add: Fusion is back
add: Fusion now happens with large quantities of hot plasma and CO2, consuming all the plasma rapidly and producing large amounts of energy. Other gases can also effect the performance of the reaction.
add: Fusion now produces radiation. Be careful around reactors.
fix: fixes fusion dividing by zero and destroying everything
code: Gas reactions now have access to where they are occurring
fix: Prevents some other reactions from producing matter from nothing
fix: makes dragnet non harmful
tweak: pacifists can now use any disabler or stun setting on any energy gun
code: removed all of the pacifism check code from code/modules/mob/living/living.dm
code: gun objects no longer have a harmful variable, instead, ammo_casing objects now have a harmful variable, which is by default set to TRUE
code: if a pacifist fires a gun, it checks whether or not the round chambered is lethal, instead of whether or not the gun itself is lethal.
Adds spell cards. They're a wizard spell that shoots a burst of 5 semi-accurate homing cards.
Projectiles now have a homing framework, complete with some variant of simulated inaccuracy.
The said wizard spell will make use of a new mob component, that allows that mob to select targets by moving their cursor near them. It will give a visual and lock onto the nearest mob to the cursor, allowing the homing projectiles to target on the locked on mob/object.
Removes colliding variable from projectiles - We never used it after Bump was refactored to Collide.
Images soon when I get the lockon datum-components to work.
cl Joan
tweak: The crusher kit now includes an advanced mining scanner.
tweak: The resonator kit now includes webbing and a small extinguisher.
tweak: The minebot kit now includes a minebot passthrough kinetic accelerator module, which will cause kinetic accelerator shots to pass through minebots. The welding goggles have been replaced with a welding helmet, allowing you to wear mesons and still be able to repair the minebot without eye damage.
feature: You can now install kinetic accelerator modkits on minebots. Some exceptions may apply. Crowbar to remove modkits.
balance: Minebots now shoot 33% faster by default(3 seconds to 2). The minebot cooldown upgrade still produces a fire rate of 1 second.
balance: Minebots are now slightly less likely to sit in melee like idiots, and are now healed for 15 instead of 10 when welded.
balance: Sentient minebots are penalized; they cannot have armor and melee upgrades installed, and making them sentient will override those upgrades if they were installed. In addition, they move very slightly slower and have their kinetic accelerator's cooldown increased by 1 second.
/cl
the basic scanner sucks ass and nobody wants to use it, it's actually hilarious
also in those stats: minebot picked a mere 6 more times than the conscription kit, because it's an idiot drone, easy to accidentally hit, and did I mention how much it likes going into melee?
tbh it's quite possible the extra buffs aren't needed, just the passthrough module, but it's better to go a little too far rather than not far enough.
* small changes
* Adds a use_tool helper and changes some tools to use it
* Ports most tool operations to use_tool
* Converts more tool operations to use_tool and tool_act
* Changes some things to default_unfasten_wrench
* Improves tool_behavior support in mech construction
* Code review memes
* Fixes all instant use_tool calls failing
* Code improvements
* merge fixes
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
* wrah wah wah waaaah
* fences, new mountain turfs, sprites, top-side finished, misc stuff
* quick fix
* cut my life into pieces, this is my last resort
* lots of work done to the underground segment, more fluff bits and topside work
* removing depreciated bits and tgm conversion
* step_off
* damn these dirty VARS
* changes n stuff
* wanna build a plasmaman?
* decals commit fix
* map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen
* tgm conversion
* new barricade sprites, final map edits before testing
* mountain wall fix
* Update snow_storm.dm
i ate too mucha pasta
Moves beam rifle snowflake code up to projectile level for a proper hitscan system.
🆑
rscadd: Chameleon laser guns now have a special firing mode, activated by using them in hand! Only certain gun disguises will allow this to work!
/🆑
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
* 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
* Clean up a bunch of undefined arg runtimes
Ensure subtypes have the appropriate arguments, do a bit of code cleanup
and remove some uneeded emote procs that also caused runtimes
* Fix up all calls to canUseTopic, add the dexterity flag
* Runtime with missing force argument in borg unbuckle mob
🆑 coiax
add: If you have the (mis)fortune of late joining a shift where a crazy
wizard has given magical items or firearms to the crew, you will find
yourself also carrying such equipment.
/🆑
- Scrying orb now just grants the XRAY mutation to the first human that
picks it up
- The chance of a "special" magical item is now 1/50, up/down from 0-1
times per summon magic.
- The suppressor option in summon guns has been changed from a stetchkin
plus a silencer, to just a stetchkin with a silencer pre-installed.
- The summon magic/gun tables are now global typelists, rather than a
godforsaken giant switch statement
- Badmins can call the global /proc/give_guns(human) or
/proc/give_magic(human) for all their badmin needs.
- The chance of new players being survivor antags is the last effect
that triggered summon guns/magic (25 for wizard, 10 for summon event).