* Adds programmable nanites to robotics
* Oh yeah i might want to actually PR the files
* nanite injectors, nanite printer, nanite analyzer
* We're back
* remove some reagent stuff
* more removal
* those too
* cool icons!
* might pass travis now
* lotsa code
* tgui fixes/misc fixes
* WE'RE FUNCTIONAL BOYS
* some ui stuff
* Misc fixes, cloud update, access nanites
* activation check
* stuff
* preparing for new chamber sprite
* Physical backups, sensor nanite programs
* techweb sensor nanites
* fix
* include
* fix again
* revert
* blinding nanites
* minor change
* minor tweaks
* makes minor shocks interfere with nanites
* fix
* split trigger file into the others, for consistency
* cleanup, added mindshield nanites to techwebs
* include n all
* how'd that even happen
* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program
* cost tweaks
* better term
* new icon! by MrDoomBringer
* icons/tweaks
* tgui build
* boards
* fix
* fixes implants not updating mindshield status
* move implant hud to living
* new remote sprite
* scanner sprite
* biotype checks
* some nerfs
* new open chamber sprite
* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors
* correction
* nerfs antistun nanites
* fixes scanners and minor tweaks
* fixes revs with mindshield
* oh yeah haha
* Fixes wonky techweb
* Moves pyro program to weapon node
* Adds defib program and some investigate logging
* mistype
* fix
* fix2
* save your files before committing
* emps can desync from cloud
* pretty outdated
* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.
* UI fix
* more fix
* okay fix for real
* tested and working
* Extra Settings rework, sensor nanites vastly better
* non-unique glitches
* Public chamber, extra settings rework, new sensors, speech program
* Mute and mind control nanites
* mind control into hazard
* better description
* fixes
* fixes relay nanites
* fixes TK access
* mind control costs less
* UI update
* removed pointless code bit
* tgui build
* compiles
* dammit
* paralysis keeps victim upright
* Adds sounds to consoles
* some feedback for some subtle effects
* new chem lore
* Viral nanite customization
* fix
* tgui build
* Added mitosis nanites
* removes glitched nanites from techwebs
* Added flesh eating nanites, poison nanites, hallucination nanites
* ,
* #traviscoding
* Adds memory leak, renames nanite roam node to nanite smart
* Voice sensor + some techweb desc tweaks
* hallucination and Hear() fix
* changes signal registering to the new method
* 75% done, i think
* should be all
* more fix
* more changes
* okay should be fine now
* ninja
* inheritance
* i don't care about originality!
* line endings
* line endings 2
* maybe
* fixes program installation
* new review
* line endings?
* line endings??
* line endings???
* wait do i even use this
* fixes public nanite chamber cloud id
* maint overlay for chambers
* args doesn't work well here
* antiabuse checks
* compile tho
* fixes locked remotes
* disk renaming
* skull echo nanites
* self scan program
* Condenses a lot of sensors into a few generic but customizable versions
* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.
* forgot to save
* empty
* metastation nanite lab
* Removes duplicate APC
* fix for nanite chamber
* Raise max programs
* UI Tweaks, aggr. replication rebalance, minor fixes
* let's not do that again
* Fixes nanites meta merge conflict
* Merge conflict v2
* fuck this HDD is slow
* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.
* Adds virus symptoms that interact with nanites
* Fixes spreading nanites being more infective the more protection the victims have
* Review plus public chamber tweak
* . = ..()
* ball
* cloud
* . = ..()
* always press save all before committing
* missed a couple
removes useless mood events subtypes
fixes mood event timers not resetting when they get triggered again
removes the depression overlay which makes our fruit happy
* Zombie Organ now does tox damage
* Adds some ominous dots
* Makes zombies not get the you feel sick message
* Makes the mass zombie infection button not be a kill everyone slowly button part 1
* Makes the mass zombie infection button not be a kill everyone slowly part 2
* Makes romerol use nodamage version
* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()
I've heard of this story where eating mermaid flesh either makes you immortal
or gives you a horrible fate, so I thought, why not apply this to our beloved
gondolas?
Gondola meat contains a reagent that causes the gondola transformation disease
- it will continuously dose the victim with pax until eventually triggering the
transformation. The cure? Condensed capsaicin.
I've reduced the default stage_prob (translates to progress speed) and changed
the cure to condensed capsaicin, so you can't easily fuck over people with
tranquility smoke grenades.
Time to get fancy, bartenders. The harder it is to make a drink, the stronger
the effect, usually. There are exceptions, but quality tiers look something
like this:
1. any mixed drink
2. 3+ ingredients, at least one alcoholic and non-alcoholic each
3. either takes some particular effort to make to make or requires exotic
ingredients
4. requires exotic ingredients and take some effort to make
I also slightly lowered the strenght of the drunk moodlet to encourage using
mixed drinks, though getting drunk out of regular drinks is still quite
effective due to how long lasting it is.
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
* Omega atmos lockdown button no longer has bar access reqs
* Pubby disposals conveyors now have the correct dirs
* Pubby's service techfab is no longer inside a wall
* Pubby's disposals loop is no longer cut off near the RD office
* Lavaland seed vault chem dispenser now initializes with upgraded parts, since
those planty bastards are stuck in there and can't even upgrade/charge it etc
* Meta's SME cooling loop now has grilles that partially cover it. Nothing that
will stop a meteorite, but probably the odd space dust
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:
Chemistry related changes:
* Made the testing chamber airlock heatproof and added scrubbers/vents to
restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
for strange reagent/life reactions. If syndies are clinically bored, they can
use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
experiment with more chemicals and gives miners an incentive to come inside.
Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
let players build more machinery and beakers for grenades.
Other changes:
* I added a cabinet with syndicate documents to the vault - this is valid for a
10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
gases quickly.
The balance in the note is no longer a concern, a 50/50 sacid and facid dipped
cig took almost a minute to knockout and damage stopped when it was removed. It
allowed a severe bug in the chem system.
I'm not closing that issue report because in theory the underlying bug is still
present and any future ways to apply chems may still have it.
Adds maintenance pills. They are a rare maint loot that holds a random reagent, with exception of a few blacklisted ones. Their name and description are also random
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Fixed bucket hat bug
Stopped the user from pouring reagents into a bucket while worn as a hat. Does so by changing the bucket to not have a container type until its removed
* Should work
* Works better
* ExcessiveUseOfCobblestone is right, this better
* As per recommendation
* mining voucher tweak
* will it blend
* d
* s
* ss
* advanced fire extinuishers
* remove trash
* garbage cleaning
* lets see
* t
* whatever
* test if using a var compiles
* adds it to cargo
* adds to atmos + ce
* should fix the sprites
* lowers the volume of the foam tank
* gonna load the icon for this soon
* woops
* foam icon
* ddd
* it works
* boo
* r34ijfirgv5
* Makes drinking message visible to others
* Makes swallow message visible to other people
* Adds visible messages for eating
* Update snacks.dm
* Update snacks.dm
* Update objs.dm
* Update drinkingglass.dm
* Update pen.dm
* Update drinkingglass.dm
* Update drinkingglass.dm
* Update drinkingglass.dm
* Update drinks.dm
* Update condiment.dm
* Update snacks.dm
* Adds a few extra reagents to the borg shaker
* Update drinkingglass.dm
* Update drinkingglass.dm
* removes blood as a borg shaker reagent
* Sprites!
* S_______ W________
* Candyland snuck into pr... Check!
* removal of candyland extract
* candyland but not the sprites yet.
* fixes :)
* Whoops, lets fix that too