It's the second try! (First: #48456)
Drones are little robots inspired by Keepers from the Mass Effect games. With laws to maintain both the station, and their distance from the matters of others, they were a great ghost role that let you fix up the station when you were otherwise out of the round. They were in the game for quite a while, but were abused. The abusive players completely ignored the laws and did whatever they wanted. Being tiny ventcrawlers, this became a huge issue for admins.
I attempted to bring them back, this time with some gameplay restrictions to enforce their laws a bit better. It seemed to go well, but I required headmin approval, and this all happened near a headmin election, so the project died.
Recently, some people have wanted to bring drones back. So, they gave me a ring, and I started a discussion with the admin team to see what other changes they would want in addition to the previous ones.
Here are those changes:
They can't interact at all when close to another being, living or dead
Their binary chat has been removed to separate them from AI and borgs
They can only hold a whitelist of items necessary to do their job
They can only interact with machines necessary to do their job
The drone satchel is gone, and drones now have built in basic tools
They also can't interact in some blacklisted high risk areas
Finally, you must play 40 hours total as a Silicon role in order to play as a drone
Additionally, the drone dispenser is not mapped, and the drones must be researched to be constructed.
Why It's Good For The Game
Drones are a fun way to pass the time, and this time they have a lot less freedom. You can still perform the basic function of maintaining the station, but not without difficulty and tedium. This will allow other station roles to perform much better than the drones, while still letting them chug along at their slower pace.
Refactors the limbgrower to modernize the code. Now, the limbgrower can accept any type of reagent in limbgrower designs.
Adds simple plumbing demand to the limbgrower, so you can pipe synthflesh into it.
Adds monkey tails, felinid ears and tails, lizard digitigrade legs, lizard tongues, fake lizard tails (unusable in lizard-wine and similar recipes), plasmaman organs, and ethereal organs (minus the heart) to the limbgrower via limbgrower design disks. These disks can be printed from the medical lathe once the required technology has been researched.
Adds a technology node to unlock the limbgrower design disks after advanced biotech, xenoorgan biology. In the future, this could have an experiment requirement - maybe to scan multiple types of species.
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
A new side-job for cargo. Prepare and launch exploration drones at distant sites to encounter weird adventures, collect loot and expand the station cargo network. Adventures - the main content type here, can be written by anyone without any knowledge of programming. The purpose here is creating an way of interesting way of delivering lore (and adding some new job content/cargo expansion method).
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Makes the basic cybereyes flash vulnerable, puts the equal to normal eyes in the cybernetic organ node, makes the normal cybereyes prone to fizzling upon being emp'd
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Brings a heavily improved, rewritten, and optimised fermichem to tg. I saw that tg seemed receptive to it, so I thought I’d do it myself. If you know of fermichem – there’s a lot changed and improved, so looking at other documents regarding it will not be accurate.
Revamps the main chemistry reaction handler to allow for over time reactions instead of instant reactions. This revamp allows for simultaneous reactions, exo/endothermic reactions and pH consuming/producing behaviours. Most of the reactions in game will now inherit an easy one size fits all reaction.
Temperature mechanics
Temperature affects reaction rate
The higher it is, the faster it is, but be careful, as chem reactions will perform special functions when overheated (presently it DOESN’T explode)
Temperature will increase or decrease depending on the exo/endothermic nature of the reaction
pH mechanics
Each reaction requires the pH of a beaker to be within a certain range.
If you are outside of the optimal, you'll incur impurity, which has a negative effect on the resultant chem
pH of a beaker will change during a reaction
Reacting Impure chem effects can vary from chem to chem, but for default will reduce the purity of other reagents in the beaker
Consuming an impure chem will either cause liver or tox damage dependant on how impure it is as well as reducing consumed volume
Purity can (presently) only be seen with a chemical analyser
Impure chems can purposely be made by making the reagent with a low, but not explosive, purity.
A chem made under the PurityMin will convert into the reagent’s failed chem in the beaker.
Optional catalysts
Reactions can use an optional catalyst to influence the reaction - at the more framework exists from tmeprature, reaction rate and pH changes as a result of a catalyst. Catalysts can be set to only work on a specific reagent subtype. It is preferable to those building upon this code that optional catalysts only affect a subsection of reagents.
Presently the only catalyst that uses this is Palladium synthate catalyst - a catalyst that increases the reaction speed of medicines.
