* Adds two suits and one hat based on moth lore and culture, available at the clothesmate. They are set up with GAGS and can be freely recolored
* Adds one curator bundle based on construction, themed after moth engineers. It gives a few tools, materials, and a suit with hidden pockets
Rather then sticking around till their 7 second delay, they dissipate
once they finish their movement. This dissipation comes with a fading
and such to make things look nicer.
I've applied the fading behavior to sprays too, since they could also
use the help.
I really hate how things look currently, makes me break out in hives
Anomalies are effects, effect remover is made to remove effects, might as well make use of it?
Also makes some cool sparks around it now so that's neat
Pyro bundle was broken as when you brought it you would get modsuit and pyro backpack forcing you to either use armor or use backpack without fire protection(which modsuit has). Thanks to Fikou work it became a module
Anti-Tider on the other hand is rarely used(i have never seen it used when i was playing sec or observing) and needed a little buff so now it will also became a module while i will make normal Anti-Tider stream wider(still working on it).
Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.
Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.
Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.
At the moment carp meat kind of has no use at all for the chef, the meat is poisonous which is just kind of a drag. The only practical use for carp at the moment is rezadone.
Also uh, we have ovens now so yaki imo should be made in the oven.
Fixes issue #64682 (Janiborg Soap module runs out and disappears, causing odd behavior)
Instead of the janiborg's soap despawning, it will remain in their inventory but useless until they recharge
* Buffs Omega soap from 300 uses to 800
- Changes cleanspeed and mopspeed vars to use SECONDS define instead of straight deciseconds
- Renames mopcap to max_reagent_volume for clarity
- Puts the slowest child of soap (homemade) first
- Clarifies/improves a couple of my 3 year old comments on soaps
- Makes homemade soap grind into the reagents of the recipe
- Capitalises Omega in Omega soap because it's supposed to be and it makes it more impressive
- Makes Omega soap description tie into the name
* Changes mopcap to max_reagent_volume in janicart.dm
* Adds specific grind results to soaps lacking them
Craftable ones are 1 reagent less than their recipes require
Fixes Honkbot's infinite loops by letting Honkbots cuff you, allowing them to just use secbot's automated action. (Honkbots directly called their logic proc after stunning someone to bypass using secborg's cuff logic. If there was more then one human next to the honkbot, its duplicate attack detection logic would fail, and it would infinitely cycle between stunning the two. Not great -Lemon)
Also makes honkbots call parent more times.
please god no more infinite loops
and people endlessly being honked isn't a good alternative either
I have chosen to give one of the fruits we have in-game to have its own unique food tag while still maintaining its current fruit tag, we can modify this later for things involving scurvy and such.
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About The Pull Request
This PR seeks to revamp heretic in it's almost entirety.
Closes#58435Closes#62114Closes#63605
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Gameplay changes:
The heretic no longer starts with a Codex Cicatrix or a Living Heart.
Heretics now draw transmutation runes by using any writing tool while having Mansus Grasp active.
The Mansus Grasp can be used to remove heretic runes.
Draining influences can be done with "right click".
While draining, people who examine you may get a message hinting that you're interacting with an influence.
Drained influences can also be dispersed with anomaly neutralizers!
The Codex Cicatrix is now a researchable item that lets you gain additional knowledge from influences.
The Codex can still draw and remove runes, and does it faster.
The Living Heart is now the heretic's heart. Literally. It's the heart in their chest. Their heart takes on the appearance of a living heart, and they can pulse it on demand to track their targets. This makes an audible noise.
If your heart is lost (you're disemboweled or whatever), you need to do a ritual to regain it!
Casting any heretic spell (besides Grasp) requires a Focus.
A Heretic Focus is a neck item they can transmute.
Heretic robes also function as a focus when toggled up.
Ascending also disables the need for a focus, because of course.
Heretics now gain 1 knowledge point passively every 20 minutes.
Sacrificing has been revamped entirely.
A heretic now gains four sacrifice targets on spawn.
One random crewmember
One member of their department
One member of security
One member of command (a "high value" sacrifice)
You can sacrifice people who are in in soft-crit, hard-crit, or dead.
Sacrificing someone will cuff them (if they are not), HEAL them, revive them, and set them unconscious. After a short time. they will be sent to a shadow realm. This shadow realm is themed to your heretic type.
The shadow realm is a 2 minute long survival challenge where the sacrificee is subject to a constant barrage of shadowy hands.
If they survive, they are teleported back to a random turf with no memory of how they got there. They'll also slur a TON to get the point across.
If they die, their corpse is teleported back to a random turf on the station.
No more multi-hearting! Your targets are your own.
BUT adds a knowledge that allows heretics to reroll their sacrifice targets with a ritual.
