a runtime when inflicting a blunt wound on an armless human (#68030)
fixes a runtime when inflicting a blunt wound on an armless human
* Fixes a runtime when inflicting a blunt wound on an armless human
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Fixes the frozen status trait never being applied (#68015)
* Fixes the frozen trait never being applied
* Don't apply if we already have the trait
* Check the target obj
* Fixes the frozen status trait never being applied
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Revamps derelict1.dmm into a proper derelict (#67683)
Replaces the barren derelict1.dmm with something of substance.
This is the old version for those of you who were curious.
And here is the new.
This gives the ruin a little bit of extra panache, ties the world a bit more together, and is a nice homage to our sister server.
* Revamps derelict1.dmm into a proper derelict
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Oldstation lootboxes (#67361)
Added a lootbox for every role (eng, sci, sec) that requires corresponding ID to open, as an exploration reward.
To provide an incentive to leave the spawn area and give a reward for this.
The loot is for qol and fun, and hardly affects the playthrough for roles that don't get the loot. Besides, you can re-roll your starting job if you have a preference. Or open any box with an emitter.
Engineering crate contents:
/obj/item/pipe_dispenser, - Removed from free chest. To make non engi players use pipe dispensing machine to fix atmos pipes.
/obj/item/storage/bag/construction, - Just qol, you can already make one with cloth
/obj/item/clothing/suit/hazardvest, - To be able to wear construction bag on back
/obj/item/storage/belt/utility, - Just qol, you can already make one with leather
/obj/item/clothing/head/hardhat/weldhat, - Unobtainable otherwise
/obj/item/t_scanner, - Just to accompany pipe dispenser,
/obj/item/screwdriver/power, - Nice tool for the belt
Sec crate contents:
/obj/item/gun/ballistic/rifle/boltaction, - Hardly better than the laser, needs 3 shots to kill xeno and tends to jam. Comes with 15 rounds in total.
/obj/item/knife/combat, - To use as mosin bayonet in CQC with xenos
/obj/item/ammo_box/a762,
/obj/item/ammo_box/a762,
/obj/item/clothing/suit/armor/vest/old, - Moved to the box instead of being available from start - now every profession has vest in a chest
Removed the box of firing pins and two flashes from this box.
Sci crate contents:
/obj/item/relic, - Random relic to make people experiment with EXPERIMENTOR
/obj/item/transfer_valve, - To enable anomaly core refinery
/obj/item/raw_anomaly_core/bluespace, - To refine something
/obj/item/raw_anomaly_core/random,
/obj/item/clothing/suit/toggle/labcoat, - Mandatory for science
/obj/item/reagent_containers/food/drinks/soda_cans/dr_gibb, - Reference to one certain anime
Misc:
Removed redundant cable and pen
Fixed one of the computers being non-disassembable
Added plasma tank, timer and igniter laying next to the sec crate
Removed free pipe dispensers from secure storage to make players use stationary dispensers (when non-engi), or build a dispenser in protolathe
Added 1 guaranteed diamond ore spawn (total 4000 diamonds guaranteed if you disassemble reflector box) to allow building reactive armour shell and inert bluespace bag for anomaly cores. You need 2000 for armour and 600 for inert bag of holding with femto manipulators.
Added 1 guaranteed gibtonite spawn to kill or amuse the players
Dead roboticist ID now has ordnance access to allow downloading of paper publishing software for experiments
* Oldstation lootboxes
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Converts diggable from component to bespoke element (#67695)
* Changes diggable to an element and fixes it, saving on some memory.
* Converts diggable from component to bespoke element
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Cursed Dufflebag is now less picky + no longer permanently applies you with pacifism even after being removed + causes less wounding (#67687)
Cursed Duffelbag is less picky, now. Instead of snowflaking for only burnt food, it will take any item with /toxin reagents within it.
/badfood (in burnt recipes) are considered toxins, so it still works.
The damage from the duffelbag now has a wounding penalty.
A negative penalty to wounding, but no penalty to bare wounding.
If the attached mob is dead, it now deals significantly less damage, and doesn't heal the dufflebag.
The dufflebag now uses visible messages to convey it's eating to people nearby, instead of just to_chats.
Fixes the cursed duffelbag cursing the mob to gain pacifism and clumsiness permanently.
dropdel causes items to be qdeleted before the drop signal is sent so it never uncursed the mob.
Why It's Good For The Game
Cursed Duffelbag is less picky now.
Burnt food is surprisingly a little less common now-a-days, due to food changes / decomposition / etc.
