Commit Graph

1957 Commits

Author SHA1 Message Date
Bobbahbrown
14871dd223 yes (#51995) 2020-07-03 21:14:59 +02:00
BarrelOfNapkins
8fbcf89875 Nanites only heal traumas up to their ability (#51743)
Co-authored-by: Clayton Vass <clayvass@gmail.com>
2020-07-02 19:30:38 -04:00
silicons
5413ed0f7d Anomaly Core Production (but I actually finish it this time) (#51432)
Remake of #50528
About The Pull Request

https://hackmd.io/@tgstation/r1tzxpwPL

Basically that.
Raw anomaly cores
Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are)

Finish the explosive/implosion compressor attackby and implosion procs

Map in the implosion compressor

    Map in the roundstart 2 cores each type for science

Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document.

The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius.

Props to @ArcaneMusic for the machine sprite!

Why It's Good For The Game

image

Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?).

Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by).
Changelog

🆑
add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius.
/🆑
2020-06-28 23:56:40 +12:00
Radacitus
2e2fa5579f makes decal painter a basic tool (#51762)
* makes decal painter a basic tool

Makes the Decal Painter into a Basic Tool instead of a BEPIS unlock. It's very meh for a BEPIS unlock, especially for the Scientists that'll be using it. Though, it does have a use that some builders might like.

* Update maintenance_loot.dm

* decal painter value decrease

decal painter now contains much less mats since it is a basic tool

* decal painter no longer needs an empty ink cartridge to eject
2020-06-27 18:26:57 -03:00
Jack Edge
fd51a8a409 🦴 Add Wound option to nanite Host Scan program
🆑 coiax
add: The Nanite Host Scan program can now scan the host for wounds.
/🆑

You can scan for two out of the three things a medical scanner can scan
for, why not also determine how broken your leg is?
2020-06-23 13:37:39 +01:00
Timberpoes
4d7f5863f9 Change genetics machine department flags, fix inconsistency (#51670) 2020-06-22 15:48:19 +02:00
TemporalOroboros
e78d82592f Refactors reagent exposure code (#51396)
* Refactors reagent exposure code

Removes istype clutter. Renames a few procs

* == TRUE

Adjusts COMPONENT_NO_EXPOSE_REAGENTS bitflag offset.

TODO: Remove comment

Co-authored-by: Rohesie <rohesie@gmail.com>

* == TRUE

Adjusts COMONENT_NO_EXPOSE REAGENTS bitflag offset.

Removes comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 20:03:19 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* 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
2020-06-17 20:47:57 -03:00
Timberpoes
473d1cf11b A very large number of Science QoL tweaks and mapping changes. (#51457)
* Sci access level tweaks

* All the Science changes

* Defeating the Step Demons

* Imma wage a WAGHHHH on Steps

* Addtional tweaks, Xenobio changes

* Fix Delta bar disposals, modify winter science gear in Xenobio, modify Pubby Xenobio

* Pixels instead of steps

* Use dedicated science winter coats
2020-06-12 18:52:21 +02:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Jordan Brown
99aac80d37 Merge pull request #51478 from Jared-Fogle/better-defib-hud
Defibrilator and Defibrilator HUD bug fixes
2020-06-09 20:51:22 -04:00
AnturK
70cc742966 Removes pointless processing status effects from mining mobs. (#51481)
* Removes pointless processing status effects from mining mobs.

* Status effects are bad mkay.
2020-06-08 22:16:58 +08:00
Jared-Fogle
ca18f4e9c4 Fix defib nanite and husk text 2020-06-06 15:02:04 -07:00
Jared-Fogle
f2d295c623 Replace TRUE with DEFIB_POSSIBLE 2020-06-06 02:24:02 -07:00
Jared-Fogle
cc409ed6c5 Fix defib hud being inconsistent, refactor can_defib 2020-06-06 01:37:15 -07:00
Fikou
92517beff0 replaces plasma in bluespace beaker with plastic (#51437)
* replaces diamonds in bluespace beaker with plastic

* ok cobert c chemicals
2020-06-04 22:46:50 +02:00
ArcaneMusic
a5f38624ab Fixes Pest/Weed Killer so that they don't act like hypertoxins, adds organic weedkiller to compensate. (#51293)
* Initial Commit.

* Fineeeeeee, added sanity check.

