* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
* there was an attempt
* adds ice moon map
adds config options for choosing mining maps
areas now have options that affect random generation on them
weather now has an option to not target indoor areas
adds base for icemoon ruins
turns many 1's into booleans
adds ice chasms
adds ztraits for weather stuff
* fixes up ice ruins to be ice moon compatible
adds lower z level to the ice moon mine
ice chasms now have a smoothed icon
megafauna only spawn in the underground portion of ice moon now
* openspace fixes
* adds new areas and underground specific ruins
* Adds the abandoned village ruin for Ice Moon
* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon
* random mining maps are no longer picked in the config
you can no longer change the mining map before setup is complete
* adds above and below ground ruin as a test
* adds debug functionality for ice moon ruins
fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas
adds multiple whitelist areas for ruin placement in a list
all underground areas are now outdoors
underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them
* adds unique spawners to icemoon to replace tendrils
adds 2 new mobs to icemoon the polar bear and wolf
adds a clothing flag for shoes that dont slip on ice
modifies mining site to be ready except for the boss
adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels
adds a no caves mineral for ice moon ruins
* wolves no longer run into lava or chasms
bears now enrage sooner
bear spawners can now actually be created
adds base for ice moon atmospherics
adds base for a new boss and achievements / score
really bad coder icon for ice boots added
* ice moon now has it's own planetary atmos! (thank god)
* new frost miner stuff
megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown
* converts a bunch of lavaland maps to be compatible with ice moon
adds tendrils from lavaland to the bottom of ice moon with the other megafauna
* updates mob drops for ice moon mobs
updates config entry default value for ice moon
updates ice moon map to have new gulag
* updates station parallax for icemoon
removes extra lavaland ported ruins
updates to demonic frost miner
adds ladder to icemoon map near station
* updates ice moon map to have the ladder inside the mining base
plant flora dont spawn on the lower z level of ice moon now
you get sand from mining rocks now
buncha demonic frost miner changes holy cow
* adds the buried library
* improves map, fixes comment
* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better
* updates ice ruin blacklist
* ice moon stop being too cold thanks
icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace
tunnel width is now not stupid
* fixes a demonic frost miner bug where orbs werent exploding after death
atmosphere temp is now correct
fixes library ruin for icemoon
polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles
reverts necropolis chest change
* Adds a new ruin: bathouse, barebones edition
* adds many new ruins
fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas
finishes the frost miner and adds loot to him
you can now force a wabbajack option
* main z level now always has gravity for ice box
* hopefully the hot springs arent the buggiest thing in the world anymore
protects areas near the station from having openspace
* icebox takes less players
fixes the ladder positioning on every icemoon map
* snowstorms now only occur on the station level
fixes some issues with the icebox z level having openspace over the lower level mining base
* Update code/datums/map_config.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/datums/ruins/lavaland.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/objects/structures/lavaland/necropolis_tendril.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/closed/minerals.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/open/chasm.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/open/floor/plating/asteroid.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/ruins/icemoonruin_code/hotsprings.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* fixes areas on the lust ruin
polar bears now drop a goliath plate equivalent
wolfs now drop a watcher sinew equivalent
adds snow legions
adds a crusher trophy for the demonic frost miner that prevents movement
fixes a bug with asteroid mobs where the aggro icon would never show
adds ice to the snow cave tunnel generation
* starts work on the wendigo megafauna
* replaces snowball machine gun with more miner useful content
adds gentle var for knockback to prevent stunning on hit
polar bears move slower now
new icon for phase 2 demonic miner now
* fixes lust ruin areas
fixes whitespace
fixes nesting issues
adds underground specific mobs
* name / location fixes
demonic frost miner doesnt stun on knockback now
ice demons move faster
* fixes icebox having the wrong baseturf
* adds achievement defines to the wendigo
snowstorm for the lower z level again
adds a new helper for ranged target turfs
theres now a specific subtype for rivers
fixes a bug where ice and spawners spawned with rocks and other flora on top of them
adds indestructible ice rock turf
fixes a bug with ice demons teleport distance being incorrect
adds the start of wendigos attacks
* Apply suggestions from code review
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Update code/modules/mapping/ruins.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Fixes a dumb bug with ruins from a webedit review