This led to it being much easier to literally acid the dufflebag off instead of engage with it's mechanic, which is pretty lame.
By allowing any toxin type to be used, it greatly opens up more options to get it removed.
The damage from the duffelbag now has a wounding penalty.
Dufflebag's damage had no wounding modifier, meaning it was surefire guaranteed to break your ribs, which was incredibly debilitating.
Now, it can still break your ribs if you have very little chest protection, but it's much much less likely if you're wearing equipment.
If the attached mob is dead, it now deals significantly less damage.
Makes it a bit easier to treat people who are afflicted with a dufflebag. Reviving people with a cursed dufflebag would constantly result in them being damaged greatly beyond the defib threshold. Just annoying.
The dufflebag now uses visible messages to convey it's eating to people nearby, instead of just to_chats.
Mostly QoL. Some people would be confused why someone's being damaged from seemingly nowhere.
Fixes the cursed duffelbag cursing the mob to gain pacifism and clumsiness permanently.
Bugfeex. Sue me.
* Cursed Dufflebag is now less picky + no longer permanently applies you with pacifism even after being removed + causes less wounding
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)
At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().
This caused components that relied on it, like the Knockoff component, to work way less often.
This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.
It also unit tests it.
* Fixes `Knockdown` signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes the "stuck in a vertical fireman carry" curse (#67783)
Fixes#67622#66530 made it so anything with the ridable element lost the element whenever it died.
Unfortunately it added NO supplementary logic that re-adds the ridable element of that thing died.
Guess what uses the ridable element? Humans, for fireman carrying and piggybacking
So, if you ever died, it'd permanently brick your ability to fireman carry.
* Fixes the "stuck in a vertical fireman carry" curse
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fat Armsky no longer deletes people by standing on boxes. (#67300)
* Securitrons no longer runtime error and delete a player getting stunned through a cardboard box.
* Fat Armsky no longer deletes people by standing on boxes.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes slips being broken and adds a unit test to catch it happening again. (#67741)
* Fixes slips being broken and adds a unit test to catch it happening again.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Add dyslexia (illiteracy quirk) as a genetic mutation and disease symptom (#67388)
* Add illiteracy to genetic mutations
* Add illiterate dna injectors
* Add illiteracy effect to confusion symptom
* Fix missing comma
* Change illiteracy to use resistance for confusion
* Fix disease unit test failures
* Refactor var names for confusion symptom
* Add dyslexia (illiteracy quirk) as a genetic mutation and disease symptom
Co-authored-by: Tim <timothymtorres@gmail.com>
* floating movement type now stops slips (#67694)
* float movement type now stops slips
* weh
* floating movement type now stops slips
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes ore silo connecting work on multi-z (#67640)
* makes ore silo connecting work on multi-z
* I merged the two checks for same z level when connecting an ore silo, and disconnecting it. This was because I didn't want to copy paste the code to use it twice, which was what now caused the problem of multi-z maps being unable to connect ore silos on the same level. At the time it was also intentional since it's easier to connect than to disconnect something, but I realize that this inconsistency isn't great or beneficial to anyone.
* Turns it into a helper instead
* Makes ore silo connecting work on multi-z
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too. (#67597)
* Fixes Novaflowers not lighting people on fire, again. Unit tests it. Cleans up some unique plant genes stuff too.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes jitteriness stacking up to insane amounts while dead (#67567)
* Jitter effect doesn't apply to dead people
* in apply, instead of create
* Fixes jitteriness stacking up to insane amounts while dead
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Material holding machines can't connect to ore silos on different z levels (#66953)
The station's ore silo can't connect to machines that are off the station z-level anymore. This doesn't affect multi-z stations.
Also includes ore silo code improvement because I was unhappy with it.
* Material holding machines can't connect to ore silos on different z levels
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Add Russian Roulette memories and moods events (#66051)
About The Pull Request
This adds memories to a nearby audience if someone is playing Russian Roulette with a loaded gun. The person who wins or loses also gains a positive or negative mood event that is long lasting. All of these events only trigger if the person playing is targeting a lethal area.
Why It's Good For The Game
Being able to add Russian Roulette to engravings would be pretty cool.
Changelog
cl
qol: Playing Russian Roulette with lethal intent now creates a mood event for the user and is engrained in any nearby peoples memories. The more bullets the better the memory and mood boost.
/cl
* Add Russian Roulette memories and moods events
Co-authored-by: Tim <timothymtorres@gmail.com>