About The Pull Request
This makes space suits use a cell and warm the wearer, This was handled by the handle_environment proc in the past with an override to make the suits work. This corrects this issue, and removes the override.
All space suits will have a cell installed at round start, this cell will last 15 min on average usage.
The cell cover can be toggled by alt+clicking (press the button), or using a crowbar (just pry it open) on the suit.
With the cover open you can remove the cell by using the suit in hand, or ctrl+clicking the suit.
As well with the cover open you can use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c, do not use an emag on the suit to increase the temperature range.
Examining the suit will report the temperature setting and the cells charge, if the cover is open you will also be able to see the type of cell that is in the suit.
Suit storage units will now charge the cells in suits, they will also require power to operate properly now.
Why It's Good For The Game
Space suits should be managing the wearers temp in space not using some override.
Lizards now have a portable heater in the form of any space suit.
Now that suits need a cell it is not as easy to spend all session in a space suit.
New interactions with hardsuits and emp's give nice combat buff to an underused item.
Nuke ops can raid xeno for some nice yellow cells, or science for a big old bluespace cell.
* Warm hugs for everyone
* To hot to hug time to cool down
* Warm hug mood, and notice on hot hugs
* fixed mood, added insulation proc
* Balance heat exchange, notify when freezing also
* tenses again
* words, and proc clean up
* Common interfaces
* fixed monkey override
* lets not have another hard suit situation
* really wide lines
* need to invert that number
* adds rideable goliaths
* stamding on the emdge
* plems work
* this should be it
* FUCK YOU TRAVIS
* primal friendly
* ok athath buddy
* mmm grayons
* sprite gang
* placeholder sprite, works till someone makes a new one maybe haha
* lets do this
* An object tames a monstrous beast somehow. More news at 5.
* Removed from code
* Removes cloners from maps
* Some more references, now compiles.
* Reduces availability of replica pods
* DNA scanner and tech disk rebranding
* pubby door name, cargo pack description
* makes xenos have consistent numbers through evolutions
* makes benos have consistent numbers through evolutions
* this may be better
* pls work
* this should work
* FUCK you
* fuck
* component
* progress
* stuff
* Makes minor progress on edible component
* Finishes component and applies it to organs
* newline
* forgot to send signal
* domob addition
* wave that organ flag
* return adde
* fixes some minor issues
* fixes
* done
* done
* done
* added last one
* done
* done
* fix
* Delete stale.yml
* Create stale.yml
* clear
* Can now replace the defib pack with an upgrade card to get the pack back.
* less redundant checks
* borg > cyborg text changes
About The Pull Request
I observed someone request to be perma'd round start and then they just chilled in perma the whole shift. Security isn't always going to be up for putting people in perma and players who have been placed in perma tend to go catatonic. This allows players who are interested in having a chill shift doing the stuff in perma and acting like they've done crimes the opportunity to do that.
Why It's Good For The Game
Crew content. I'm not saying it's mindblowing but if we add it in as a role it will open the door for people to look at perma and what could be done with prisoners.
Prisoners spawn with a prison ID, a jumpsuit, and shoes. They are also currently spawning with a backpack and I'm uncertain about whether or not I want to do anything with that.
This is ready for a testmerge and worked for me locally.
Thanks to Tralezab for assistance with merge conflicts.
Thanks to EOBGames for the plasmaman prisoner sprites.
Thanks to Quill-Weave for encouragement.
Feedback is of course welcome, and I'd appreciate suggestions re: balancing this role. Maybe they should be roundstart pacified or something.
Changelog
cl
add: Adds prisoner role
/cl
tralezab commented yesterday
About The Pull Request
bg_fugu added
Why It's Good For The Game
fugu's expand had no button making it hard to press
Changelog
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imageadd: fugu background fugu background
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* Makes raw HTML and browser datum popups UTF-8 aware
Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"
* Fixed new_player.dm
* Fucking filing cabinets
About The Pull Request
A PR now several weeks in the making that spiraled ridiculously out of control for something not many even use.
What else is new in NTOS hell?
I spent several days doing nothing but playing escape from tarkov so this took longer than expected I valiantly spent all night and day working on this, and barely finished it before The Deadline
the card ntos program was split into three programs, manifest, job management, and id card modification. It didn't make much sense for them all to be the same program imo, and made the project a bit more managable.
Airlock electronics saw some improvements as well since it uses this new access control section as well.
Yet again some new functionality and improvements to core components. Buttons now have an "altSelected" feature where instead of changing the color it adds a small white marker, among some other things.
There were a couple of small changes in inconsequential ways in other places, and datacore was refactored a tiny bit. Probably some other stuff I don't remember.
I would replace the old card console with a modular computer right now, but I know a few people actually use this program and want a bit of time to iron out bugs and inconsistencies before replacing the main job console with it.
Changelog
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add: tgui-next NTOS card console, job manager, and crew manifest
tweak: airlock electronics interface is a little fancier
/🆑
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.
WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game
This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog
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add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
* change the late join menu to get department name and color from a global list instead of from jobs
* move job category list to a separate global
* remove unnecessary GLOB scope
The lawyer may still start with a backpack by making their backpack style not departmental.
Why It's Good For The Game
Lawyers should make more use of their really cool suitcases, including the passcode locked one they get roundstart. Style wise, the grey backpack totally ruins the look. And if they don't wanna be cool, they can easily opt out! I would also like to say this isnt part of some grand conspiracy about inventory so dont start you rats
Changelog
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tweak: lawyer's department backpack... is no backpack!
/🆑
About The Pull Request
This pr adds in a new lavaland boss in a seperate z level arena also included are goat plushies that ram into people and goat skins which you get by butchering goats and can wear on your head, a goat gun that shoots goats and finally multiple tweaks/fixes generally involving possible ways to teleport out of noteleport area and or cheese the king goat.
Why It's Good For The Game
Lavaland has not seen any new bosses for a long bloody time and although the boss may be a bit silly I feel more hardcore players will enjoy the challenge it brings since this is meant to be a very hard boss also new goat related items are always neat.
🆑 Fluffe9911 for porting/making most of it, Monster and Sabiran for the King Goat!
add: A new king goat lavaland boss!
add: Goats now drop skin which you can wear on your head! (coder sprite)
add: Goat themed plushies that ram people! (realistic version sprite by identification code by karma)
/🆑
goat
This is ported over from my work on yogstation with minor changes mostly to make things work there is more goat content I made but didnt wanna do too much at once and dont know if tg would like it