* Adds swab for netherworld critters (#53201)
Adds netherworld critters as a swab. They take primarily maintenance, lavaland, and bartending reagents, they're supplemented by all geyser chems and minorly chemistry, and they are suppressed by any kind of generic growing meat (liquid gibs, nutriment, protein and peptides)
The abberant cells randomly pick a netherworld mob every time they are created. the big jackpot here is migo for the reasonable health and high damage, and the whiff are blank bodies for having good health but awful damage.
Why It's Good For The Game
Players love migos and other netherworld critters are aight. They're fairly strong, and so have a medium amount of reagents. Tried to get funky with it since they're supposed to be odd creatures.
(New swab for netherworld critters! Make sure you put them into a different vat system than your other ones, as they do not react well with normal reagents!)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds swab for netherworld critters
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fix broken span class tag in mutations and other locations. (#53064)
* Fix broken span class tag in mutations and other locations.
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* there was an attempt
* adds ice moon map
adds config options for choosing mining maps
areas now have options that affect random generation on them
weather now has an option to not target indoor areas
adds base for icemoon ruins
turns many 1's into booleans
adds ice chasms
adds ztraits for weather stuff
* fixes up ice ruins to be ice moon compatible
adds lower z level to the ice moon mine
ice chasms now have a smoothed icon
megafauna only spawn in the underground portion of ice moon now
* openspace fixes
* adds new areas and underground specific ruins
* Adds the abandoned village ruin for Ice Moon
* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon
* random mining maps are no longer picked in the config
you can no longer change the mining map before setup is complete
* adds above and below ground ruin as a test
* adds debug functionality for ice moon ruins
fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas
adds multiple whitelist areas for ruin placement in a list
all underground areas are now outdoors
underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them
* adds unique spawners to icemoon to replace tendrils
adds 2 new mobs to icemoon the polar bear and wolf
adds a clothing flag for shoes that dont slip on ice
modifies mining site to be ready except for the boss
adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels
adds a no caves mineral for ice moon ruins
* wolves no longer run into lava or chasms
bears now enrage sooner
bear spawners can now actually be created
adds base for ice moon atmospherics
adds base for a new boss and achievements / score
really bad coder icon for ice boots added
* ice moon now has it's own planetary atmos! (thank god)
* new frost miner stuff
megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown
* converts a bunch of lavaland maps to be compatible with ice moon
adds tendrils from lavaland to the bottom of ice moon with the other megafauna
* updates mob drops for ice moon mobs
updates config entry default value for ice moon
updates ice moon map to have new gulag
* updates station parallax for icemoon
removes extra lavaland ported ruins
updates to demonic frost miner
adds ladder to icemoon map near station
* updates ice moon map to have the ladder inside the mining base
plant flora dont spawn on the lower z level of ice moon now
you get sand from mining rocks now
buncha demonic frost miner changes holy cow
* adds the buried library
* improves map, fixes comment
* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better
* updates ice ruin blacklist
* ice moon stop being too cold thanks
icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace
tunnel width is now not stupid
* fixes a demonic frost miner bug where orbs werent exploding after death
atmosphere temp is now correct
fixes library ruin for icemoon
polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles
reverts necropolis chest change
* Adds a new ruin: bathouse, barebones edition
* adds many new ruins
fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas
finishes the frost miner and adds loot to him
you can now force a wabbajack option
* main z level now always has gravity for ice box
* hopefully the hot springs arent the buggiest thing in the world anymore
protects areas near the station from having openspace
* icebox takes less players
fixes the ladder positioning on every icemoon map
* snowstorms now only occur on the station level
fixes some issues with the icebox z level having openspace over the lower level mining base
* Update code/datums/map_config.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/datums/ruins/lavaland.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/objects/structures/lavaland/necropolis_tendril.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/closed/minerals.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/open/chasm.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/game/turfs/open/floor/plating/asteroid.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* Update code/modules/ruins/icemoonruin_code/hotsprings.dm
Co-Authored-By: spookydonut <github@spooksoftware.com>
* fixes areas on the lust ruin
polar bears now drop a goliath plate equivalent
wolfs now drop a watcher sinew equivalent
adds snow legions
adds a crusher trophy for the demonic frost miner that prevents movement
fixes a bug with asteroid mobs where the aggro icon would never show
adds ice to the snow cave tunnel generation
* starts work on the wendigo megafauna
* replaces snowball machine gun with more miner useful content
adds gentle var for knockback to prevent stunning on hit
polar bears move slower now
new icon for phase 2 demonic miner now
* fixes lust ruin areas
fixes whitespace
fixes nesting issues
adds underground specific mobs
* name / location fixes
demonic frost miner doesnt stun on knockback now
ice demons move faster
* fixes icebox having the wrong baseturf
* adds achievement defines to the wendigo
snowstorm for the lower z level again
adds a new helper for ranged target turfs
theres now a specific subtype for rivers
fixes a bug where ice and spawners spawned with rocks and other flora on top of them
adds indestructible ice rock turf
