Miners can now purchase fulton extraction packs.
Miners can now purchase fulton medivac packs.
Two new fulton related bundles are available for purchase with vouchers.
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.
Total change list:
Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
Umbras' health is not based on vitae but has a hard cap at 100.
Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
Toggle Nightvision is self-explanatory.
Discordant Whisper is identical to the original revenant's transmit.
Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
Fixes bug where wabbajack statue's eyes didn't close
Removes indentation and tidies the wabbajack() proc
Corrected an inaccurate comment in mob.dm
Mass Polymorph no longer uses a spawn()
Adds syndicate medical borg, cak to possible forms
Polymorphed drones now have random appearances
GODMODE mobs are now immune to polymorph
Wabbajack altars now ghost their sleepers after 10 seconds,
because they tend to just be abandoned and left there. It's
all a dream to them, if and when they get pulled from the altar.
This PR is aimed at making radioactive microlaser less useless.
Radioactive microlaser is now a subtype of health analyzer. Using it on someone would print out target's health status. Useful for stealth. You can disable this in microlaser's menu.
You can disable microlaser's irradiation in the same menu. Just in case you want to check your own health without carrying a real health analyzer.
Radioactive microlaser has it's max rad output increased 200%.
Radioactive microlaser cooldown is cut in two.
🆑 coiax
rscadd: Drones can hear robotic talk, but cannot communicate on it. AIs
and cyborgs are encouraged to share information with station repair
drones.
/🆑
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.
The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.
The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.
Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK
I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.
Detailed list of changes:
Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.
Mc now has two loops One loop handles queuing shit, one loop handles running shit.
MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)
Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due
All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
Goof was supposed to do this in his pr but he never did. He approves of this change though.
Patches now only hold 40u. This is 1:1 with goon and makes them less of a direct upgrade from pills with a tiny delay.
Medkit patches now only hold 20u by default. As they are now, patches will heal you to full health with like one or two. That means a medkit is more useful than a doctor. This fixes that and is also 1:1 with goon.
Fixes failing to heal robotic bodypart with coil still using 1 coil.
Fixes not being able to eat with sechailer adjust down.
Fixes damage overlay being invisible.
Adds some game logs and warn admins when a player reset a RD console database.