Commit Graph

1839 Commits

Author SHA1 Message Date
c0
9fdbe269d6 More fixes 2016-06-13 12:43:25 +03:00
oranges
29a1c6be5f Merge pull request #18433 from KorPhaeron/standard_borg
New Standard Cyborg Module Gear
2016-06-12 01:13:33 +12:00
oranges
b3bbe1aef3 Merge pull request #18414 from bgobandit/lizwine
Adds lizard wine to the game.
2016-06-11 10:05:17 +12:00
KorPhaeron
5893abc9bc Standard Cyborg Gear 2016-06-10 07:59:40 -05:00
oranges
a726c30a7f Merge pull request #18397 from coiax/fix-18352
Refactors slime names; altered slime, xeno names kept when evolving
2016-06-10 20:03:43 +12:00
Core0verload
77d70b9955 Finishes boards refactor (#18392)
This PR finishes work started in #17300 by making all the machines use apply_default_parts(src) for components initialization.

It also adds two new board sprites, one for Abductor boards and one for Ravtar boards:
board board_a board_r

There are no deconstructable Ravtar machines yet, sprites are added for future use. Abductor sprite is used only by Seed Vault's plant DNA modifier. It wasn't made by actual abductors, but it was surely made by aliens.

Boards now have a new var: def_components. It is a list containing replacement paths for default parts. For example, list(/obj/item/weapon/stock_parts/matter_bin = /obj/item/weapon/stock_parts/matter_bin/super) would make machine spawn with super matter bins instead of basic ones by default.

Console screens that were used in machines instead of glass sheets are replaced with actual glass sheets. Support for sheets as machine components was added in a previous PR
2016-06-10 13:13:33 +12:00
bgobandit
5bbdca473f Adds lizard wine. 2016-06-09 16:21:00 -04:00
Jordie
0389ff9528 fixes gold slime extracts (#18408) 2016-06-09 10:03:01 -05:00
Jack Edge
4f8981c6a5 Refactors slime names; altered slime, xeno names kept when evolving
Also fixes #18352.

Slime colour and adulthood are specified in New(), which is a lot better
than having an ugly spawn(0) in the middle of a New(). Slimes also only
update their names when growing or shrinking when it matches their
existing name format.

So if you happen to be a slime called Carl Lagerfield, it won't change
your name if you grow up to adulthood.

In addition non-standard xeno names are preserved while evolving.
And it also applies your old dir to the new xeno, because that looks
slightly better.
2016-06-09 15:57:24 +01:00
Xhuis
68b51d88cf Hydroponics tray changes and new plants (#18366)
You can now remove all plants and weeds from a hydroponics tray by using a spade on it. This process takes five seconds.

Hydroponics trays now have a unique variable, using_irrigation, that replaces the previous iteration of irrigation hoses that used the anchored variable to track it instead.

Fixes a possible runtime error that can occur when using irrigation hoses to transfer non-water reagents (specifically nutrients, although it hasn't been tested with any other reagents).

Added meatwheat, which is mutated from normal wheat plants. It's essentially a blood-red version of wheat that can be crushed into a meat slab by activating it with an empty hand. These meatwheat clumps are slightly bloodier than normal meat, but it still works for recipes that use normal meat slabs.

Added ambrosia gaia, which is mutated from ambrosia deus. It's yellow, glows brightly, and contains only earthsblood (renamed adminordrazine). The plant is destroyed after a single harvest, and its product can be planted in an empty hydroponics tray to cause it to become self-sufficient, no longer requiring nutrients, water, or weed/pest removal. Gaia-blessed trays will glow bright yellow in comparison to normal trays, and gaia-blessed soil will turn yellow. Both will emit light.

Added cherry bombs, which are mutated from blue cherries. They're orange and have a black stem, and start with a tiny amount of black powder in them. Activating them in an empty hand will ignite them and cause them to explode after three seconds, with explosion strength varying based on potency (at the most, it's around that of a minibomb).
2016-06-09 18:40:06 +12:00
PKPenguin321
b28da9cb97 Adds emag functions to chem dispensers (#18153)
* adds emag functions to chem dispensers

* chemical changes, slight code changes

* fixes multiple emagging
2016-06-08 11:09:25 +12:00
Xhuis
ab41d85354 Conflicts II 2016-06-06 21:31:38 -04:00
oranges
9d6936a607 Merge pull request #18197 from pudl/tank
adds high-capacity watertanks
2016-06-07 13:01:16 +12:00
oranges
ccbc302876 Merge pull request #18282 from coiax/removing-spawn
Removes spawn() from some things
2016-06-07 10:21:54 +12:00
oranges
744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
oranges
24cf031cb1 Merge pull request #17968 from Bobylein/chem-bottles-rework
Pill icons based on master reagent and transparent chem bottles
2016-06-07 09:56:11 +12:00
Kevin
e584256330 removed pill changes 2016-06-06 00:10:32 +02:00
Jack Edge
a01b48aa48 Removes spawn() from some things
Yay, refactoring.
2016-06-05 20:08:36 +01:00
phil235
40a371296a Adding lizard blood pack in medbay storage's freezer crate.
Added a var/exotic_bloodtype to species, instead of hardcoding a lizard type.
Fixes proc for objects who should never be bloodied.
2016-06-05 18:12:08 +02:00
phil235
bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235
b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Xhuis
cfc1ba6620 SSU tweaks/optimizations and alcohol changes 2016-06-03 20:58:04 -04:00
pudl
9b4bb04a61 adds tank 2016-06-02 22:07:23 -05:00
Razharas
9fdae2fe4e Merge pull request #17576 from LatD/Research
[Ready for test/merge] R&D level remake
2016-06-02 18:41:43 +03:00
KorPhaeron
5db8a76217 Revert "Updates some lavaland ruins and adds new ones." 2016-06-01 16:47:16 -05:00
oranges
ce5bd19adb Merge pull request #18107 from lordpidey/lavaland_changes
Updates some lavaland ruins and adds new ones.
2016-06-02 09:07:32 +12:00
MMMiracles
5f773abf9b sorry timmy 2016-05-31 21:21:23 -04:00
oranges
2544171982 Merge pull request #18058 from lordpidey/bottlefix
Fixes condiment bottles losing name upon refilling.
2016-06-01 09:17:05 +12:00
Mike Long
cea21e4c57 Updates some lavaland ruins.
Adds lavaland wrath ruin.
Adds lavaland wrath ruin's reward.
Lavaland ruins can now cause sintouching.
2016-05-31 12:57:14 -04:00
coiax
372fe31908 Fixes bug where krokodil addiction wasn't horrific (#18075)
Now it makes you a fullblown addict, like it should.
2016-05-31 02:12:43 -05:00
oranges
96f74377b5 Merge pull request #17929 from coiax/zombie-bugs
Zombies are now a full subspecies
2016-05-31 11:52:59 +12:00
Jack Edge
1ba0fb5aee Infectious zombies are now a full subspecies
Fixes #17932