* Alright, nerfed according to corn on the cobby
2020-06-04 10:45:41 -04:00
Rohesie
b73e2c4b0e Adds a knockedout trait, begins refactoring mobility 2.0 (#51348)
* ko

* change request
2020-06-02 00:14:49 +02:00
KathyRyals
ca5b7f0a83 Fix Nanite Programmer and Nanite Program Hub deconstruction (#51245)
* Fix Nanite Programmer and Nanite Program Hub deconstruction

Bug fix for the deconstruction process of the Nanite Programmer and Nanite Program Hub

* Use _act overrides, implement new icons

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-05-30 05:06:21 -03:00
ArcaneMusic
844267dc32 Adds two new biogenerator chemicals to botany. (#51304)
* Initial Commit, adds both sidegrade chems.

* Actually lets keep both plants distinct enough, ya know
2020-05-27 23:07:17 +08:00
MacBlaze1
666e1e2653 Fixing crew monitor suit sensors (#51268)
* first steps

* Update _under.dm

* time for bug testing

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* more fixes and implementation

* Update crew.dm

* Update clothing.dm

* more bug fixing

* Update crew.dm

* debugging

* Update clothing.dm

* Update clothing.dm

* Update clothing.dm

* added stuff to nanites

* goddamn nanites

* nanite cleanup

* Update crew.dm

* Update crew.dm
2020-05-27 15:54:37 +08:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* 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
2020-05-25 06:47:19 +02:00
spessman-007
5ae305ec9f Resolve issues with incorrect usage of a/an (#51095)
Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 01:34:34 +08:00
ArcaneMusic
138e332dc3 Adds the condenser, a new assembly component. (#50675)
* Adds a freezy igniter

* adds to component vendor.

* don't nightcode.

* Back to condenser names.

* Adds to autolathe as well.

* Applies heat to flamethrower_process.

* Refresh

* Review changes

* Undefines properly I think.
2020-05-22 03:28:05 -03:00
ShizCalev
58cfbffb17 Merge pull request #51037 from JenqaDev/electrolites_add_admin
adds electrolites to admin rpeds and fixes it's bluespace name
2020-05-20 00:55:39 -04:00
Fikou
d6cc8af20f Change a stock part comment (#51040)
changes one comment in stock_parts.dm to instead of talking about the 
plant gene manipulator (which no longer exists) to instead talk about 
the exosuit fabricator that can reach minus values with high enough 
stock parts
2020-05-10 11:46:08 -07:00
Jenqa
3e79cd36aa adds electrolites to admin rpeds and fixes it's bluespace name 2020-05-10 00:14:13 +01:00
TheVekter
cc097c138b Removes the mini meteor from the autolathe and cargo crate drop pool (#50959)
* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Removes the mini meteor from cargo crates and autolathe

* Re-added to crates

Co-authored-by: Changelogs <action@github.com>
2020-05-09 01:36:37 +08:00
William Wallace
e007b3dcab reduce amount of lists that exist during runtime for custom materials (#50832) 2020-05-06 05:00:39 -07:00
moo
a65d550743 Cooked food can now be exported through cargo, Take 2. (#50707)
* Oh jesus that took FOREVER. Why is there so much god damn food?

* First pass balance changes for single click crafts

* Yes, I know Qust is going to kill me. I'm aware.

* merge conflict fixed.

* Fuck

* Updates based on dunking element.

* Accidently bundled changes.

* Fixes Silver_spawned variable to work outside of luminescents.
2020-05-05 20:27:09 -04:00
nemvar
4f70a3d965 Fixes stabilized black runtime (#50811) 2020-05-05 17:18:38 -07:00
Timberpoes
486a72c47a Check for hidden nodes (#50849) 2020-05-04 17:05:38 -04:00
DeltaFire15
716012fb58 One line fixes best fixes (#50801)
Haha what if exo-locomotion nanites stopped working because of one check being the wrong way around... nah, kidding.. unless??
2020-05-02 22:39:38 +02:00
MrDoomBringer
1a986f154f toy toy toy (#50657)
shave a thou off the price


why not


update


hurng
2020-04-27 02:23:13 -03:00
Ghilker
838b2b2ba7 Make the electrolyzer not a wait game (#50598)
* Electrolyzer balances

* better sprites(thanks trollbreeder!)

* reduce h2 export cost a bit

* h2 canister sprite change
2020-04-26 00:06:37 -03:00
ArcaneMusic
5eada7f631 Merge branch 'master' of https://github.com/ArcaneMusic/tgstation-1 into sellmorestuff 2020-04-25 21:34:14 -04:00
spookydonut
9db363b992 Merge pull request #50627 from willox/dupe_fixes
Fix instances of duplicate variable definitions in types
2020-04-24 22:27:15 +08:00
Qustinnus
f8a99c28a7 removes confusing bitflag in research.dm part 2: no webeditalaroo (#50536)
* epic kevinz moment

* extra checks

* done

* fixes

* forgot this one

* webedit
2020-04-24 00:50:47 +08:00
William Wallace
d93942a53a serving tray and cafeteria tray designs now have unique type paths 2020-04-23 04:05:59 +01:00
ArcaneMusic
b20683b1e0 Merge remote-tracking branch 'upstream/master' into cashlogging 2020-04-21 21:02:38 -04:00
ArcaneMusic
0e2dfb6cc3 I think this is the thing for public logging? 2020-04-21 20:28:38 -04:00
ArcaneMusic
4e1f479132 Adds bepis cash lost to the aether as well. 2020-04-21 17:41:49 -04:00
ArcaneMusic
dc89ef0239 Turbotany version 1.2 (#50513)
* EVERYTHING. Check the changelog.

* Minor species change, spade fits on plant belt.

* Local man blind, news at 11.

* Longrange pollenation, and fixes pill composting.
2020-04-21 02:12:49 -07:00
Ghilker
9532dbd2a8 Hydrogen Gas (#50510)
* new PR no tgui bundle build yet

* tgui bundle built

* atmos.dmi conflict fix 2

* balancing

* tgui bundle fix
2020-04-20 14:47:22 -03:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
Thunder12345
aa9be6154a Removes cryo syringes and cryo shotgun darts (#50471)
Purges cryo syringes and cryo shotgun darts, and all references to them from the code.
Why It's Good For The Game

Cryo syringes are, to put it mildly, a blight on chemistry and its balance. Every single design decision around the difficulty of using pyrotechnic chemicals can be sidestepped by heating the ingredients to max temperature and putting them in a single cryo syringe. This leads to instant kill weapons like RDX+teslium or TATP syringes, which mix their ingredients and instantly explode as soon as the syringe makes contact with something.

Nuke ops have to cough up 8 telecrystals for a rocket launcher that causes a roughly similar explosion, plus 4 more for each subsequent rocket, all with the cost of the launcher being a bulky item. Based on this, it seems like it should be inconceivable for chemists to have access to the same firepower with only a syringe gun that fits in a backpack, their chem dispenser available from roundstart and a single techweb node.

Removing these syringes will prevent chemists from evading the dangers of working with explosive chemicals, and should have little to no impact on other applications since very few other reactions exist which need to take place on being injected into a person.

Cryo shotgun darts present an identical problem, and are only not seen in the wild due to their smaller capacity and position far into the techweb making them comparatively undesirable at a point when rapid syringe guns are likely already researched.
Changelog

🆑 Thunder12345
del: Cryo syringes and cryo shotgun darts have been removed from the game
/🆑
2020-04-18 11:10:01 +12:00
ArcaneMusic
531760d19d Introduces Gene Shears to Botany, and several other QOL tweaks. (#50387)
* Beaker go splash, plants mutate good

* Hard committing to this for the time being.

* Clean up.

* Not sure what I forget here.

* As yes right, I did do this.

* Avoids chemical conflicy my making it uranium, frost oil, potassium.

* More informational, and uncaps removed genes per cut, at the cost of plant health each time.

* Moved to a more critical node to enable gameplay earlier.

* Committing suggestion.

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Very valid point about iterating down loops, ngl

* Fixes fixes, and other fixes.

* Fixes up documentation, and removes unused code.

* Adjusts Nutridrain to be calculated on the process side.

* Prevents Non-Extractable and Non-Removable genes from being removed, as originally intended.

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-04-08 17:18:39 -04:00
Jordan Brown
833446fd1f Merge pull request #50420 from ArcaneMusic/slowerprocessing
Properly removes the leftovers of the gene modifier from the techtree.
2020-04-06 19:33:35 -04:00
necromanceranne
09831566b2 Bags of Holding: Rarity Edition (#50290)
* Bags of holding require a bluespace anomaly to create.

* now it uses a recipe aw ye
2020-04-06 15:58:47 -04:00
ArcaneMusic
624e5ed1c8 Whoops. 2020-04-05 19:07:14 -04:00