* HARS no longer cures brain traumas, it moves your brain to your chest (#54222)
* HARS no longer cures brain traumas, it moves your brain to your chest
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* replaces a cursed proc in trauma code with a blessed signal (#54208)
code: some cursed snowflake proc call now uses a blessed signal in trauma code
* replaces a cursed proc in trauma code with a blessed signal
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Brings back the Disco Inferno shuttle, but as an admin-only shuttle (#54003)
* Brings back the Disco Inferno shuttle, but as an admin-only shuttle
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Nerfs uranium material effects, and changes how effective materials are on sheets and statues (#54178)
* Nerfs uranium material effects, and changes how effective materials are on sheets and statues
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)
* add replace button to shuttle panel
load button now only load new shuttle
* shuttle teplate loads as shuttle
* new shuttle console connects to shuttle
* new navigation computer connect to shurrle
* docking_port id now unique
add count to id if id already in work
* many docks from one base tenplate
* up
* fix unregister
* up
* up
* up
* block multiple shuttle loading
* return preview button
* up id generation
* Some shuttes rework. Allow many shuttles of one template to work at the same time.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
* Add stasis beds
* Fix forcefields going away, leading to hull breaches
* Use set instead of list
* Use subtype for forcefield walls
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno (#54145)
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno
Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
* Painkiller and miner's salve kills pain (#53938)
* Makes painkiller kill pain.
bye bye pain
* Painkiller kills pain less, miner's salve kills pain
Painkiller lowered from 10 to 5 for painkiller, miner's salve kills pain for 20 (same as morphine).
* unga fix
* wtf its pass out not black out
black out drunk on bonegel
* Painkiller and miner's salve kills pain
Co-authored-by: brotherbeyondd <68032262+brotherbeyondd@users.noreply.github.com>
* Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Completely FIX Hilbert's Hotel and its associated ruin to the game.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Makes some things that rely on atmos adjacency more sane/faster. (#54096)
* Replaces some CANATMOSPASS calls with a new define that checks if the turfs are in each others atmos adjacent list, as that's the same info that they want.
* Makes some things that rely on atmos adjacency more sane/faster.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes monkeycube size and organ callback and microwaves (#54095)
* fixes
* dumb runtime
* fixes eggs
* Fixes monkeycube size and organ callback and microwaves
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Merge pull request #53937 from Rohesie/damage
Turns simple mob vars into string lists and fixes string assoc lists
* Turns simple mob vars into string lists and fixes string assoc lists
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Fixes decals causing 20k runtimes and blood not cleaning (#53967)
decals will unregister signals and wont try to clean twice
* Fixes decals causing 20k runtimes and blood not cleaning
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Fixes Dwarfism matrix transformation issue. (#54027)
Give person standing up Dwarfism. Their standing Y axis is scaled down.
Have them lie down. Transformation matrix applied to rotate them. Cure Dwarfism. Their lying Y axis is scaled up after they've been rotated. This is the equivalent to scaling up their X axis standing.
Repeat the process multiple times and eventually the player is only a couple of pixes tall and as wide as the screen.
This fix creates a new matrix, scales that matrix and then multiplies it with the existing transformation matrix. In this way, the scale is applied first and all other transformations stack ontop of it, to create the final transformation matrix.
* Fixes Dwarfism matrix transformation issue.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* 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>
* Merge pull request #53822 from Mickyan/freefalling
Makes freerunning quirk prevent falling damage from short falls
* Makes freerunning quirk prevent falling damage from short falls
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!. (#53655)
* HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Fixes the orbiter component spamming RegisterSignal overrides. (#53891)
Orbiter component keeps Registering the same redundant signal every time a player decides to orbit an atom that already has people orbiting it.
One Register call to one Unregister call and we'll clean up a fuckton of stack_traces about overriding signals from the runtime logs.
* Fixes the orbiter component spamming RegisterSignal overrides.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes scars sticking around after a limb is dismembered (#53763)
During dismemberment from wounds, some scars would stick around even though the limb was no longer attached to the person. This was because I removed the scars from the person before removing the wounds, which itself would create more scars that would still be tied to the victim's scars. This fixes that, and tidies up some related code as well. Notably, you can now see which types of wounds a detached limb is suffering from by sight. Also, I have no clue what happened before when you attached a limb with existing wounds to someone, but I've made sure it applies the wounds to the person where they left off.
I also realized I made an order of operations error in the self-treatment for broken bones (with the bone gel and surgical tape) on the bone gel step, which made failing these treatments and briefly passing out/wasting a use of the gel 38 percentage points more likely than intended. This corrects that, so the base is 25%/45% failure for severe/critical blunt wounds. It also raises the bonuses to succeeding you get from painkillers a bit since you're going through a lot of trouble for all this already.
* Fixes scars sticking around after a limb is dismembered
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Custom statues and sculpting changes. (#53154)
### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.
* Custom statues and sculpting changes.
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* 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>
* 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>
* Plumbing component del cleanup (#53682)
ducts
acclimators
reagents
also other minor cleanup
* Plumbing component del cleanup
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>