* Pubby cleanup and Kilo Fixes
Remove pubbystation subtypes of boozeomat
Remove pubby specific subtype of wallmed
Replaces pubby wallmed subtypes in use elsewhere with standard wallmeds
Added some missing solar panel wires
Adds Centcomm access to ERT dock to allow Centcomm guests to board the station
Tweaks some siding decals
* Supposed to be in the first commit
* Gets rid of some stray scaffolding
Gets rid of some stray scaffolding
* Missing grille
* Remove spawn points from solars
Remove xeno spawn points from Kilo solars - spiders use this spawn locations and are not vacuum proof
About The Pull Request
Adds a minor negative quirk, Bad Touch. This quirk gives you negative moodlets from hugs instead of positive ones, as well as negative moodlets from headpats and passive grabs.
Why It's Good For The Game
The quirk catalogue is still quite short and could use some more to fill it out. So here's a minor quirk that could be really fun or interesting to play with, especially if you also take unstable and/or hypersensitive, given how common hugs are in station life. Someone suggested it to me so I thought why not.
Changelog
🆑 Melbert
add: New negative quirk: 'Bad Touch'. With it, you gain a negative moodlet from being hugged instead of a positive one, and you gain a negative moodlet from headpats and grabs.
fix: blind people can now feel headpats
/🆑
Add some documentation to atmosmachinery.dm to try and briefly explain each proc. i hope i have them all right
Why It's Good For The Game
documentation is good
changelog shouldn't be needed
BRPEDs can teleport rigged power cells. Through cameras. These rigged power cells will then pretty much immediately explode. This is a tad imbalanced.
Behaviour modified. Attempting to use a BRPED on a machine and having it attempt to swap over a rigged cell will cause the rigged cell to immediately go to maximum charge and explode.
Adds some logging to accompany it.
Why It's Good For The Game
Blowing things up from across the cosmos is bad.
Rigging BRPEDs to be able to explode when some poor sucker uses it to change over a power cell is cool.
Title. This modifies a unit test that tested the holiday I'm removing to test mother's day instead, as International Indigenous People's Day isn't an nth week holiday.
Adds a signal listener on mechs that listens for middle clicks, and calls a proc that will, in turn, call the normal click proc if the user is an AI.
Middle clicks now pass through params just like left clicks.
Rune knives held hard references to the runes they created, which were not cleaned when the rune was eventually deleted. These have been replaced with weakrefs.
* Uranium golems no longer irradiate by mere presence. Instead, they irradiate by punching people. Also some statistic changes including durability from brute damage, punch damage, etc. Also uranium golems can wear engineering clothes
* Adds radiation emissions from being struck as a uranium golem
Tgui-izes the secrets panel
Removes one terrible shuttle button, but just know all of them are pretty shit
There can only be one (40 second delay) was condensed into an option for there can only be one
Before it was a blank HTML document. It has some kind of useful stuff, and also some shitpost-y stuff. Using some tab system really helps you pick out where the logging/issue fixing buttons are and where the silly garbage
Shotgun slugs can no longer be made in an autolathe.
Buckshot rounds can no longer be made in an autolathe.
Frag12 rounds deal less direct damage, since they fucking explode.
Pulse shot rounds deal less damage.
Increased the cooldown on riot shotguns.
Removed buckshot rounds from all maps.
Combat shotguns start with beanbags.
Why It's Good For The Game
Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
It makes it so when you finish the Void Path as a Heretic, you can actually survive in the void (as well as not suffocate in your own storm), you no longer need to breathe, and you resist low pressure (but not high pressure). (the add_traits show a reference to space_adaptation, it doesnt seem to work if i change the reference, and it doesnt seem to have any issues referencing that, so it should be fine as is)
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Chocolate milk is now made by cooling a 3:2 mix of hot cocoa and cocoa below 300 K. Hot cocoa recipe now makes 6 units instead of making 5 instead of 6. Alternative hot cocoa recipe that is made by mixing chocolate milk and milk 1:2 above 320 K.
The first two of the above changes mean that chocolate milk can be made with a mix of 1:1 milk and cocoa if you heat it to 320K and then cool it to below 300K.
it gives target a no drop duffelbag which every around 100s will try check if there is food inside else it attacks you, you can poison the food to make it die faster.
more variety for wiz to annoy crew that isnt murder bone
Cyborg's pipe cleaner is now using a radial menu for choosing it's colors instead of a clumsy input one.
RCL now properly updates it's pipe cleaner holder's color, so you can actually see the color when using RCL radial menu.
RCL is now able to put cables down on floors seamlessly, as there is no reason to restrict it to just a plating and catwalks anymore due to the fact that pipe cleaner coils no longer function as a power carriers, but are merely visual entities for players to play with.
And lastly, pipe cleaners now use color defines and are setting its color directly instead of having redundant variable do it for them, which was needlessly complicating it.
Moths that drink a potion of flight have their moth wings set to none, which their handle fire would store as their original, and that would be applied from reconstructive surgery.
Now potions of flight store an original, and handle fire checks to see if something was stored before, so it doesn't overwrite that.
Changelings are now using a radial menu when choosing DNAs instead of a clumsy input menu, which affects transformation and transformation sting abilities. This is important so that changelings have an idea what exact disguise are they putting on.
"Drop" button in the menu is for Drop Flesh Disguise, which removes all disguise parts changeling have currently on.
- Regal rats are supposed to, when examing other regal rats, see them as
false kings. There was however, no check to see if you were looking at
yourself.
- When clicking on anything when at full health, you would get a message
about how you didn't need to eat anything. But you should only get
those messages, when you're attempting to consume cheese.
- Psychologists are no longer mistakenly told they have headaches
when near the supermatter.
- Immunity to supermatter hallucinations is now provided by a new trait
`TRAIT_SUPERMATTER_MADNESS_IMMUNE`, provided by mesons, and being the
Psychologist.
- The ability for Psychologists to cause the supermatter to act slightly
differently (by turning pink, and having a higher minimum healing
temperature) is now a trait, `TRAIT_SUPERMATTER_SOOTHER`, which
currently only Psychologists get.
Converts most on_reagent_change calls to signals.
Converts on_reagent_change to a signal handler.
Expands the reagent exposure signals
Add a setter proc and signal for reagent temperature
Fixes adjust_thermal_energy not sending a temperature change event
Makes min_temp and max_temp actually do something with adjust_thermal_energy
Light fixtures now use different variants of overlays in order to be non-unique and save up on instantiating a TON of overlay objects. Also, fixed the GC for them
Refactors base construction consoles to be generic instead of only being meant for building the aux shuttle. The current aux base construction console behaves the exact same.
This PR is A step towards minichem, as I'll be using base construction code in it pretty heavily. More information about the whole minichem thing in this design doc
In terms of player-facing changes, this PR has made possible a neat admin-only base construction console that can be used to construct things anywhere on the z level.
Why It's Good For The Game
The current base construction console code was snowflakey and didn't follow particularly great coding practices. This fixes that and provides a solid foundation for future work.
Tweaks existing lighting and adds some presets for mapping
Current list of presets is as follows:
Main Tube Lights: normal, cold and warm with a subtype each that disables night lighting
Red & blacklight (purple) for tube & small lightbulb
Why It's Good For The Game
Better support for more varied and interesting lighting. I made sure that the new presets are subtle and bright enough to not be distracting or made it harder to see
Changes to currently mapped lighting should be mostly unnoticeable, standard tube lights have a very faint greenish tint typical of fluorescent lights, while small lightbulbs have an orange tint reminiscent of tungsten lightbulbs
For mappers, I would suggest using types that disable nightlighting in work areas while keeping night lighting for hallways and other service/living areas.
Normal lights for hallways, cold lighting for medbay and science, warm lighting for bar, library and dorms, red lights for maintenance, maybe blacklight for server rooms etc.
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
fixes clarke only being able to be accessed by scientists instead of cargo, science and engi like ripley
adds cargo mech internal access to cargo techs