The syndicate shuttle can now land on mineral turfs
* the final commit, all that im going to change after this is documentation for procs lol
makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf
* adds nice animation to wendigo scream
* small fixes
* finishes autodoccing everything i could find
* ok im done for real now
* adds anywhere ruins
does review stuff
* review stuff
* ok it removes the stuff now
* fix removal
* fixes from the git
* adds surroundings to the asteroid and lavaland sites
adds butchering gloves to wrath ruins
the lower icebox levels are no longer station levels
fixes capitals on blood drunk and frost miner boss medals
adds engineering outpost ruin by trollbreeder
adds boxstation job changes to icebox
polar bear transformation no longer has immunity to lavaland mobs
fixes ice whelp spelling mistake
* fixes engi outpost atmospherics
fixes missing plating on solar panels
changes slowdown for icemoon turfs
* fixes ruins areas so tunnels can spawn into some of them
adds lights to icebox below area
openspace turfs mine the thing below them now
* fixes wall boundings on asteroid and lavaland domes
* ur lame armhulen
* adds public mining area to icebox
adds computer vendors to icebox
* minor fixes
* fixes map type error
* removes slowdown entirely
increases ore chances
fixes openspace on main map
fixes a ton of active turfs at roundstart
modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests
tunnels are wider underground now
openspace now deletes itself if it spawns above a ruin
* improve da ruins
* tries to fix multiple atmos issues with ruins
removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag
demonic frost miner drill now automatically scans everywhere around you
fixes tunnel generation issue
makes it so randomly generated turfs inherit their no_ruins flags
Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Oh God I hope this works...
* It didn't work.
* Making things better.
* Making things even better.
* That made things worse.
* Sorting works! \o/
* Tidying some thing ups.
* Adding a custom plaque to the game.
* Some plaque tweaks.
* Makes plaques more durable than signs.
* Adds the stack crafting.
* Plaques take a little time to engrave, signs can't be changed instantly anymore.
* Comments, and renamed the global list to avoid confusion.
* Appends "sign" to every name, makes department signs not all caps, fixes some names and descriptions.
* Touching up plaque customization and display, removing one last all caps.
* Plaques can now be engraved in hand too.
* Newline.
* Update code/game/objects/structures/customplaque.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Update code/game/objects/structures/customplaque.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Mirroring some fixes from customplaque.dm
* A bunch of stuff.
* Unwrenched signs now lay horizontal.
* A lot more stuff, turned a negative variable into a positive.
* Fix chat inconsistency, remove deprecated and unused variable.
* Apparently buildable_sign is used elsewhere, whoops.
* Adding documentation to this, fixing a bool being 0 in another file.
* Don't know why this was here, sign dir is 100% irrelevant.
* Fixes some sound malarkey.
* Changes delays to be readable, removes unneeded return.
* Fixes these two early returns, it needed return TRUE at the end to work.
* Trying to fix a revert I messed up...
* Moving plaques to a directory, moving old sign plaque types into it. Map changes.
* Rename since I relocated this object entirely.
* Signs (and plaques) now properly place, and aren't visible through walls.
* Comment to help people in the future.
* Signs and plaques can be placed diagonally now.
* Removes duplicated code line.
* Blank signs now commonly spawn in maint, blank plaques uncommonly.
* Repairing signs & plaques with a welder is now good to go.
* Moves the GLOB, makes it start as an empty list.
* Update code/game/objects/structures/plaques/_plaques.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Gets rid of some oldcode.
* Apply suggestions from code review
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* Simplifying dir switch to two if elses.
* Plaques take one sheet of gold to graft instead of five.
* Just making this wording in crafting a little clearer.
* They can be removed with wrenches, so I don't think this is proper.
* Makes variables descriptive.
* More descriptive variables, a little dmdoc, move things around to be next to like things.
* Remove a redundant definition.
* Apply suggestions from code review
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Fixes mapping path, rename sign_backing to just sign.
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
This PR will add 3 tiers (expandable) to the atmos canisters
Each tier will have a maximum temperature and pressure threshold that will cause the canister to burst if going over them.
How to build each tier
Tier 1: With 5 metal sheets you make a canister frame tier 0 (similar way of the old canister making) and then you put 5 more metal sheets onto the frame (similar to when building windows on grilles) to finish it and build a tier 1 canister
Tier 2: You first make the tier 0 canister frame, you put onto it 5 sheets of plasteel to make a tier 1 canister frame and you complete the tier 2 canister by using 5 sheets of titanium onto it
Tier 3: Make a tier 0 and then a tier 1 canister frame like shown above, then you put 1 bluespace crystal onto the canister frame to make it tier 2 and complete it with plastitanium for a tier 3 canister.
