* Adds the Kheiral Cuffs to the game, a life-saving wrist device (#65253)
They can be bought from the mining vendor for 2750 points.
The Kheiral cuffs act as a suit sensor booster off-station, and don't do anything on-station.
This was originally #65210, but after realizing the potential I scrapped that and jumped on this.
If you die as a miner, your only potential and realistic way of being revived is if someone makes the random decision to ask if you're alright over the comms, decides to do something when you don't respond, and then makes the trip all the way to and from your location of death.
This provides a way to reward miners who worked hard to get their points with a way to possibly get revived in the event of their death, without outright reviving them or something like that.
People will still need to retrieve your body, but at least they'll know you're even dead in the first place.
* Adds the Kheiral Cuffs to the game, a life-saving wrist device
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Decomposition now has mold first, then ants, instead of both. (#65409)
Someone made a suggestion to me that fixed a problem I've been trying to work around, and now that I've made it so people can set custom decompose times, that made this WAY EASIER.
When most foods decay, they will turn into the generic moldy food sprite you've become accustomed to, without the ants. After 30 seconds, that moldy food will get consumed by ants, leaving only the anthill.
Ants also no longer spawn on lavaland's basalt, by Fikou request.
* Decomposition now has mold first, then ants, instead of both.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Screentips for anomaly neutralizer / null rod (and other effect removers) (#65221)
* Screentips for anomaly neutralizer / null rod (and other effect removers)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* De-hardcodes the decomposition examine proc, and makes the decompose time editable (#65284)
Makes the decomposition examine proc, which handles the little examine warning telling you how close to decomposing a piece of food is, not hardcoded anymore. Doing this allowed me to also...
Adds a variable to food that lets them edit the decomposition timer. By default it's set to 0, which makes food automatically get its timer based off its flags. By setting the decomposition_time variable in a /obj/item/food to anything other than 0 (using SECONDS or MINUTES), it will take that amount of time to decompose instead.
* De-hardcodes the decomposition examine proc, and makes the decompose time editable
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Machinery attack_paw() gives feedback for no damage attacks (#65306)
* Machinery attack_paw gives feedback for no damage attacks
* I am growing stronger
* Makes messages consistent and read better
- Cleans up shitty code
* hmm
* Adds it to hulk object attack message
* Machinery attack_paw() gives feedback for no damage attacks
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Makes deadchat control inputs bypass automute. (#65195)
* Makes deadchat control inputs bypass automute.
It's slightly annoying when you get muted because you spent a minute trying to get the supermatter to move down.
* Makes deadchat control inputs bypass automute.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Makes Ants glow, puts a minimum on ant screaming and shoe permeability, and other ant-related things. (#64786)
I found out how emissives work and my first thought was "damn ants should glow that would look sick"
So now they do.
Also, having less than 5u ants in your body will make you not scream, so 0.0001u ants will no longer have that tiny chance of making someone scream for their life.
If an ant pile has a max damage value less than 1, then they won't be able to bite through your shoes. This is the same threshold as the second tier ant icon.
Makes the giant ant a hostile mob with the neutral faction, meaning they will attack anything not in the neutral faction.
* Makes Ants glow, puts a min on ant screaming & shoe permeability, & other ant-related things.
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Space drifting fixes and cleanup (#64915)
* Fixes infi pushing off something in space
Right now you can just push "into" a dense object forever, and depending
on your move rate, just kinda glide
We can fix that by checking if we're trying to push "off" something
we're moving towards
* Makes pushing off something shift it instantly
Currently if you kick off something in space it waits the delay of the
move to start drifting. Looks dumb, let's not
* Updates backup movement to properly account for directional windows. GOD I HATE DIRECTIONAL DENSITY SHOOOOOT MEEEEEEEEEEEEEEEEEEE
* Uses range instead of orange so standing on the same tile as a directional counts properly, rather then suddenly entering a drift state. I hate it here
* Ensures all args are named, updates implementations of the proc with the new arg
* Space drifting fixes and cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Going stealth mode now drops your orbiters, and blocks people from orbiting you. (#64968)
* Stealthmin buffs in favor of orbiters
* The project I'm doing is cool as hell but it's not in this PR
* No toggle orbitability
* Going stealth mode now drops your orbiters, and blocks people from orbiting you.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes ghosts orbit animations not being reliable for the no floating trait (#65051)
Moved all the logic of adding the TRAIT_NO_FLOATING_ANIM to the orbiter component.
* Fixes ghosts not reliably bobbing when they should be bobbing
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes an issue with station pets and the multiple_lives component (#64783)
* Fixes an issue with the multiple_lives component
* Ah yes, suicide cases.
* rephrases a sentence
* Fixes an issue with station pets and the multiple_lives component
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Refactors slimelink and mansus link to be a component to cut down on hard-dels / code copy+paste (#64836)
So this started out as a hard delete fix for the mansus link
Then I realized the mansus link was literally copy+pasted exactly the same code
And the reason why mansus link was hard-delling was because slime link used to hard-del and those were fixed but those fixes were never copied over
So in a fit of rage I refactored the slimelink to be a component, datum/component/mind_linker. Raw Prophets and Stargazers use it.
I'm not 100% certain on some of the methods used but it works? It works.
* Refactors slimelink and mansus link to be a component to cut down on hard-dels / code copy+paste
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes runtime errors that occur when mindless mobs examine heirlooms, + code improvements (#64827)
Mindless mobs (such as observers without an initialized mind) examining family heirlooms would cause runtime errors due to the user.mind.has_antag_datum(...) line.
Rearranges the examine proc to prevent runtimes from occurring due to mindless mobs examining heirlooms. Adds an observer check at the beginning, just for sanity sake, even though it doesn't matter functionally.
Renamed the proc to on_examine for clarity
Auto doc'd the proc + comments
Handled a reference on Destroy
* Fixes runtime errors that occur when mindless mobs examine heirlooms, + code improvements
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adjust balloon alerts for the rotate component (#64801)
Adjusts the failure balloon alerts to have a !, which is standard.
Remove the balloon alert for rotating/flipping things, as the visual feedback is already there: it's the thing getting rotated/flipped. Plus it's too long.
* Adjust balloon alerts for the rotate component
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes issues found by new switch lints (#64766)
Very nice addition to sdmm.
* Fixes issues found by new switch lints
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Fixes species uplinks (#64816)
I was fucking deranged when I originally made this. I not only didn't actually include the assigned species to the uplink's ui data, but I made the code add each objective item to the uplink list twice. This fixes both of those problems, and makes it more readable.
Fixes a mistake I caused.
Closes#64806 (Species-Restricted uplink items don't appear)
Role-restricted and species restricted items can be purchased again.
Species-restricted items no longer appear in surplus.
* Fixes species uplinks
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Add logging to cult rune inscribing (OFFICIAL) (SHE'S BACK) (#64754)
Previously the game did not log and it was a challenge to prove what did or didn't happen with cult runes (see certain ban appeal threads); they are now present in the game log.
* Add logging to cult rune inscribing (OFFICIAL) (SHE'S BACK)
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Making medbots through the crafting menu now accounts for medkit and health analyser type (#64725)
In it's current state, using the crafting menu to create a medbot will always create one with the default medkit and health analyser, regardless of the type used to craft it. This PR fixes it, meaning you can now use the crafting menu to create medbots with the different healthkit types for their healing bonuses and you won't lose your special medkit/advanced health analyser if it is destroyed.
* Making medbots through the crafting menu now accounts for medkit and health analyser type
Co-authored-by: GoblinBackwards <kinggreenyoshi@gmail.com>
* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* moves blast doors and shutters to a layer above windows and doors and changes shutters cost and build time (#64669)
This PR increases the layer of poddoors to 3.3, above windows and doors. (Poddoors include blast doors and shutters). I tested this PR to see how blast doors and shutters look with the changes, and they look better open and closed with the new changes. I did not see any bad interactions with windows or doors, except the preexisting fact you need to build a blast door before making a door, or you will be unable to link them up. This PR also rebalances shutters to be a cheaper, easy to build alternative to the monstrosity that is a blast door.
Blast doors and shutters (collectively referred to as poddoors) are thematically important parts of the game, providing a level of extra security and reinforcement that is hard to recreate. Somehow, they are below windows and doors, meaning someone with a fireaxe can destroy windows and doors quite easily without scratching the poddoors. It also makes no sense for a poddoor to be under a window, somehow inside a grille or glass pane. This change will make it so someone who wishes to destroy areas must actually first defeat the theoretically first line of defense (poddoors). Shutters now actually have a noticeably different purpose to blast doors. They are still not meant to be anything but reinforcement to existing barriers. This will help encourage their usage over blast doors.
* moves blast doors and shutters to a layer above windows and doors and changes shutters cost and build time
Co-authored-by: MacBlaze1 <33578623+MacBlaze1@users.noreply.github.com>
* Blacklists all non-basic radios from the Radio Glove crafting recipe (#64641)
Some possibilities without this change were:
Erasing encryption keys
Erasing sec ear-protecting headsets
Erasing intercoms
Makes it so this doesn't happen anymore.
* Blacklists all non-basic radios from the Radio Glove crafting recipe
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* fixes mod core recipes (#64654)
They were the same typepath which overrode each other. That's fixed now.
* fixes mod core recipes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Brimdemons (#64592)
Adds brimdemons, these are lavaland creatures firing blood lasers at their enemies.
Brimdemons drop brimdust, which can be used as a botany reagent (it heals the plant, removes weeds and pests and increases potency), and also to craft ore sensors, which are basically primitive ore scanners, on your ears.
Adds tropical lobstrosities to lavaland and removes them from xenobiology, also gives them a crusher trophy that staggers enemies for 3 seconds.
* Brimdemons
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Refactors and fixes sound_player (#64443)
idk if this is considered a refactor since its not creating a new component, so remove my refactor label if you believe so.
Overhauls how sound_player works, and makes it actually work.
* Refactors and fixes sound_player
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds items that boots and clown shoes can hold.(#64056)
Adds items that boots and clown shoes can hold.
* Updates items held by boots and clown shoes.
Co-authored-by: Yung-Foot-Lettuce <73044077+Yung-Foot-Lettuce@users.noreply.github.com>
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes (#64276)
Snack time
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes
* Fix (#10960)
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
* Heirlooms now reveal themselves on examine regardless of role, status or ownership. (#64310)
* Heirlooms now reveal themselves on examine regardless of role, status or ownership.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds documentation the tippable component (#64312)
I forgot to add this in my PR.. sorry :)
* Adds documentation the tippable component
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>