No more ""infection holder" bursts out of" memes, as zombie infection is
now done with a body egg in the head.

- Added 'romerol' a silent bioweapon reagent that adds the zombie
infection organ to a living person. This will lie dormant until they
die. Then they will stand up again.
- Zombie infection uses body_egg, meaning it shows up on healthHUDs.
- Zombies are now a full subspecies of humans, instead of
simple_animals. However, they should still be mostly the same, still
unable to pick up items, still zombify on attack and still able to claw
open doors.

Side Effects

- Zombies now take time to destroy tables
- Zombies can have their limbs cut off and be reduced to wandering
around being a bit pathetic. This is a feature.
- Zombies can be stunned and are vulnerable to stamina damage and
chemicals
- Zombies are armoured, but instantly die in crit, meaning they have
approximately 120 hp as before
- Zombie hands are just bloody hands, a proper sprite maybe sometime

gjkafldksfjkl
2016-05-31 00:15:10 +01:00
oranges
8c67b4f27b Merge pull request #18030 from coiax/fix-17831
Removes inconsistences with UMT and tesla
2016-05-31 09:56:47 +12:00
Mike Long
552fe03c93 Condiment bottles no longer lose their name upon refilling. 2016-05-30 13:51:27 -04:00
LatD
d89eb178c6 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-30 18:33:55 +03:00
oranges
89c27f7d04 Merge pull request #17980 from Iamgoofball/patch-48
Fixes infinite CLF3 fire
2016-05-30 11:02:22 +12:00
kevinz000
c88c964f26 Minor Tweaks for PK borgs + recharger (#17940)
Cyborg rechargers now recharge a minimum of 200/tick, up from a default setting of 20/tick
PK borg cookie dispensers now have a 1 second cooldown
PK borg hug shocks has a 2 second cooldown up from 1
Cyborg hyposprays now log
PK borg harm alarm emagged will no longer stun you if you have bowman headset
PK borgs are the only cyborgs that can hugshock and hugcrush (I added hugs for it, medborgs, and standard borgs
2016-05-30 10:52:52 +12:00
Cheridan
737cddee68 Merge pull request #18018 from Xhuis/general_rabbits
Clockwork Post-Merge Patch II
2016-05-29 13:34:58 -05:00
Xhuis
d9a4277a8d A few urgent fixes 2016-05-29 14:08:29 -04:00
Kevin
bddd4aee3e godamn merges 2016-05-29 18:06:16 +02:00
Kevin
8c54f84d91 Merge remote-tracking branch 'refs/remotes/origin/master' into chem-bottles-rework 2016-05-29 17:47:43 +02:00
Kevin
b389fdfab5 adg 2016-05-29 17:32:03 +02:00
Kevin
a53a9f0616 Merge remote-tracking branch 'refs/remotes/tgstation/master' into chem-bottles-rework 2016-05-29 17:27:47 +02:00
Jack Edge
248e2c590b Removes inconsistences with UMT and tesla
- Unstable mutation toxin now acts normally on golems, and can turn
people into golems
- Because there are so many golem subtypes, the only non-blacklisted
golem type is /datum/species/golem/random which will select a random
name and ID and meatype from one of the others.
- Moved the check for a species siemens_coeff (electricity resistence)
down to carbon level, and make it always run. Now golems are immune to
all electricity; no other modification of siemens_coeff are in existing
species code.
- Added an "infinite" var to hyposprays (which includes epipens), which
causes it not to deplete its internal stock if true.
- Adds a species mutator epipen, admin only, used for testing all the
species stuff. A lot of sprites are broken.

🆑 coiax
fix: Free Golem scientists have proved that as beings made out of stone,
golems are immune to all electrical discharges, including the tesla.
/🆑
2016-05-29 12:53:53 +01:00
pudl
ee96a4f07e fix 2016-05-28 14:44:25 -05:00
pudl
1d7448486f fix 2016-05-27 22:31:03 -05:00
pudl
78295c04e7 colors 2016-05-27 22:16:55 -05:00
Iamgoofball
4365b8b513 Fixes infinite CLF3 fire 2016-05-27 18:12:26 -07:00
LatD
65a0027979 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-28 01:37:55 +03:00
Joan Lung
2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00