The maximum temperature and pressure that each canister can hold are:
Tier 1 5000 K and 50000 kPa
Tier 2 500000 K and 5e6 kPa
Tier 3 1e12 K and 1e14 kPa
All those are calculated based on a filled canister
The canisters won't instantly rupture when reached the temperature, instead they'll start to take damage (10, 5, 3 per tier for the time above the thresholds) untill rupture, so recovery is doable since the damage taken can be heard (is burn damage)
canister-tiers
Why It's Good For The Game
First there is more interaction between departments, then there is a stop to exploitable start round fusion and 50K bombs, since at least you have to wait for mining.
No more you can have the Sun heat inside of a normal canister.
Changelog
🆑
add: Added 3 tiers to the canisters
add: added canister frames (also tiered)
add: canisters rupture if there is too much pressure or heat inside (higher tiers have higher thresholds)
imageadd: added images for frames and overlays
/🆑
About The Pull Request
Adds a slew of new material datums. Included are bronze, runed metal, sand (made from sand blocks, made by using sand on a sink), sandstone, snow, paper, cardboard, bone and bamboo. Oh, and pizza. Yes, pizza.
newmats
(from left to right: bronze, sandstone, sand, snow, bamboo, paper, cardboard, runed metal, and bone).
PIZZA
PIZZA!
Pizza is a special case: it's edible, and to craft it, you need pepperoni sheetzzas. These are made by using a rolling pin on a pizza slice.
Why It's Good For The Game
More mats datumised, and pizza is a good meme.
Changelog
🆑 EOBGames (Inept)
add: A whole bunch of materials are now datumised! Check out bronze, runed metal, sand, sandstone, snow, paper, cardboard, bone and bamboo. Oh, and pizza. Yes, pizza.
/🆑
* balancing, fixes, tweaks
* freon specific_heat increase
* fix an issue with negative temperature
* changed HyperNob canister color
* done change request and tweaked more the hardcap limit
* Just freon addition, no removal nor fire. Maybe unbalanced
* fixes
* material properties addition, removed from the object itself
* added admin and game logging to hot ice
* Typos
* made the component more generic
* other typos, some fixes
* typos and balancing
* better code readability
* dunno
* merge error and travis build errors fixes
* asked changes, fixes and balancing
Fixed some minor alignment/ orientation issues on the inhands of various sheets and adds a bit of missing code to the bronze tilesheets because it's parent is a tile instead of a sheet.
added Plasteel, Plasma, Adamantine, Runite, Mythril, Alien alloy (shameless copy of the tile sprite) and Bamboo. Also changed all sheet sprites to be obstructed when your body is in front of it while you're facing north.
* adds rideable goliaths
* stamding on the emdge
* plems work
* this should be it
* FUCK YOU TRAVIS
* primal friendly
* ok athath buddy
* mmm grayons
* sprite gang
* placeholder sprite, works till someone makes a new one maybe haha
* lets do this
* An object tames a monstrous beast somehow. More news at 5.
* Initial commit, wood datum mat. Works on my machine.
* Wait this makes baseball bats worthless nevermind
* Review changes, uses the define now, just don't know how bitflags work well enough for that other bit
* Adds the material dependance check
* FINE
About The Pull Request
Round 2.
image
Adds a new tech to be unlocked within the B.E.P.I.S.'s major techs, called "Specialized Engineering". Within that tech are 2 new items, Heat Resistant Rods, and the Tinker's Gloves, as well as a new minor tech, the Survival Pen.
Heat Resistant Rods:
Have you ever wanted to expand Lavaland Base? Build a lava fortress worthy of your magnificence? Well, now you can! Using Heat Resistant Rods, you can make a catwalk to cross lava tiles, as well as build atop lava, without messy methods like using the RCD!
Tinker's Gloves:
This just in engineers, insulated gloves have new competition in town! The Tinker's gloves are complicated, overdesigned gloves that, while not very shockproof, allow for faster wall girder construction. No longer will you need to die of old age walling off an area when you're out of RCD ammo! Warning: This product contains no likeness to clockwork gauntlets used by the extinct cult of Rat'Var, and any such similarity is by no means intentional.