Reaction agents
These are reagents that will consume themselves when added to a beaker - even a full one, and apply effects to the total solution. One example being Tempomyocin which will speed up a reaction, or the buffer reagents which change the pH.
Competitive reactions
These reactions will go towards a certain product depending on the conditions of the holder. The example one given is a little tricky and requires a lot of temperature to push it towards one end.
New and charged reactions
(see the wiki for details)
Acidic /basic buffer - These reagents will adjust the pH of a beaker/solution when added to one. If the beaker is empty it will fill it instead.
Tempomyocin - This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. IIt caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.
Purit tester - this will fizzle if the solution it is added to has an inverse purity reagent present.
A few other reactions have been tweaked to make sure they work too. An example being meth - see the wikipage linked above.
A note on all reactions
The one size fits all reaction for all chems generally won’t create impure chems – it is very forgiving. The only thing to remember is to avoid heating reactions over 900 or you’ll reduce your yield, and try to keep your pH between 5 -9.
This PR doesn’t have specific example chems included (except for the buffers) – they will be atomised out and they use the mechanics in more depth
A note on plumbing
I reached out to Time Green and we worked together to make sure plumbing was fine. Time Green did some of his own tests too, and surprisingly it doesn't look like much needs to be changed.
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.
Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!
In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.
Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.
Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.
Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.
If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.
Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.
Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.
This PR removes fusion from reactions.dm and add the Hypertorus machine and its new and improved fusion reaction (results may vary).
Fusion is one of the most costly reactions from the atmos system, is one of the most complex and yet most simple ones; this will move fusion inside a buildable machine and it will allow a degree of complexity that can't be done inside react()
About The Pull Request
Moves Light Replacer to Equipment Tab
Adds Trash Bag as a printable item (Plastic, Service Lathe)
Adds Paint Remover as printable item (Needs Advanced Sanitation)
Fix: Allows you to print broom in Service Lathe
Why It's Good For The Game
Tiny Fix and QoL improvement for janitors. You can now get all of the items you (generally) need from advanced sanitation in a single tab. In addition to that, it gives a janitor who's lost his paint cleaner a way to get more. You can now get it by asking a chemist for help, -or- from the cargo order.
* Most OP atmos tool. RPD that can unwrench pipes.
Adds reverse wrench mode upgrade to the RPD.
Attention, due to budget cuts, the mode is hard linked to the destroy mode control button.
Now /obj/machinery/atmospherics/deconstruct(disassembled = TRUE) return created obj/item/pipe
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* 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 door seals to the game, inspired by the ones used in Alien Isolation and SOMA. Trivially easy for a human to remove, but makes it a nightmare to try and smash through if you're an alien, an evil robot, or don't have hands. I also slightly changed how airlock reinforcement works, as now there are two ways to increase the integrity, the previous way of just resetting the max_integrity after the removal of the plating wouldn't work.
Makes nanite reduced diagnostic function baseline and adds new increased diagnostics program
* A better way
* Increased Harmonic Nanite research costs by +1000/+1000
* Harmonic nanite passive boost.
The "plating repair tool" has been added to the game in the form of a
printable upgrade for janiborgs. It's a subtype of the cautery that can
repair burnt or damaged hull platings, allowing floor tiles to be
placed over them once again.
The upgrade that adds it to a janiborg's list of tools can be printed
once the Cyborg Upgrades: Utility tech node is researched.
Janiborgs get floor tiles (and a crowbar), but have no way of dealing
with burnt platings. Thus, what ends up happening is that, after fixing
some flooring after a minor explosion, you'll often be left with one or
two ugly, OCD-triggering untiled spots on the floor that you can't put
a floor tile over because you don't have a welder. What makes these
spots even more infuriating is that it would actually be BETTER if they
had been broken down to just being space-exposed rods, because then you
COULD place a floor tile on their tile.
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.
Changes to surgeries:
Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
Blood filter is a new tool and cleans the reagents out of the body.
This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
Removes various R&D machine requirements including circuit imprinters, protolathes, destructive analyzer and the mechfabs. All machines that previously required an R&D console to function are standalone, including omni protolathes and omni imprinters.
Replaces "production"-class R&D consoles with civilian modular computers on all maps. There are no longer "production"-class consoles.
Removes the concept of "core" R&D consoles. R&D consoles only research and handle tech disks and stuff. All existing core consoles have been switched to their basic archetype.