Each path now has a "Rituals of Knowledge". These are randomly generated rituals that may be difficult to complete but awards knowledge points in return.
Ascending now has some requirements.
To learn the ascension ritual, you need to complete all of the objective you are assigned.
The ascension ritual now each have a varied requirement, instead of "needing 3 bodies" only.
Other minor gameplay changes:
Lots of balance tweaking.
Buffed some summons.
Buffed the Lord of the Night very slightly.
Nerfed the Madness Mask.
Put a limit on the amount of blade transmutations possible at once. 3 for flesh, 2 for other paths.
Logs of BUG fixing.
Rust Grasp is now based on right click for surfaces instead of combat mode.
General grammar and flavor tweaks a ll around.
Admin / code changes:
Revamped the way heretics appear within the traitor panel.
You can now easily see who they're targeting for sacrifice and what they have researched
Also adds some helpful buttons to heretics, like giving them points!
Refactored much, much of heretic code
LIKE ALL OF HERETIC CODE WAS IN 4 FILES.
Split up all the knowledge, spells, and items that belong to the heretic into their own files and folders.
Not only that, but everything internally was still named "Eldritch Cultist" and similar.
Almost every mention of "Eldritch Cultist" has been properly replaced by "Heretic".
Much better reference handling all around.
General code improvements over heretic stuff.
Unit tests, because of course.
Todo
Sprites for the focus
Look at adding 1-2 other objectives prior to ascension. Theft? Special rituals? ("Rust [x] tiles to be able to ascend")
Why It's Good For The Game
Okay but why?
Heretics are not in a good place at the moment, this much is clear. They've been completely disabled on MRP for this reason.
The reasoning is simple: A lot of murder.
There's nothing inherently wrong with an antagonist heavy with murder, but the Heretic really missed the mark.
Gib, gib, gib, then ascend so you can keep killing.
In the background, the Heretic was FULL of flavorful spells, rituals, and "lore" stolen from Cultist Simulator that was unfortunate enough to be shackled to the heretic's gameplay loop.
So, this revamp aims to amend that:
Dial back the heretic's focus on mass murder and put more focus on the heretic's interesting flavor.
Spooky maintenance rituals, knowledge seeking maniac.
Sacrifice no longer outright kills / requires murder, meaning a heretic can progress without racking up a bodycount.
Influence is gained passively over time, so they can spend influence on more interesting side paths.
Side paths are required to progress to ascension, so they're encouraged to explore new things.
Ultimately, while there still may be a little way to go, this PR seeks to take a good leap in starting it.
Changelog
cl Melbert
add: Large scale heretic revamp!
expansion: The Codex Cicatrix is no longer a roundstart heretic item. Research is handled through their antag info UI. Rune drawing is done by using a writing tool with Mansus Grasp active in your offhand. The actual Codex is an unlockable ritual item now.
expansion: The Living Heart is no longer a roundstart heretic item - their actual heart now becomes their Living Heart, and it makes a sound when triggered. Losing your heart (being disemboweled) will require you to do a ritual to regain it.
expansion: The Hereic Antag UI has been overhauled, and now hosts much of their mechanics as well as providing some helpful tips for newer players.
expansion: Most heretic spells now require a focus to cast. All heretics can make a basic focus necklace, and some heretic equipment also functions as a focus. (Credit to Imaginos for the focus sprite!)
expansion: Heretics now passively gain +1 influence every 20 minutes.
expansion: Heretic sacrificing has been reworked. You can now sacrifice people who are in soft crit or weaker. Sacrificing someone heals them, cuffs them, and teleports them to the SHADOW REALM, where they must dodge a barrage of hands to survive. Survive long enough and you return without memory - die, and your body will be thrown back.
expansion: Heretics now have a few new rituals, including the Ritual of Knowledge, a randomly generated ritual that awards knowledge points.
expansion: Heretic ascension now has a few requirements - you must complete your objectives assigned to you prior to learning the final ritual, and all the final rituals have been changed a bit!
qol: Using the Heretic's Mansus Grasp on surfaces (EX: Rust Grasp) now works on right-click, instead of combat mode.
qol: Used heretic influences can now be removed with a Anomaly Neutralizers.
balance: Some heretic rituals are now limited in the amount they can make. You can only have up to 2 heretic blades crafted at once (3 if you are Path of Flesh).
balance: The Lord of the Night has been buffed to be a little scarier. Did you know the Lord of the Night can eat arms to regain body parts and heal?
balance: Buffed some heretic summons - mostly their health pools.
balance: Nerfed the heretic's Mask of Madness. It can no longer infinite stam-crit you.
balance: Nerfed the heretic's ash mark.
balance: Nerfed a bunch of on-hit-heretic-blade effects. Many effects only apply on mark detonation now: Void blade silence, flesh blade wounds, ash blade gasp cooldown refund.
fix: Fixed quite a few bugs and unintended behaviors with heretic code.
refactor: Refactored and improved much of Heretic code. Improved the file structure dramatically.
admin: The heretic's traitor panel has been beefed up a bit.
