Commit Graph

3320 Commits

Author SHA1 Message Date
nicbn
44a07d712d BoH bombing rework II (#45174)
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
2019-07-25 21:18:01 +12:00
Qustinnus
ef7a99dfa6 Tendrils properly drop loot when hit by extreme explosions. (#45339)
cl floyd
fix: Tendrils properly drop loot when hit by extreme explosions.
/cl

also fixes that explosions apply damage weirdly

Fixes #44979
2019-07-25 16:24:27 +12:00
nemvar
709e2f55b0 Fix a bug where the monkfrock didn't frocking spawn (#45408) 2019-07-24 18:03:31 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
Rob Bailey
79ae4aaa5a fixes grilles not updating cables (#45318)
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
2019-07-24 15:39:31 +12:00
tralezab
3b49b5378d Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* 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.
2019-07-22 20:00:34 +02:00
nemvar
876db778a7 Durathread and loom changes. (#45261)
* Reworked loom and cloth

* newline

* Removes unneeded .=

We were returning TRUE regardless.
2019-07-21 17:40:00 -07:00
MadoFrog
13d34034c3 Adds an award for the HoP to give (#45290) 2019-07-21 16:10:41 -07:00
YakumoChen
b2502f10cf Fixes diagonal box movement, makes stealth box reveal when damaged (#45274)
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
2019-07-21 11:05:43 +12:00
MMMiracles
353457f7d5 Donutstation Tweaks (#45250)
About The Pull Request

    Fixes #45077
    Fixes #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
2019-07-19 23:11:57 +12:00
Twaticus
2b4c123fc0 Skirt Update (#45244)
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
2019-07-19 22:39:41 +12:00
Mickyan
e26abb7047 Random pixel shift for dropped/thrown objects (#45155)
* pixels

* offset for any throw, critical bedsheet bugfix

* nyeh

* might as well (autodoc)

* renamed proc

* removed redundant src

* moved call from dropped() to dropItemToGround()

* handles storage dumping, customizable max offset

* adjusted values

* inline
2019-07-16 00:51:17 -07:00
skoglol
9560fd8293 Fixes potted plant damage. 2019-07-13 22:23:21 +02:00
ShizCalev
84bec66f17 Merge pull request #45130 from Fikou/patch-5
budget cards now go in the department head lockers
2019-07-12 23:54:21 -04:00
nemvar
572be7ec6a Bye bye animal hospital. (#45070)
* byebyeanimalsurgeons

* here we go

* config

* removesbeach

* a bit more compact

* updates some vars

* fixes walls getting destroyed by other generation stuff
2019-07-12 09:47:05 -04:00
Fikou
3c1b8e97f5 budget 2019-07-11 16:27:07 +02:00
Fikou
6a7a43985e budget 2019-07-11 16:26:03 +02:00
Fikou
9c9da9365e budget 2019-07-11 16:25:30 +02:00
Fikou
eeb70a185f budget 2019-07-11 16:24:59 +02:00
Fikou
5edec7d6cf budget 2019-07-11 16:24:33 +02:00
Time-Green
ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
Garen Crownguard
534a9140aa merge 2019-07-05 17:59:38 -05:00
Krysonism
ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

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

* Update code/modules/mob/living/carbon/damage_procs.dm

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

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
ShizCalev
6e44bd3a93 Merge pull request #44796 from kingofkosmos/addswarningspans
Adds warning-spans
2019-07-02 00:47:43 -04:00
XDTM
1cda358f0e Adds construction bags for engineers (#44875) 2019-07-01 20:43:59 +02:00
Twaticus
0cd4ca69a5 Department Skirts (#44776)
About The Pull Request

Adds department skirts to all related lockers/vendors

Why It's Good For The Game

Skirts good
Changelog

cl
add: added department skirts
fix: fixed secskirt dixel
/cl
2019-06-29 21:01:44 +12:00
AnturK
89438fae72 Fix a few reagent runtimes (#44824) 2019-06-27 21:42:50 -07:00
nemvar
b83eca4647 Fix sharpness-related issues (#44830)
Turned off energy weapons can no longer cut down trees, destroy wooden
walls, harvest lavaland plants and make planks.
2019-06-27 21:19:33 -07:00
kingofkosmos
c969f6d3eb Merge branch 'master' into addswarningspans 2019-06-27 15:12:54 +03:00
kingofkosmos
ec5c82029a * "Is already...", "Can not...", "Not when..." etc. 2019-06-27 06:15:43 +03:00
vuonojenmustaturska
867aca7abf Grants the common man access to some parts of the lavaland mining base (#44769)
* will this work?