Because it's a pain in the ass to manage, material reclaimation has been removed from the destructive analyzer. The destructive analyzer is now ONLY for destroying items and unlocking research nodes such as illegal and alien tech.
This PR adds the crystal invasion event, a new event involving the Supermatter and the monsters from within.
When the event starts there will be a message from centcomm announcing it, then the supermatter explode leaving a destabilized crystal that emits radiations and harmful gases; after a bit portals will spawn around the station, that will produce a number of monsters each. there are 4 types of waves and 4 types of portals
The waves are: Small, Medium, Big, Huge (each have different kind of portals that can spawn and different amounts too)
The portals are the same types of the waves, they differ from each other for the number of monsters that can spawn and the kind of monsters that can spawn (bigger portals spawn stronger monsters)
To end the event the players should stabilize the crystal by destroying the portals (for now are indestructible and they are disabled by using an anomaly neutralizer, might change that) and collecting otherworld crystals; then those crystals are to be put in the crystal stabilizer, an item unlockable in the tech tree. After this just inject the destabilized crystal with it and the remaining portals will close on their own (the spawned monsters will still remain tho so you have to slay them)
All the numbers are mostly eyeballed and could change if requested/with feedbacks
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
This adds the Account Registration Machine to the game, it's obtained at the computerized recordkeeping tech (Rather far in to the tech tree) and only obtained from the security lathe to prevent access from being too widespread, because I don't trust players have access to this until at LEAST half the shift has gone by. What this enables you to do is to create new accounts for blank IDs. The accounts won't have a parent payment account until actually assigned a job by a card console, but for all intents and purposes they'll act and interact like a standard, station bank account.
* Support for expansion-class modPC hardware
* end of the line
* As requested
Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.
* update
* adds directional window setting for normal grille window mode
adds furnishing upgrading to the rcd for chairs, stools, tables, and glass tables
both of these new introductions have their direction based on where you are facing when the timer for the build finishes
* adds the luxary rcd cargo pack with a loaded rcd, all 4 upgrade disks, and 3 extra compressed matter cartridges
* adds the furnishing upgrade to the techwebs
allows cyborgs to install rcd upgrades except silos
allows loading of metal and matter into the rcd by simply clicking on the thing you want to insert
lowers price of the cargo pack and removes the silo upgrade
adds banned upgrades var to the rcd
* you can now create windoors and deconstruct them as well
you can now deconstruct tables
doubles the price of the cargo pack for rcds
* removed cargo pack
* changes define to bitshift flags
moves matter addition to rcds to a proc on sheets
* matter amount is now a stack variable
* Simple skills framework.
* Map changes.
* Adds skillchips to vendor
* Adds skill stations to the map.
* Circuitboards
* Fix typo
* Some minimal instability
* Fixes,tweaks etc
* Suggest better names or we'll end up with these.
* sharpness thing
* tgui build
* Makes wine from booze synthetizer show to wine tasters.
* Makes wine from dispenser have taste for wine tasters.
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Swaps to carbon var.
* wordy helper proc
* While i'm at it, other relaymoves
Co-authored-by: Rohesie <rohesie@gmail.com>
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts
* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO
* End of day... 2? 3? lockdown has ruined me
* Day 3. I cannot unto bogdanoff. Send help.
* So far so good.
* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.
* We'll throw the technodes and mapchanges in too.
* Okay lets keep this a friendly debug item then
* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.
* Newscaster updates.
* TGUI Rebuild 1 start counting fokes
* Runtime BEGONE FROM ME, fckn typepaths
* Cleans up autodocs, and other areas
* Updates tgui because I feel nothing anymore
* Recompiling tgui for that green check
* dunks the whole mint out of the code, get that hothead outta here.
* Green checkmark daily update.
* Should be decent from here.
* Resolves machine_design conflict
* Rebuilds TGUI again for the epic pogs
* Sweeping changes 2: See additional changelog
* Haunting insurance plus changes the define comment.
* Rounded vending prices, made bounties appear on examine, polish
* Atmos tanks now specify their mole requirements.
* TGUI 4.0 Updated.
* ACTUALLY updates to TGUI 4.0 standards.
* ThE bUiLd DiFfErS fRoM oUrS
* Ah, I didn't see the testmerge get re-upped.
* TGUI Rebuild.
* Shuffles some security-assistant bounties around