* Reimagines Venus Human Traps (#53880)
Venus human traps now have a new sprite, new sprite for their bud, new sprite for their vines, their bud has icons according to how grown it is, they get sounds for hitting, getting hit, and dying.
oh yeah and I renamed the path flower_bud_enemy >flower_bud
* Reimagines Venus Human Traps
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Flower Buds now have a countdown for ghosts for when they're going to hatch (#53648)
They're two minute timers with no indication, which makes kudzu kinda annoying to spectate.
* Flower Buds now have a countdown for ghosts for when they're going to hatch
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Removed from code
* Removes cloners from maps
* Some more references, now compiles.
* Reduces availability of replica pods
* DNA scanner and tech disk rebranding
* pubby door name, cargo pack description
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
*every mention of /obj/item/machinery/power/supermatter_shard in the code should have been replaced with /obj/item/machinery/power/supermatter_crystal and it's variants.
*supermatter shard has been moved to /obj/item/machinery/power/supermatter_crystal/shard
*variable changes like gasefficiency and explosion_power has been switcharood in order to keep it in line with the game as of now
* big batch of loc assignments
* Update emergency.dm
* Update spiders.dm
* Update parrot.dm
* Update ripley.dm
* Update firealarm.dm
* seems to work
* this maybe works?
* brainmemes, again
* stuff
* fix brainmob, camera runtimes
* No, I did NOT test the Ark examine.
* Update countdown.dm
* Update ark_of_the_clockwork_justicar.dm
* Update ark_of_the_clockwork_justicar.dm
* OK JOAN FIXED
* Update ark_of_the_clockwork_justicar.dm
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings
* Makes qdeleted and qdestroying macros
* Makes QDELETED and QDESTROYING uppercase
* Swap qdel checks istype's for != null's
* Fix it
* How was this missed?
* Anomalies now have observer-visible countdowns
🆑 coiax
add: Anomalies now have observer-visible countdowns to their detonation.
/🆑
- Behind the scenes, moved the detonation code from the event to the
anomalies themselves. May be some differences of lifespan, given we're
going from event ticks to world.time, but meh.
* Changes the name of the anomaly cores
🆑 coiax
fix: The observer visible countdown timer for the malfunctioning AI
doomsday device is now formatted and rounded appropriately.
/🆑
It's centred, and no longer has decimals.