fixes a bug with ice demons teleport distance being incorrect
adds the start of wendigos attacks
* Apply suggestions from code review
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Update code/modules/mapping/ruins.dm
Co-Authored-By: Rohesie <rohesie@gmail.com>
* Fixes a dumb bug with ruins from a webedit review
The syndicate shuttle can now land on mineral turfs
* the final commit, all that im going to change after this is documentation for procs lol
makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf
* adds nice animation to wendigo scream
* small fixes
* finishes autodoccing everything i could find
* ok im done for real now
* adds anywhere ruins
does review stuff
* review stuff
* ok it removes the stuff now
* fix removal
* fixes from the git
* adds surroundings to the asteroid and lavaland sites
adds butchering gloves to wrath ruins
the lower icebox levels are no longer station levels
fixes capitals on blood drunk and frost miner boss medals
adds engineering outpost ruin by trollbreeder
adds boxstation job changes to icebox
polar bear transformation no longer has immunity to lavaland mobs
fixes ice whelp spelling mistake
* fixes engi outpost atmospherics
fixes missing plating on solar panels
changes slowdown for icemoon turfs
* fixes ruins areas so tunnels can spawn into some of them
adds lights to icebox below area
openspace turfs mine the thing below them now
* fixes wall boundings on asteroid and lavaland domes
* ur lame armhulen
* adds public mining area to icebox
adds computer vendors to icebox
* minor fixes
* fixes map type error
* removes slowdown entirely
increases ore chances
fixes openspace on main map
fixes a ton of active turfs at roundstart
modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests
tunnels are wider underground now
openspace now deletes itself if it spawns above a ruin
* improve da ruins
* tries to fix multiple atmos issues with ruins
removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag
demonic frost miner drill now automatically scans everywhere around you
fixes tunnel generation issue
makes it so randomly generated turfs inherit their no_ruins flags
Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Implements the geysers and pumps I originally added along with the first draft of plumbing.
Geysers
A geyser can be plungered with a reinforced plunger to activate. At wich point, it'll either produce clf3, hollow water, protozine or rarely wittel.
Pumps
Adds the liquid pump to the plumbing RCD. Place on an active geyser and wrench it to start pumping the geyser of its delicious juicess. I also changed it to not use power, because it would be awful drawing kilometer long wires along with the ducts.
Chems
Hollow water works basically like blood and mutage, where you can mix it with 1 unit of holy water for more holy water.
Protozine has a .2 healing, down from omnizine's .5. The healing is just kind of a side thing and not really what this chem was implemented for.
If it wasn't obvious, this allows chemists to industrialize strange reagent creation, with hollow water being able to create limitless holy water alongside protozine being a valid replacement for omnizine. Getting 2 geysers with those chems and on lavaland is quite the hassle, and you still need to get some holy water from the chaplain as kickstarter. I honestly think this is fine, and otherwise I could add a unique botany catalyst, so they don't become useless in the process.
Wittel
Adds wittel, wich is rare. Does nothing, but can be processed into two fun/regrettable chems.
Adds gravitum. Metabolizes very slowly. Drinking it makes you weightless, and spraying it makes that object temporarily weightless. Make 10u by mixing 1 wittel with 10 sorium
Adds metalgen. Created by mixing it with mutagen and bluespace powder. Must then be mixed with 40u of a powedered material and 1u of liquid dark matter.
The material used becomes imprinted on the chem. It can then be applied to anything, except mobs, to turn it into that material. Radiation is bad, and no you can't turn the nuke into plasma to blow it up.
The chem is difficult to get and use, but it can turn the escape shuttle into solid gold wich looks really cool. You could also turn it into plasma and vaporize everything. It can be used to, with some effort, duplicate materials.
🆑
add: Adds geysers to lavaland! They can be activated by using a reinforced plunger found in the medical vendor. They can be harvested by using a new plumbing device, magically powered liquid pumps!
add: Adds Hollow Water to geysers, wich can be combined with Holy Water as catalyst for more Holy Water
add: Adds Protozine to geyers, a very weak version of Omnizine. Can be used in Strange Reagent mixing
add: Adds Wittel, a very rare geyser chem. Can be processed into gravitum, wich removes gravity. Can also be processed into metalgen, wich has a strange tendency to transform objects into the imprinted material.
/🆑
Why:
This is what I originally wanted to do. The idea was to have a lot more chems, but I can't focus on one thing for that long. Hopefully this'll empower the bored chemist and make the rounds just that more interesting. Hopefully this'll spark the creation of some other geyser chems aswell.
That and makes shaft miners not the only ones hunting on lavaland.
Drops byond hub support and adds score and top 50 browsers.
Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please.
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:
Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color
Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.
Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.
Plumbable reagent dispenser subtype.
New plumbing RPD specific RPD.
Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.
They're all disabled and admin only.
Adds the following systems:
Ductnet datum. They pretty much say "hey, we're connected"
Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.
Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.
Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.
Also yes all of this works (as far as I know)
Things I plan to add in later PR's
Layers / colors (maybe) done
Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.
Code concerns:
Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.
Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.
Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned