* changes the filepath of the gondola transformation drug to be more boring (#57492)
* changes the filepath of the gondola transformation drug to be more boring
Co-authored-by: Clyde-Thunderpants <80003925+Clyde-Thunderpants@users.noreply.github.com>
* Tweaks to robo-tourists (#57497)
balance: Robotourists pay more for food now
qol: Only one robo-tourist will wait at the door at any time, preventing constant spam if you only have 2 seats.
qol: more variation in robo-tourist colors
* Tweaks to robo-tourists
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Removes the upgraded version of the h2 axe, the one with lifesteal (#57476)
I intended to clear this up before the pr adding this got merged, but I overslept. Don't ask
It's a very hard to get tool, but it's just kinda like, a fire axe but with slightly more damage and lifesteal.
Endgame atmos content should be atmos related, not just a good weapon. Also it's way too time consuming to
acquire, so its overpoweredness is balanced by its rarity. I don't like tools that are setup like this, since
they just end up bloating wiki articles.
* Removes the upgraded h2 axe
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Removes delta_time from the atmos system. (#57478)
Why?
delta_time is about maintaining behavior when changing the wait of subsystems
SSair's wait is dynamic by design, we hardly ever hit below it. What is important then, is maintaining behavior
across each process.
The key point here is making sure excited groups and turfs share the same amoumt of gas each process, no matter
how high or low wait is. This is why subprocesses are a thing in the first place, to maintain this consistency.
delta_time fucks with this, and will end up changing behavior if wait is ever changed.
* Removes delta_time from the atmos system.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Replaces Jump to Mob with Spawners Menu (#57471)
The Jump to Mob verb still exists for the 3 people who think they had a good use case for it, but it is no longer front and center.
* Replaces Jump to Mob with Spawners Menu
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
* Dog AI 2.0
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds Directional Presets To Several Common Wall Mounts For Mapping (#57463)
* Adds Directional Presets To Several Common Wall Mounts For Mapping
Co-authored-by: Paxilmaniac <57122098+Paxilmaniac@users.noreply.github.com>
* Adds Mexican tourists to the restaurant system, plus some QOL tweaks. (#57447)
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Adds Mexican tourists to the restaurant system, plus some QOL tweaks.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* adds the jumpsuit variants of skirts to the curadrobe (#57472)
* adds the jumpsuit variants of skirts to the curadrobe
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Adds extended Centcom support for ID console app and misc fixes (#57420)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds extended Centcom support for ID console app and misc fixes
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix malf AI from being able to blow up pipes and other components (#57274)
Fixes#56581
Title, Malf AI won't be able to blow up some atmos machines (like pipes)
reasons:
-Pipes: they don't have any electronics, all pipes are affected, even H/E pipes, multiz adapters, layer adapters, manifolds.
-Unary Tank: Those are the big tanks to store gases, they don't have electronics
-Portable connectors: Connect portable atmos machinery to the pipeline, no electronics
-Heat exchangers: just radiators
-Hypertorus Fusion Reactor: I'd be kinda cringe, ya feel me?
-Manual Valve: no electronics
-Canisters: just a portable big tank
* Fix malf AI from being able to blow up pipes and other components
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Bitflags urgent (cult cannot make runes/ build structures in maint, blobbo cant place core in library and few other spots) fix (#57393)
Co-authored-by: Stanisław <1haslo4@ gmail.com>
* Bitflags urgent (cult cannot make runes/ build structures in maint, blobbo cant place core in library and few other spots) fix
Co-authored-by: Sparkezel <53384660+Sparkezel@users.noreply.github.com>
Co-authored-by: Stanisław <1haslo4@ gmail.com>
* Fixes a potential exploit allowing livers to become increasingly immune to alcohol and lungs inheriting a different types' air resistances(#57424)
* Fixes a potential exploit allowing livers to become increasingly immune to alcohol and lungs inheriting a different types' air resistances
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Fix oversight where chameleon/agent ID cards lacked and wiped their own trims and access (#57441)
* Fix oversight where chameleon/agent ID cards lacked and wiped their own trims and access
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes broken carbonation unit on Soda Dispensors: Fizzy lives! (#57453)
* Fixes broken carbonation unit on Soda Dispensors: Fizzy lives!
Co-authored-by: carshalash <carshalash@gmail.com>
* Adds ability to request the spare ID safe codes on shifts with no captain or acting captain. (#57460)
* Adds ability to request the spare ID safe codes on shifts with no captain or acting captain.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Hieroclub teleportation now uses do_teleport as it should. (#57431)
Hieroclub teleportation now respects unteleportable mobs such as anchored AIs and megafauna.
* Hieroclub teleportation now calls do_teleport() as it should be .
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Space Dragons are now actually capable of flight. (#57428)
* Space Dragons are now actually capable of flight.
* Gives them the tag so the flying animation doesn't apply, it looks like shit without this
* Space Dragons are now actually capable of flight.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* If you get qdeleted while crystalizing as ethereal, you no longer get super-owned (#57434)
If you get qdeleted while crystalizing as ethereal, you no longer get super-owned
You couldn't ghost when crystalizing so u got stuck in the shadow realm.
* If you get qdeleted while crystalizing as ethereal, you no longer get super-owned
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Removes copypasta from cult/master/remove_innate_effects() (#57422)
Title. These visuals update are already done by the parent call. Also REMOVE_TRAIT(H, CULT_EYES, null)? Really?
* Removes copypasta from cult/master/remove_innate_effects()
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Purges two redundant proc calls. (#57421)
Title. dna.species.handle_body() calls remove_overlay(BODY_LAYER) already. I added a comment about the other one.
* Purges two redundant proc calls with human icon updates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* don't get it (#57416)
#57013 added a foam finger that shoots rockets, and made the classic laser gatling mistake of being a ballistic gun and thus spawning 5000 rockets in its internal magazine when spawned. I don't know what this is a reference (It's a deadspace thing) to or why a foam finger was chosen for its appearance, but I do know spawning 5000 rockets is a bad idea. This avoids that issue by making it a subtype of wand (just about as good as magic anyway)
* Fixes the foam finger rocket launcher killing the server
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fixes byond brain (#57426)
Fixes multiver's greater than operand to include greater than and scales the max medibonus to purity.
Someone pointed out it wasn't working properly so I fixed it, also adjust's the calculation to be more in line with the intent of the base chem - (more meds more power).
* Fixes multiver's greater than operand to include equal to and scales the max medibonus to purity.
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Improves the chemical analyser to give you details on impurity and gives an % output in line with other purity descriptions (#57437)
* Improves the chemical analyser to give you details on impurity and gives an % output in line with other purity descriptions
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* ID trims no longer apply to cards when visualsOnly is TRUE on equip() (#57436)
* ID trims no longer apply to cards when visualsOnly is TRUE on equip()
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Buff 50 cal and add module
* Add warning in master file
* Rebalance firing delays to accomodate changes
* Fine tuning
* Fine tuning v.2
* Apply code suggestion + fine tuning 3