/cl
This PR reimplements food exports using the obj/item/food path, as was originally intended, extended through the venue_value variable that tourists use with restaurant portals. While my original PR implemented 6 tiers of food defines based on value, that would be a rather massive undertaking right now that I can't exactly afford, so I'm limiting it down to what's currently used in restaurants as those were all previously defined by food exports anyway (Nothing new).
About The Pull Request
The design doc behind this PR, which is only mildy been deviated from on some of the end particulars. Cobby-Approved! Maintainer Discussed!
https://hackmd.io/@6DbtsAKCTtW_9MByKFjZqg/r1xYKCNOt
Cargo Changes
Cargo has had all WT-550's removed and replaced with Thermal Pistols.
Cargo can now order Thermal Pistols, a kind of energy/ballistic hybrid weapon shooting chunks of altered nanites into people. We couldn't use them in people, so maybe we'll use them as bullets! Magma/Ice bullets, to be exact.
You can, after paying a whopping 4K on a goodie pack (you have to pay from your own personal account) buy a .38 revolver. This is mostly to help some poor detective who lost their revolve in what I'm sure will be an inevitable scramble for ballistics. If even the 4K pricetag isn't enough, at least it requires detective access to open the pack...I hope.
Some of the crates that contained autorifle related items have been changed/removed.
unknown (2)
securarevolver 4 0
Science Changes
Ballistic Weaponry node no longer exists, and has been replaced with Exotic Ammo as both the pre-requisite to other nodes, as well as being able to be researched as soon as the Weaponry node is unlocked and not Advanced Weaponry.
Thermal Pistols
-Fairly average bullet statistics; 10 AP but shooting into Energy armor. 20 damage (Brute for cryo, Burn for inferno). Decent wounding potential, but individually much lower ammo counts than lasers.
-Bought in twinned pairs in a two gun holster (just for normal sized energy guns). They're normal sized.
-Each gun has 8 shots (thereabouts). 16 between two.
-Cryo pistols do a knockdown and extra damage against extremely hot targets. Inferno pistols do an explosion cantered on the target against extremely cold targets.
-The guns are EMP-proof.
Why It's Good For The Game
The current gameplay loop of crew combatants is them relying on backup and retreating as necessary to reload their weapons during fights. The ability to repeatedly harry opponents in the field reloads is something that should be moved away from for crew equipment, as it emphasizes lone wolf tactics and one-man army problems, with boxes full of spare ammo usually allowing any single combatant to outlast multiple foes. In addition, ballistics often are not subject to the same (interesting) limitations of energy weapons, so they're typically a no-brainer choice. We shouldn't have such an easy choice be readily available like that.
The thermal pistols present a more challenging weapon to use as a solo combatant but become far more versatile and potent when paired with a decent buddy and basic level co-ordination. They're not a straightforward choice for every situation, but instead are a weapon employed given the right circumstances for them to shine.
In addition to the gameplay issues that ballistics pose, we're in a goddamn spacegame. Unless the ballistics are noticeably weird (they're not), we should expect that our more advanced research station has some pretty odd guns of the energy variety.
Changelog
🆑 Necromanceranne, quin
add: Adds the Inferno and Cryo Pistols. A hybrid energy/ballistic weapon, to cargo. It can be purchased in either a goodies pack or a normal crate order.
add: Thermal Pistols do more damage and a special based on temperature of the target hit.
add: Inferno pistols cause an explosion when they hit a severely cold target.
add: Cryo pistols cause a knockdown and extra damage if they hit a severely hot target.
add: There is a special nanite pistol, which is admin spawned. Don't tell anyone about the forbidden ballistic energy gun.
add: You can order a .38 revolver as a goodie pack. It is expensive.
del: Removes WT-550's from cargo and related content from the techweb/protolathes.
balance: Exotic Ammo is now much earlier in the tech web to take the place of Ballistic Weaponry.
/🆑
About The Pull Request
Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list.
Also adds another argument to specify whether to remove falsey values after the typecache is generated.
Why It's Good For The Game
Might make zaps slightly faster???
Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
* Removes hardcoded job from SSjkobs. "station_jobs", "head_of_staff_jobs", "additional_jobs_with_icons", "centcom_jobs" have been removed and replaced with flags and vars on the trims.
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
This adds some new defines and flags for the rotation component that lets us remove lots of c/p code chunks. I also added documentation to all the rotation defines that currently exist and in other spots that had weird behavior.
