In situations where a maxcap has been dropped above the Bridge, which is
generally the Observer-Start landmark's location, it would destroy the
landmark, making observers get a debugging message asking them to ahelp
when they observed.
There should be a better way of making an object indestructible from any
ingame effect without having to make it QDEL_HINT_LETMELIVE...
Researching an upgrade disk from RnD allows you to upgrade the Express Supply Console (#33436).
Instead of normal drop pods, which crash then stick around until you dissassemble them, the console will call down new Bluespace Drop Pods, which will teleport out after crashing (and bring about a slightly smaller crash-explosion too!)
🆑 MrDoomBringer
add: The RnD department can now develop firmware upgrades to the Express Supply Console, unlocking advanced cargo drop pods!
/🆑
why: adds a little bit more techweb-integrated progression to cargo, also part of a compromise from #34374.
oh, also repaths bsdroppod.dm to supplypod.dm
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
First time coding anything!
I was tired of the candles in the chapel going out after ~5 minutes so now they last 5 times longer to make them a viable lighting option
* Blessed turfs are visible to people who care about blessed turfs
* A better way
* Adds holy vision
* Compacts special types
* space space space
* Glowing
* Final Solution
* wraith
* bawhoppen has autism and we must hugbox
* Implements feedback
- Fixes copy_to runtiming if you transfer from a container that contains nothing directly to a reagents datum
- Removes redundant total_volume check in trans_to
- Fixes cryostylane and pyrosium not heating up people
- Fixes cryostylane cooling beakers to negative kelvins
- Fixes cryostylane cooling people to negative kelvins (stop copypasting code for temperature)
* Reduce the volume of the death sound on clock work mobs
I edited the .oog since I did not see a way in the code to lower the volume. This will affect all code/game/gamemodes/clock_cult/clock_mobs which at this moment is only maraders and the eminence.
* Non-clockwork mobs are no longer affected
adjusted volume in the code so that the clockwork golems, ratvar, and ratvar plushies are unaffected by the audio file changes
* Antag Panel & Friends Refactor
* Prettfying
* Removes abduction also blob from default configs.
* Ninja fixes
* Ninjafix
* First draft of the new check_antags
* I love coding without compiler
* Yes
* Fixes
* Check_antags part 2
* Fixes and cleanup
* Okay should be good now.
* Adds simple no move & no tc syndie for events
* Integrates toggle objective pr
* Why i even bother.
* Offer mob shows all antags
* Some minor visual stuff
* Proper name for the helper
* ports Aurora's floor tile color decals
* replaces aurora's decals with new ones that actually have detail, renames turf_decal/corner to turf_decal/tile
* corner > tile decal
The Electrical Storm event now just picks a random spot on the station
(using find_safe_turf()), and then overloads APCS near it.
Less work for mappers, more randomness in the selection of lightbulb
destruction.
* allows radiation collectors present on the station roundstart to generate research points
* fixes bitcoin production rate, fixes multitool not activating multitool_act properly
* adds sounds, adds hint text, makes all rad collectors created on the station z-level connect to rnd, and fixes multitools acting weird
* nerfs criticism, makes rad collectors simply check for techwebs and z-level each process instead of during initialization
* fixes compiling error, is_station_level