Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.
So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.
For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).
Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog
cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
About The Pull Request
Fixes cables not updating nodes when grilles are destroyed
Changelog
cl
fix: Cable nodes now visually update after grilles are built and destroyed
/cl
About The Pull Request
See title. Fixes#45370
Why It's Good For The Game
I don't think duplication of powercells and a bunch of duplicate code is really needed. This is more easily maintainable and just not shit in general.
EDIT: oh forgot to mention that this causes syndiborgs to have 500 more max charge by default. If anyone is extremely triggered by this, I can change that. But since those things aren't finely tuned anyways, I don't think this is a big deal.
Changelog
cl
code: Changed how sillycones get their cells and radios.
/cl
Removes dumb visual bugs.
Put the copy pasted wrench stuff for disabling and enabling the component, in the component using a new signal from default_unfasten_wrench.
Add a general plumbing machinery subtype. Right now it's mainly for cataloging.
Adds the chemical synthesizer. You can select a single chemical and an amount between 0 and 5. It will produce it every tick. Should be combined with other synthesizers to create meth factories.
Makes the liquid pump a fully functioning machine.
cl
add: The station comes one step closer to plumbing with the introduction of the chemical synthesizer.
sprite: sprites for the synthesizer, input and output commissioned by @Meyhazah
/cl
I wanted to do all the plumbing basic equipment at once, but stuff like plumbing heaters is gonna be ugly if I don't rework them completely and I don't wanna scare the maintainers away.
There is slight copypasting from the chem_dispenser and with the chem synthesizer, but having it be inhereted would be a worse clusterfuck IMO.
* mostly fixes in this commit
* removes old_god from the dme
* russian shuttle improvements
* TODO: fix the hook gun
* shotgun finished, next commit shuttle
* bounty hunting shuttle
* back up to speed on the dmis
* readds poster 46 and adds the shuttle finally
* dmi fixes
* traps need fixing, work out whatever is happening with synths
* super final touches, see desc
map ports + proper spawners, pinpointer and traps functional. other misc changes
* removes verb stuff from non verb stuff
* review (see desc)
antimagic checks and it now the two objects move inside each other instead
* dmi conflicts
* PLUNGERS. BEGONE.
About The Pull Request
Lowers the integrity of the implant box from 70 (normal cardboard boxes) to 1
fixes#38612
Why It's Good For The Game
The stealth box is already an extremely powerful item, mostly due to a bug #38612 that has been around ever since we could move diagonally and hasn't been fixed.
The box is supposed to be comparable to the other stealthy item, the Chameleon Projector. However, the box has several large advantages, including:
-Full invisibility
-Faster movement (especially with the bug)
-Less obvious when moving around
-The box takes more hits to reveal you
-Easier to get back to being hard to find when revealed
-You need an open hand to open the box manually, putting you in melee range and without a weapon in the selected hand, leaving you at a major disadvantage.
-The projector can be taken away from you / dropped and takes up inventory space
-The projector needs to be in hand to use, implant is hands free
-Projector needs to be in your in-use hand to disable yourself, the box is a button, meaning you can be more prepared with the box to strike out from stealth.
The projector still has a niche, however the box is currently the meta stealth item to pick.
This PR fixes the movement bug (no more wavedashing) and makes any damage to the box reveal the user, no longer letting it be a massive damage sponge. This should bring the box much closer in line to where the Chameleon Projector is, balance wise.
Changelog
cl Chen Yakumo
balance: The stealth implant box is now flimsier than it was before.
fix: You can no longer zoom around in a box by hugging walls.
/cl
About The Pull Request
Fixes#45077Fixes#42498
Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
Small adjustments to the static loot part of the 'excess storage' rooms near departments.
Some extra crates has been added around maintenance with respective maintenance loot spawners.
Why It's Good For The Game
Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog
cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
About The Pull Request
Beekit now gets one less beenade and has a lower chance, beesword has worse armor pen, does 2 less damage and injects 4 toxin as opposed to 4 histamine (could be looked at as a buff though). Plus I removed some pointless // remarks that I previously made but I doubt that really matters
Why It's Good For The Game
Pretty overpowered, hopefully this will make things better.
Changelog
cl
balance: Beekit now has a lesser chance of spawning and has one less grenade
balance: beesword now does 2 less damage, has worse armor penetration, and injects toxin as opposed to histamine
/cl
About The Pull Request
Some skirt sprites were offset i dont know how this happened i swear i fixed this before but apparently not. Fixed the assistant skirt necklines being way too high. Added extra details on some skirts.
Added 5 previously missing skirts including 2 lawyers skirts(like they dont have enough already), rainbow, syndicate and tacticool. Fixed the disorganized mess that was the Lawdrobe.
Why It's Good For The Game
Updated skirts good. Rainbow skirt good. Skirtleneck good.
Changelog
cl
add: The long lost rainbow jumpskirt has been found
add: Rumor has it that even the syndicate have started producing skirts for their operatives
tweak: Department skirt necklines are more in-line with their jumpsuit counterparts, sprites are no longer offset, added detail
/cl
The original take_damage proc defined vars for no good reason had some
duplicate code and wasn't very readable.
If you are wondering why it calls obj_break every time it takes damage
while below integrity_failure, that's the way it used to be. Most (if
not all) stuff that takes advantage of this functionality already
accounts for this.
Chameleon IDs and PDAs will automatically update names and icons when
changing disguise. They will also change the displayed job when
switching outfits with the chameleon combo-action.
Chameleon IDs and PDAs reset to the default name if their appearance
changes and need to be updated manually to display the proper label,
which seems like a waste of time to me. Changing the entire chameleon
loadout is very sneaky and setting the appropriate job on the ID and
PDA makes it sneakier.
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
* Adds stat tracking to mess on station
* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor
* adds mapload arg to init
* asdasd
* byebyeanimalsurgeons
* here we go
* config
* removesbeach
* a bit more compact
* updates some vars
* fixes walls getting destroyed by other generation stuff
* Makes the abductor healing gland more interesting
* Implant rejection
* .
* no vomit for blood regen
* Update code/modules/antagonists/abductor/equipment/glands/heal.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>