* Major egg rework. Pavlova edition (#59933)
* I'm getting closer
* ree
* Update food_mixtures.dm
* FOrgot this
* almost there
* yeeeeeeeeees
* oops
* Update food_mixtures.dm
* Update cake.dm
* Update cake.dm
* Ath fixes
* Why did I type 8
* yolk nutriment + whipped cream nutriment
* Oranges found where I live, there is a gun against my head.
* Update code/modules/reagents/chemistry/machinery/reagentgrinder.dm
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
* Update code/game/objects/items/food/cake.dm
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
* I'll just warn you now. I don't know how to use a computer
* Local Australian has a very small brain.
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
* Major egg rework. Pavlova edition
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@ users.noreply.github.com>
* Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code)
* Mirror
* genetically-editable mutant bodyparts and colors - skyrat edition
Co-authored-by: Funce <funce.973@gmail.com>
* Fixes infinite dispenser power (#59710)
Fixes an issue where update_total() could recurse and wind up double-counting a bunch of reagents.
Fixes an issue where reagent dispensers could withdraw negative power from their power cell. (Fixes#59663) (Pretty much just the two problems described here but in issue form)
* Fixes infinite dispenser power
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors mail and delivery code (#59730)
- Mail now uses weakreferences to minds, which means the presence of
mail will not cause harddels, and persist between mindswaps or cloning
or whatever horrible mob transfer things you've got going on.
- The code for creating a crate of mail has been refactored into a
single proc, rather than having the same code twice.
- Instead of special casing reagents being delivered, instead
reagent mail goodies are just regular bottle items like any other.
* Refactors mail, delivery and goodies code
Co-authored-by: coiax <yellowbounder@gmail.com>
* During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* During unit tests, does extra verification on text based overlays
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fix amanitin dealing less damage than before (#59562)
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Fixes amanitin dealing less damage than before
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
* 0
* A
* a
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Blindness-related bug fix and code improvements (#59616)
TRAIT_BLIND caused by the hypnochair or by being unconscious (eg. sleeping) will no longer prevent you from being flashed.
Moves all raw text strings used in become_blind and cure_blind calls (as well as nanites in general with ADD_TRAIT) into defines.
Code changes not in changelog due to not being even the slightest bit of player facing.
* Blindness-related bug fixes and code improvements
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Right-clicking a reagent container in your active hand will pick the previous transfer amount instead of the next one
Adds an attack_self_secondary proc which allows for different interactions when right-clicking things in your active hand
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes Coniine making you suffocate forever (#59455)
* Fixes Coniine making you suffocate forever
* Fixed
* Fixes Coniine making you suffocate forever
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Stops carpotoxin from removing temporal scars. (#59382)
# About The Pull Request
Hopefully simply removes the feature of carpotoxin where it deletes temporal scars.
# Why It's Good For The Game
We already have a "Clear Slots" button in the character setup window that lets you delete temporal scars for the given character. This is just meant to prevent accidental scar removals so people don't lose them by, for example, accidentally drinking a spiked drink.
* Stops carpotoxin from removing temporal scars.
Co-authored-by: rasepretep <85033934+rasepretep@users.noreply.github.com>
* makes invisible powder white (#59356)
messing with alpha made you invisible and it didn't wash off
* Restores old mime crayon functionality
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Stops giving you organ damage messages if you arent conscious (#59311)
* Stops giving you organ damage messages if you arent conscious
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Balloon alerts - Text for minor actions w/o other feedback (#59130)
Currently only applies to beakers changing amounts as a proof of concept of an action that we can't really provide any non-text feedback on, as opposed to something you could have different sounds for.
Inspired by SS14.
Why It's Good For The Game
In the right place, balloon alerts will let you keep your eyes on the game itself, rather than constantly looking at the chat. This is especially important when chat messages will collapse into each other. This is in most cases warranted, but can make other cases (such as changing beaker amounts) confusing.
Changelog
cl
qol: Changing a reagent container's transfer amount will now give you feedback in the form of text on the container itself.
/cl
* Balloon alerts - Text for minor actions w/o other feedback
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix invisible powder breaking color blending (#59188)
Fixes a bug where egg glands (eggs with a random reagent) would runtime if they combined with invisible powder.
Invisible powder was setting their color to null, which broke everything. This doesn't change any behavior as invisible powder hardly works anyway.
* Fix invisible powder breaking color blending, fixing a spurrious CI failure
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)
* AAAAAAAA
* Update spellbook.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Lighter Grammar Fix (#58813)
* Sing -> Singe Replacement
Self explanatory. Replaces sing with singe
* Removes Scorch, Just In Case
* Lighter Grammar Fix
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* Heavily nerfs corazargh to a 1u/cycle metabolization rate (#58771)
Currently, corazargh's the best-in-class weapon for chemical syringes. 0.01u metabolization rate, kills in 6 seconds, easily manufactured.
4u of it with any chem really designed to knock out or stun an enemy leads to them dying of extreme bloodloss. It's hilariously overtuned, and while thalpy/fermi/bramble works on a more permanent solution, this thing's definitely worth pushing out a temporary fix to.
https://cdn.discordapp.com/attachments/625471067900608512/836730021090557973/unknown.png <- the conversation with thalpy about making this change while he works on a unique solution for corazargh.
* Heavily nerfs corazargh to a 1u/cycle metabolization rate
Co-authored-by: Omega_DarkPotato <66705879+OmegaDarkPotato@users.noreply.github.com>
* Prevents lithium from glitching you out of a mech, while leaving your camera on the mech (#58762)
Fixes#57757 (being high on lithium while in a mech causes weird shit, like the camera being stuck to the mech while the player moves)
Lithium used step() without regard for the thing you were in
Prevents lithium from glitching in and out of things, (especially useful for objects that take control of your camera).
* Prevents lithium from glitching you out of a mech, while leaving your camera on the mech
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* reagent transferring now logs purity (#58694)
fixes#58571 (Combat logs do not show chemical impurity's or inverse regents and just lists it as the base chem)
* reagent transferring now logs purity
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Make mindbreaker cure RDS (#58671)
Currently, mindbreaker toxin is supposed to suppress hallucinations, but the reagent itself still applies hallucination to the user which is counted towards handling hallucinations before it gets purged by the quirk.
It's annoying that the one thing advertised that should fix hallucinations with RDS doesn't work.
* Fix mindbreaker toxin not completely stopping Reality Dissociation Syndrome
Co-authored-by: Urumasi <Urumasi@email.cz>
* Nerfs addiction withdrawal time (#58172)
Currently takes 1 second before withdrawal starts, which is enough to start withdrawal while still using the drug. I changed it to 1 minute before you need your fix again (old addiction was 30 seconds but could be microdosed).
Also buffed junkie pills to 3u and nerfed addiction requirement to 1u, from 2u (effctively still 2u since addiction tends to check after the 2u has already been metabolized).
Also clears disgust from opiods after quenching your addiction, because otherwise you're gonna spent the next 20 minutes being vomitlocked in place
* Nerfs addiction withdrawal time
Co-authored-by: Time-Green <timkoster1@hotmail.com>