* Adds the experimental dissection surgery, a way for medbay to contribute to research
* fix
* different point value for different subjects
* broken defines
* Calls the "dropped" proc on removed borg upgrades
When a borg loses all upgrades (module reset), checks to see if each upgrade has a "dropped" proc, and calls it if it exists.
* removing unnecessary check
* wip
* SPRITES
* wops typo
* make it available
* add borg chameleon module (wip)
* we ready boyes
* bump cost
* disable filter for now
* henk
* add to polymorph pool
* borgs don't generally throw their modules
* this too
* Ports paradise's modular buildmode
* Axes logout callback of buildmode
* AnturK's changes
- Code formatting
- Gives mob to throw args
- Selection overlays are on ABOVE_LIGHTING_PLANE to be visible on space
Other:
- Doubleclicks of observers and AI no longer "double-tap" click
intercepts
* Adds Gonbolas
* Gondolafied the status effect a bit more.
* Corrected documentation
* -Restructured status effect handling for better efficiency
-Rebalanced stats
* Fixed qdel
cl Denton
add: Added new available items to all departmental protolathes. Keep an eye out for the new "Basic Tools" and "Basic Security Equipment" research nodes.
tweak: Made the AI surveillance upgrade available through the "Illegal Technology" research node.
tweak: Created a "Tool Designs" lathe subsection and moved most tools into it.
balance: Made defibrillators easier to print by moving them to the basic biotechnology research node.
fix: Health analyzers are now properly printable once researched.
/cl
tl;dr I've heard a fair amount of complaints about departmental lathes that can be summed up with "cluttered sections, too few useful or interesting items in some lathes".
I'm trying to improve it with the following:
A) Added a new category called "Tool Designs" and grouped all tools into it. That way, they no longer clutter up the Equipment/Medical Designs sections.
B) New lathe contents:
Medical:
Surgical tools, included in the "Basic Tools" node.
These fit way better into the Medical/RnD lathes instead of a public one that also prints dishware.
Basic 50u and large 100u beakers, roundstart.
Medical spray bottles, printable with basic biotech.
Compact defibrillators, printable with Advanced Biotech.
They're fairly expensive, but obviously superior to regular defibs.
Service:
Botanical tools, printable with Basic Tools.
Spray bottles and bear traps, printable with sanitation tech.
Basic 50u and large 100u beakers, roundstart.
Security:
Seclites, pepper sprays (empty), energy bolas, zip ties, evidence bags, flashes. Printable with the new "Basic Security Equipment" node.
I've had a look at weapons as well, but the ones that aren't printable/ingame yet are either ballistics or unbalanced.
Science:
Mechanical/electric tools, printable with Basic Tools.
Illegal technology unlocks the AI surveillance software upgrade.
Installing it on an AI lets it listen to conversations through cameras.
Engineering:
Artificial bluespace crystals, alien alloy.
This is neccessary in case engineers have to rebuild a teleporter, but miners haven't brought back any bluespace crystals.
Mechanical/electric and atmos tools, printable with Basic Tools.
All lathes:
Hand labelers, destination taggers and wrapping paper.
This lets crew mail packages when the mail office isn't manned (which is 24/7).
Illegal technology unlocks Donksoft refill packs.
You can't build the Donksoft vendor without refill packs; not including them was an oversight in my earlier PR.
balance: The Clown Car can no longer move unrestricted in zero gravity environments.
balance: The Clown Car now costs 20 TC to purchase.
This PR was done at the request of @vuonojenmustaturska. I renamed entered.dm to sealed.dm because it's where the sealed subtype is defined and it's primarily used for procs specific to sealed. The balance changes were Naksu's idea. I definitely think not being able to move freely in space is a good change. I'm ambivalent about the TC, but the item felt like a gimmick that you should fully commit to like His Grace, and the free space movement + 4 TC space suit was a bit cancerous.
* Adds Improvised Jetpack
-requires two RED oxygen tanks (they have to be RED goddamnit), one fire
extinguisher, three pipes, and thirty cable coils.
-volume less than 1/3 of regular jetpacks
-starts empty
-looks like a red jetpack
* I think this is how you do it
-new sprite courtesy of Obscolene
-i actually don't know if this is the right way to add sprites please
don't yell at me
* adds random chance for jeptack to cut out
-1 in 250
-it's more annoying than anything
tl;dr: we have lists of playermobs on the z-level, which generally have fewer player mobs to iterate through. If we use them, we can get rid of the z-level checks too. On the off-chance that something plays a sound in nullspace, we can skip pretty much everything. The client-check can go too, there are no playermobs without a client.
[Changelogs]: # Hey folks, remember #39394 ? This is the continuation of it, in a much better and automated way. Besides, it was tested on my homeserver and it is fully functional. It also removes those horrid brackets from the printer interface and adds a copy data mode to the debugger, allowing you to copy any data and paste it in a pin accepting the same type.
cl Shdorsh
fix: Made the self reference pins for reagents reference themselves automatically.
tweak: Made it possible to copy datas frop pin to pin with the debugger.
spellcheck: Removed ugly useless brackets from printers.
/cl
[why]: # First, because that's what it was supposed to do. Secondly, it makes handling reagent circuitry easier. Thirdly, this gives new options for new circuits.
Tested and working.