New rotation flags:
ROTATION_GHOSTS_ALLOWED - checks if ghosts are able to manipulate objects in config and lets them rotate the object
ROTATION_IGNORE_ANCHORED - this skips checking if an object is anchored (which normally prevents us from rotating) Used mainly for chairs.
ROTATION_NO_FLIPPING - this removes the flip verb from possible right click rotation options. Used for pipes that have custom flipping verbs instead
ROTATION_NEEDS_ROOM - this checks if an object needs to have an empty spot available in target direction. Used for windows and railings.
Objects can now be rotated in the direction based on which LMB or RMB you click with when you ALT click it. LMB is counter clockwise. RMB is clockwise. Before some objects could only be rotated clockwise. Now any object that inherits the rotation component can be rotated in either direction.
There was also a bug with wheelchairs that existed from when they were ported over from another codebase. The rotation logic was broken and never allowed anyone to rotate them. This has been fixed.
Rotation for IV_drips was enabled however Alt Click was being used for another proc and rotation was ignored because of this. I removed the rotation component due to this since I didn't want to change the hotkeys for IV drips since those have an actual effect on gameplay interactions while rotation does not.
Fingerprints are no longer added when something gets rotated. Only a few objects had this enabled but I believe this interaction was very spammy and unnecessary. I can readd this as a flag if needed but for now it's removed.
Alert balloons have replaced a lot of rotation to_chat() messages for the same reason as fingerprints. Rotating objects has almost no effect on gameplay and will only clutter a player's message log.
The hotkeys for pipe interactions had to be redone since Alt clicking was already being used in some situations. For regular pipes: Right clicking now changes the pipe layer. Alt clicking rotates the pipe. For Trinary pipes: Right clicking now flips the pipe device. Alt clicking rotates the device.
ComponentInitialize() is a deprecated function and the AddComponent proc was moved to Initialize for several objects.
* Refactors Reverse Bear Traps
Went to fix an issue, saw really old and gross code. Cleans it up a bit
using modern cooldown defines, and changes around the logic a bit to
make this 1. actually able to be removed from your head, and 2. better
code
* stop the cooldown
attacking an autolathe with a trash bag will now attempt to insert the items inside the trash bag to the autolathe, similar to trash bag to disposal bin.
Adds brimdemons, these are lavaland creatures firing blood lasers at their enemies.
Brimdemons drop brimdust, which can be used as a botany reagent (it heals the plant, removes weeds and pests and increases potency), and also to craft ore sensors, which are basically primitive ore scanners, on your ears.
Adds tropical lobstrosities to lavaland and removes them from xenobiology, also gives them a crusher trophy that staggers enemies for 3 seconds.
idk if this is considered a refactor since its not creating a new component, so remove my refactor label if you believe so.
Overhauls how sound_player works, and makes it actually work.
About The Pull Request
Lowers TC rewards for assassination objectives, steal and destroy item objectives.
Makes it so that when you take the battlecruiser final objective, you become a battlecruiser ally and can assist with nuking the station.
Moves the elite syndicate modsuit from the nukie uplink to the traitor uplink at a high cost and high progression cost.
Adds new uplink items that cause station-wide blackout and telecommunication disruption temporarily.
Why It's Good For The Game
People can get an enormous amount of TC by completing these infinitely available objectives, and because of an oversight with the 'steal item' objective in regards to how much TC it rewards, they were worth a lot more TC than they should've been.
The battlecruiser objective changes have been made so that the traitor feels more involved with the battlecruiser they've summoned and can assist them with the nuke.
The new uplink items have been added so that there is more lategame gear that a traitor is able to purchase, as lategame traitor items are lacking right now. The elite syndicate modsuit gives traitors the opportunity to protect themselves during lategame engagements with security or other forces which could prove to be a threat when performing anything deeply antagonistic, like blowing up parts of the station in space.
Changelog
cl
expansion: Final objective battlecruiser will now make you a battlecruiser ally, giving you the nuke codes and making it obvious to other battlecruiser members that you are one of them.
expansion: Added telecom disruption and blackout purchases for traitors to purchase, and moved the elite syndicate hardsuit from the nukie uplink to the traitor uplink as a high progression cost item.
balance: Rebalanced TC rewards from assassinations to be less, and lowered TC rewards for plentiful objectives.
balance: Lowers the progression reward of assassination objectives.
/cl
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.
Pay stands => Holopay
Summoned by right clicking your ID
Disappears if the card is out of range.
New TGUI window that offers more customization
Other bundled fixes:
Custom vendors become more user friendly
Code improvement
Lots of documentation + refactoring
New bundled number input will likely take place of animated number in tgui input number
Why It's Good For The Game
More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog
cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl