Commit Graph

347 Commits

Author SHA1 Message Date
Fikou
468fd6139a i dont want him that late 2020-02-25 01:01:59 +01:00
Fikou
4c6b13e264 Adds Clarke Mech 2020-02-24 23:44:12 +01:00
spookydonut
1a9ddbee5f Merge pull request #48959 from Ryll-Ryll/embeddead
Refactors embedding, adds harmless embeds, sticky tape, admin buttons to make everything embeddable
2020-02-24 15:43:36 +08:00
ArcaneMusic
ea475c528f Merge remote-tracking branch 'upstream/master' into arconomy 2020-02-20 02:51:18 -05:00
Dennok
b1aaed14ad PRD to adv_engi node 2020-02-19 12:26:37 +02:00
Ryll-Ryll
1fae3d4c22 new beginnings 2020-02-18 02:06:35 -05:00
XDTM
99500d05e0 Adds the Enhanced Interrogation Chamber as a BEPIS tech node (#49047)
About The Pull Request

Adds the Enhanced Interrogation Chamber as a BEPIS reward.

This security-only machine is able to implant a deep-rooted trigger phrase onto a subject; if they hear that phrase after the procedure, they will immediately enter a state of hypnotic trance, which can be used to demand truthful answers for your ongoing investigation.

The enslavement of criminal and non-criminal subjects is frowned upon by space law. Do not abuse the Enhanced Interrogation Chamber for personal gain.
Bad choice or mishandling of trigger words may lead to loss of control over the subject.

Side effects include dizziness, nausea, confusion, vomit, loss of eyesight, violent tendencies, loss of sanity, depression, oppression, loss of free will, spontaneous hypnotic trance, loss of hair, death.
Use with care.
Why It's Good For The Game

Make your own Manchurian Candidate!

Allows "rehabilitation" of dangerous criminals by security, which is more interesting than straight-up execution.
Could lead to fun situations if a team antag is caught and forced to be a mole.
It could also be used by any antag who manages to get to the sec protolathe.

However, the "conversion" is still shaky! The main cure is surgery, as the triggered trance is effectively just a brain trauma, healable with surgery. On top of this, even if the subject is unable to hear their trigger phrase, if someone else knows it they can override commands at any time. Even if that doesn't happen, it's possible that another message sneaks in before you can give your command, intercepting the hypnosis.
On top of this, the chamber has a 10% chance of giving the hypnotic stupor trauma instead of the triggered trance, making the subject even more of a wildcard.

Effectively, this is a very powerful tool in the antag-vs-security conflict, but over-reliance on it will probably bite back in amusing ways.
Changelog

cl
add: Added the Enhanced Interrogation Chamber as a BEPIS researchable tech.
add: The EIC can be used to implant trigger phrases in subjects that cause an instant hypnotic trance.
/cl
2020-02-18 09:34:14 +13:00
Tlaltecuhtli
7cbcd2ff3c adds medipen refiller machine (#49172)
* 1

* Update machine_designs.dm

* 2

* clean up

* more clean up

*  🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆

* Update code/game/machinery/medipen_refiller.dm

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-02-12 18:48:19 -05:00
Qustinnus
d646e37bae Bepis design: Table with wheels part 2: electric boogaloo (#49010)
* WHEELS

* design

* epic

* rolling table fixes

* test

* dumb

* 1`

* fix
2020-02-11 20:15:05 -05:00
ArcaneMusic
0330bf7ef5 Merge remote-tracking branch 'upstream/master' into arconomy 2020-02-10 15:56:29 -05:00
cacogen
9436ed69a8 Makes abductor baton child of stun baton (#48766)
* Makes abductor baton child of stun baton


- Clarify var names and reorder vars in baton defines
- Slightly simplify active baton wash code

* forget about ()
2020-02-07 14:53:14 +01:00
skoglol
a28b24f149 Completely removes cloning (#48668)
* 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
2020-02-04 16:04:06 -05:00
81Denton
0a7e819b07 Merge pull request #48882 from XDTM/BepisProgramsPartOne
[Ready][Ready]Adds the Nanite Replication Protocols node to BEPIS
2020-02-01 08:05:00 +01:00
TheVekter
3249082720 Fix the Mauna Mug's research entry (#48979)
Somebody forgot some tags.
2020-01-25 15:55:10 -08:00
ArcaneMusic
4563e9c355 Fixes merge conflict 2020-01-24 23:43:31 -05:00
ArcaneMusic
8c11d4f923 Merge remote-tracking branch 'upstream/master' into arconomy 2020-01-24 23:39:58 -05:00
ArcaneMusic
fd24ba4859 ALL THE GUTS WORK, NOW FOR MAPS 2020-01-24 23:05:57 -05:00
Qustinnus
9e90e09597 Adds a new BEPIS design; The Mauna Mug (#48599)
🆑 Kryson & Qustinnus
add: New BEPIS design; a self heating mug
/🆑

A self-heating mug that you can get from BEPIS designs. the better the cell thats in it, the higher the max temp and the faster the temp goes up.
2020-01-23 12:56:22 +13:00
itseasytosee
7475a783ff Duck 2 boogalo 2020-01-19 20:08:13 -06:00
Flint
1249f64b92 Part 2 2020-01-19 19:48:03 -06:00
Flint
2a0bf0e6cd Merge remote-tracking branch 'origin/master' 2020-01-19 19:46:35 -06:00
Flint
4bb0e06116 DUCKS WORK! 2020-01-18 22:16:51 -06:00
XDTM
c3ad4282a5 Adds a nanite node to BEPIS 2020-01-19 03:34:17 +01:00
skoglol
98de223135 Adds basic cybernetic organs, rebalances existing (#48714)
* Adds basic cybernetic organs, rebalances existing

* Adds severity to the emp calculation

* reduced maxhealth drasticly

* Apply suggestions from code review

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-01-18 19:35:03 -05:00
ArcaneMusic
65485b9c54 Adds a new Tech to the B.E.P.I.S., Specialized Engineering, and a new Minor Reward. (#48507)
About The Pull Request

Round 2.
image
Adds a new tech to be unlocked within the B.E.P.I.S.'s major techs, called "Specialized Engineering". Within that tech are 2 new items, Heat Resistant Rods, and the Tinker's Gloves, as well as a new minor tech, the Survival Pen.
Heat Resistant Rods:
Have you ever wanted to expand Lavaland Base? Build a lava fortress worthy of your magnificence? Well, now you can! Using Heat Resistant Rods, you can make a catwalk to cross lava tiles, as well as build atop lava, without messy methods like using the RCD!
Tinker's Gloves:
This just in engineers, insulated gloves have new competition in town! The Tinker's gloves are complicated, overdesigned gloves that, while not very shockproof, allow for faster wall girder construction. No longer will you need to die of old age walling off an area when you're out of RCD ammo! Warning: This product contains no likeness to clockwork gauntlets used by the extinct cult of Rat'Var, and any such similarity is by no means intentional.

Survival Pen:
Have you ever been stuck on lavaland, trapped by your survival pod with just a few chairs, some titanium walls, and walls of ash closing in on you? Well THANK GOD you have your Rockbreaker brand Survival Pen! Allows for basic mining operations, and is portable like a standard pen!
BUT WAIT!
A watcher blocks your path. Thankfully, your expensive, diamond encrusted pen isn't just good for being the world's slowest pickaxe, it's ALSO coated in the one thing watchers crave: DIAMONDS. Toss the pen to draw the watcher's attention elsewhere.
Why It's Good For The Game

Starts to fill our B.E.P.I.S. Major Reward Techs, as intended, and fills a niche that doesn't get much play nowadays: Building on Lavaland. This was something I've had in the back of my mind since we did the first tests of the Disaster gamemode a few months ago, so each item here was made with the intention of improving the mining base should the station become un-livable. Lava-Proof Rods are beneficial in that you'll be able to cross and build over lava by the mid-end of the shift. RCDs still work as usual, but this way you won't have to worry about getting specialized engineering equipment as a member of cargo or science. The tinker's gloves are basically a variant of the nitrile gloves, but they grant a speed bonus to adding plating to metal girders, so that some kind of functional alternative to giving every engineer insulated gloves.
Survival Pens are quite honestly very niche, but getting dumb pens with extra functionality is a tradition of trade shows all over the world, so it feels right at home as a minor reward.

Also, does a tiny change to the doe sprites, just to look a little bit less old.
Changelog

cl
add: A new Technology has been implemented as a major reward in the B.E.P.I.S., Specialized Engineering, to appeal to engineering utility and new construction horizons.
tweak: Watchers will now actively consume diamond ore left lying around, alongside the new survival pens.
/cl
2020-01-14 11:21:40 +13:00
JJRcop
c314fbc6cb [READY] (nerf) Adds proximity crew pinpointer to Paramedics (#48418)
About The Pull Request

When #48236 was in progress, there was discussion about how a crew pinpointer was OP for paramedics. I immediately had an idea for a new one and made a PR to the paramedic PR. 81Denton asked me to make this its own PR after the paramedic PR was merged.

The proximity crew pinpointer does not point in the direction of the patient, but has a circle sprite that gets smaller larger as you get closer, so you have to search around, or combine it with the handheld crew monitor.

The circle is at maximum the smallest size after 29 tiles away, so you must be 28 or fewer tiles away for an indication that you are getting close. I welcome feedback on this. The handheld crew monitor can be used to find the area they are in.

proxpin

Demo video: https://youtu.be/_rXeJ49b-e8 (The pinpointer gets bigger rather than smaller now)

This is only attainable at the moment to paramedics as they spawn. Should it also be available elsewhere? now constructable from the Biological Technology techweb
Further changes

Moved Crew Pinpointer into premium nanomed items for 900 credits
Moved Handheld Crew monitor into premium nanomed items for 1750 credits, same price as before
Why It's Good For The Game

In #48236 it was stated that paramedics should start with the bare minimum equipment to do their job. The crew pinpointer that points them in exactly the right direction is pretty powerful, and this nerf will encourage them to either get used to the proximity one, or upgrade to the normal one at a price from the NanoMed or from techwebs.

Moving the Crew Monitor into premium was necessary to make it more of a luxury than an instant grab.
Feedback for nanomed premium prices on the normal pinpointer and the handheld monitor would help a lot
Changelog

cl JJRcop
add: New proximity crew pinpointer.
balance: Paramedic's crew pinpointer replaced with proximity crew pinpointer.
balance: The crew monitor was moved to premium items in nanomed, same with the handheld crew pinpointer
/cl
2020-01-14 11:18:55 +13:00
ArcaneMusic
bf2d1b82fd Adds a new BEPIS Major Reward, "Australicus Security Protocols" (#48600)
* The hero returns alive.

* Initial commit, boomerang batons and outback firing pins.

* Australicus is the lore in the game already, so #@$! it we'll pretend like #lore_general exists

* Name tweak.

* Fixes boomerang name, Inhands, accidently included a leftover sprite.
2020-01-10 23:17:17 +11:00
ArcaneMusic
e39eea7b17 [Ready] Adds a new RnD method, the B.E.P.I.S. (#48040)
* Squashes Commits, has BEPIS, Techs, TGUIs, Rewards, and fixes.

* Makes rewardable techs a variable in all_nodes, and removes RnD Points rewards from the minor reward pool.

* Fixes conflict with pubby and beam icon.

* Review comments and basic cleanup A

* Review Comments and basic cleanup B, also cleans up icon states to work fluidly.

* Map Update

* Indentation, flipped Update_decal_path, and rebuilds tgui

* One last clean up of icon_state, adds the last bit of changes from review, and that should be everything.

* Alright last change for real I swear 105%

* Last change, adds simple sanity check for silicons.

* Moved Human and card variables into ui_interact.

* Fixes map conflict

* Alright Review Round 2 Part A, Fixes Grammar, splits polycircuit into it's own file, UI QOL improvements, Withdrawing credits, changes from arbitary values on the mini RLD, etc.

* More review bits, Part 2:B. Easier returns for less processing, Defines, fixes the merge conflict and updates the UI with new buttons. Just need to figure out Button Mapping for the UI and Duplicate prevention.

* Implemented duplicate tech protection. Yeet.

* Get back in there you

* Alright why are you breaking on me god damnit.

* It's optimized, closer to god, nearly perfect, all together it's ready to ship.

* Cleans up all of the decal painter, shorter, cleaner, works around all the turf_decal quirks.

* Tab spacing on github will look fucky

* More review changes.

* Uses use_power == ACTIVE_POWER_USE instead of powered except for the UI
2019-12-25 23:48:28 +01:00
Jordie
838bfcd1e2 Merge pull request #47620 from XDTM/NanoResearchBoost
Moves research nanite programs to Basic Nanite Programming
2019-11-16 22:24:43 +11:00
zxaber
d8d83ede3c Adds mech thruster equipment (#47554)
* changes

* changes to detach and destroy

Remove code from detach(),
Add code to Destroy()

* added a trailing new line

I guess this is needed now or something
2019-11-12 17:22:06 +01:00
XDTM
83469db1e4 Renames the nanite race sensor to species sensor (#47641)
* Renames the nanite race sensor to species sensor

* webedit
2019-11-10 01:34:23 -08:00
XDTM
8c77042c8a Moves research nanite programs to Basic Nanite Programming 2019-11-06 20:07:41 +01:00
skoglol
43a41e35a7 Janitors start with holosigns again (#47513)
* Janitor start with holosign instead of barrier, barrier now only blocks carbons.

* And unconscious for the other ones too
2019-11-03 01:42:17 -08:00
XDTM
00bd72e1b8 Removes the (+x per minute) from research that is not gained passively (#47523) 2019-11-03 01:51:38 -07:00
ArcaneMusic
6e238392bf Adds several different uses for plastics (Cups, Utensils, Folding Chairs, Station Signs) (#47486)
* Initial PR, Cups, Utensils, Signs, Chairs

* Endline fixes for travis, adds plastic utensils to the initial node

* Makes bar invisible, addtimer added, fixes potential dmi/dm conflict

* Fixes Merge conflict take 2

* Wraps the chair snapping proc in invoke_async

* Cleans up Async Call a smidge
2019-11-02 20:30:35 +01:00
XDTM
a3aa020af3 Makes nanites more accessible, giving them a separate research… (#47421) 2019-10-30 16:12:38 -07:00
XDTM
d2f5e75c89 Adds research-boosting programs for nanites (#47098)
* Adds the parallel computing nanite program

* Distributed Computing, Neural Network

* b l o c k c h a i n

* adjustments

* Removes bitcoin
2019-10-30 01:39:11 -07:00
Nebulacrity
205338eac8 [READY] New nanite program in the Sensor category, Race Sensor. (#47398)
* New nanite program: Race Sensor

* Replaced all "&"s in the "Other" check with "&&"s.

* Replaced all "&&"s in the "Other" check with "||"s.

* Trying out a different take on some of the code. (thanks to Willox for help)

* Fixed the race selection being stuck as "Human".
Fixed indentation in the allowed_species list.

* Fixed indentation of the allowed_species list's closing bracket.

* Removed the unnecessary death check.

* Deleted a redundant

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Made the allowed_species list static to conserve memory.
Replaced a "== FALSE" with an "!".

* Removed an unused var, "spent".

* Used a ternary operator for the "Mode" setting.
2019-10-27 20:19:07 +01:00
Kaffe-work
542cb2b4d6 Moves RCD from autolathe into advanced engineering (#47289) 2019-10-26 00:41:02 -07:00
XDTM
efe63e3b47 Nanite program rebalancing, added two new mood programs (#47227)
* Nanite program rebalancing, added two new mood programs

* stealth immunity
2019-10-21 22:09:42 +11:00
XDTM
32277368ca Adds the dermal button program for nanites (#47071)
* Adds the dermal button program for nanites

* visible message
2019-10-21 22:06:49 +11:00
Jordie
66d1ae42f5 Merge pull request #47133 from XDTM/NanoSecrets
Adds the Reduced Diagnostics nanite program
2019-10-21 21:47:18 +11:00
Nebulacrity
6fb16d9a20 [READY] New nanite program in the Utility category, Nanite Sting. (#46907)
* Adds a new nanite program in the Utility category, Nanite Sting. It is a manual close-range nanite-spreading program.

* Increased the sting's notification chance of appearing from 20% to 100%.

* Fixed incorrect syntax which caused an inactive bit of code.

* Edited the description of the program, clarifying that it will be felt by the target and that if there was no target found, the nanite volume cost is refunded.

* Fixed Nanite Sting taking other hosts into account.
Changed Nanite Sting's required Research Node from Smart Nanite Programming to Military Nanite Programming.
Changed cooldown from 3s to 10s.

* Added an adjacency check so the ability won't work on, for example, targets that are behind windows.
I have also shortened the description.
2019-10-20 15:21:51 +02:00
81Denton
59432da72e Merge pull request #47190 from Time-Green/plumbing-fixes
Plumbing fixes and tweaks
2019-10-20 12:04:32 +02:00
spookydonut
4e8ff18b07 Fix Travis grep script to use PCRE to actually match things (#47065)
Several of the greps were missing the `-P` switch which caused them to 
fail to match things. The EOL grep also wasn't working right so I 
replaced it with the one I added to TGMC.
2019-10-19 10:21:05 -07:00
Time-Green
c02fdb64f6 plumbing bugs and fixes 2019-10-18 14:59:03 +02:00
XDTM
21e54e3271 Adds the Reduced Diagnostics nanite program 2019-10-16 19:29:38 +02:00
Time-Green
bca59b9a50 [READY] Plumbing: Endgame (#46759)
cl
add: Plumbing equipment is now available through the medical protolathe. It's under medical machinery boards
add: Add's a new chemistry area on metastation for chemical factories. It's located left of main surgery.
tweak: Chemistry has been turned into the Apothecary. It's basically normal chemistry, but Medical Doctors have acces aswell.
tweak: The smoke machine is now plumbing compatible. Put this knowledge to good use.
sprite: Thanks to @CRITAWAKETS for the plumbing RCD sprite!
/cl

Finally adds plumbing to the game!

Chemistry has been turned into the apothecary. For all intents and purposes it's old chem, but doctors have acces.

West of main surgery is now the new chemistry factory area.

I've also had to move stuff around alot, because you can't just add a big new room without having stuff in the way.

Currently only on metastation. I'm completely drained from adding it to meta alone and doing all maps right now will burn me out.
2019-10-17 00:10:30 +13:00
Anonmare
3cc86643a5 Makes it so Experiemental burn wounds tending actually unlock (#46976)
* Makes it so Experiemental burn wounds tending actually unlock

* hewwo
2019-10-10 13:46:36 -04:00
ArcaneMusic
6edb51aee6 Fixes Kiosk being in the Biotech Node (#46794) 2019-10-01 08:54:09 +02:00