Survival Pen:
Have you ever been stuck on lavaland, trapped by your survival pod with just a few chairs, some titanium walls, and walls of ash closing in on you? Well THANK GOD you have your Rockbreaker brand Survival Pen! Allows for basic mining operations, and is portable like a standard pen!
BUT WAIT!
A watcher blocks your path. Thankfully, your expensive, diamond encrusted pen isn't just good for being the world's slowest pickaxe, it's ALSO coated in the one thing watchers crave: DIAMONDS. Toss the pen to draw the watcher's attention elsewhere.
Why It's Good For The Game
Starts to fill our B.E.P.I.S. Major Reward Techs, as intended, and fills a niche that doesn't get much play nowadays: Building on Lavaland. This was something I've had in the back of my mind since we did the first tests of the Disaster gamemode a few months ago, so each item here was made with the intention of improving the mining base should the station become un-livable. Lava-Proof Rods are beneficial in that you'll be able to cross and build over lava by the mid-end of the shift. RCDs still work as usual, but this way you won't have to worry about getting specialized engineering equipment as a member of cargo or science. The tinker's gloves are basically a variant of the nitrile gloves, but they grant a speed bonus to adding plating to metal girders, so that some kind of functional alternative to giving every engineer insulated gloves.
Survival Pens are quite honestly very niche, but getting dumb pens with extra functionality is a tradition of trade shows all over the world, so it feels right at home as a minor reward.
Also, does a tiny change to the doe sprites, just to look a little bit less old.
Changelog
cl
add: A new Technology has been implemented as a major reward in the B.E.P.I.S., Specialized Engineering, to appeal to engineering utility and new construction horizons.
tweak: Watchers will now actively consume diamond ore left lying around, alongside the new survival pens.
/cl
* No more double mats
* this isn't even a stack. I have been bambozeeled.
* Turns out the src. was important
* Alright this should work better.
* Alright this does work.
* Adds new donk pockets and new donk pockets boxes icons and code!
* Accidentlty didn't add the pastries, oops!
* Adds the new donk pockets to the maint loot table, a donk pocket crate, and fixes a small typo under boxes which caused the honk pocket box to not appear.
* Final commit before PR, fixed a few bugs.
* Fixed a spelling error, and removed Gondola-Pockets from the maint loot table.
* Adds a new donk pocket loot spawner object, and updatesmaps to include it in the kitchen.
* Proper mapmerge, hopefully.
* Removed step_x and step_y, hopefully travis will be happy now.
* Switches out the new donk pocket icons for less noisy ones.
* Removes unnecessary lines of code.
* Adds craftable donk pocket boxes.
* Hopefully makes travis happy by fixing metastation errors.
* More metastation error fixes.
* Changes omnizine of warm honk-pocket to 1.
* Add path variable donktype, removed copy pasted populatecontents() lines of code.
* Fully working with removal of the copy pasted populatecontents() in favor of a path variable.
* Gets rid of component initialize where it does nothing
* Fixed some data loss with food icons.
* birdboat now chokes on plastic
* update maps
* Update goose.dm
* cleanup and fixes
* more improvements, goose will eat any item with plastic now
* limit goose to only eating 10 food per turf
* End this nightmare
* more sanity
* Die in your own vomit you broken goose
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
* Initial PR, Cups, Utensils, Signs, Chairs
* Endline fixes for travis, adds plastic utensils to the initial node
* Makes bar invisible, addtimer added, fixes potential dmi/dm conflict
* Fixes Merge conflict take 2
* Wraps the chair snapping proc in invoke_async
* Cleans up Async Call a smidge
* Adds plastic floors, floor tiles.
* Plastic tile version 2, Bluer, looks like a single sheet
* Plastic floors take 3, makes plastic floors weaker under heat than most other floortypes
* Fixes the ONE PIXEL, adds datum mat to turf for later use.
* Rebases floors, uses new file structure.
* Platic isn't a word
* Base
* epic
* bandaid begone
* Documentation
* Bugmash
* Replaces bruise packs and ointment in on maps.
* Fixes for testmerge
* new line
* Dirty web
* Nasty webedit
* med suture is now a chemical recipe, adds cellulose reagent
* Fixes cult space bases (again)
* h
* Fixes duplicate definition
* Lets cultists draw runes at the Lavaland cult altar ruin
* Adds CULT_PERMITTED_1 flag to check if cultists can summon/buld structures here
* h