* add shuttle console to meta

* add shuttle console to box

* remove glide size from box, add shuttle console to delta

* replace airlocks in lavaland common area

* remove step

* secure the gulag a bit more, add a beer fridge

* restore unix line endings?

* Update code/game/objects/structures/crates_lockers/closets/secure/freezer.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* review
2019-06-26 14:52:19 -04:00
py01
29f419c855 The guillotine can be repaired with plasteel (#44719)
The guillotine is a funny item, but you can only repair it with a
whetstone (used or unused). Since the whetstone is rare this leads to
odd situations where the easiest way to sharpen your guillotine is to
make a second one. This lets you repair the guillotine with plasteel,
each piece restores 30% durability (it costs 3 plasteel to make) and
takes 10 seconds.
2019-06-26 02:19:40 -07:00
kingofkosmos
6bbb64e2cf * more warnings 2019-06-25 21:46:21 +03:00
kingofkosmos
fb9731492c * extra spaces removed from "span class = '" --> "span class='"
* warning-spans added to cases of "You need..."
2019-06-25 21:03:25 +03:00
Garen Crownguard
3a37d0322c merge 2019-06-23 20:39:24 -05:00
bgobandit
87006c3c6d Gives the mime two new spells: Invisible Chair and Invisible Box. [READY] (#44494)
About The Pull Request

    Adds two new mime spells to the game. Both work like the invisible wall, i.e. they spawn an invisible item for a limited amount of time:
    Invisible Chair: Summons a chair and has the mime sit in it. Perfect for crowded shuttles or staying put.
    Invisible Box: Everyone's favorite stock mime routine! The mime summons a box (invisible to everyone but him, although you do get the message once spawned) that can store small items. When it disappears, the items are dropped.
    To prevent massively overpowered mimes, the mime gets a spellbook at roundstart from which he can choose only one out of the three mime spells.

Why It's Good For The Game

The mime doesn't get nearly as much cool stuff as the clown, and these are pretty common pantomime routines to riff off.
Changelog

cl
add: After receiving many complaints about mimes who never pantomime, Nanotrasen has liquidated its mime personnel and hired new mimes who know more routines.
add: The mime gets the choice of two new spells: Invisible Chair and Invisible Box. They work much like the Invisible Wall spell does and disappear after a short span of time. The invisible chair can be buckled to like usual chairs; the box works like a standard inventory box item.
tweak: Mime spells are now granted via a spellbook that starts out in the mime's inventory. Mimes can choose one of these three.
/cl
2019-06-23 13:24:00 +12:00
Rob Bailey
65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
Shaps
8954265573 Agender fixes (#44597)
Credits to Europaisch for help finding all the records stuff

Fixes a few issues I was not aware of with my initial PR

* Being agender is now a distinct DNA value (fixes agender spessmen
  turning female when having their DNA referenced, like during cloning
  and some rudimentary transformations)
* Neatens up preference code, more in line with previous code, fixes
  an issue with male underwear not surviving preference loading and
  defaulting to female underwear
* Allows agender spessmen to change their facial hair with mirrors
* Change medical, personnel, and security records from sex to gender
  and add "Other" option (they currently display "plural" even for
  agendered species like ethereals)
* The -san honorific now applies to plural gender instead of just
  neuter with the Chinese Cartoons admin secret (highly important)

I have never really played genetics and only tested the DNA code with
cloning and rudimentary transformations while still in a body (which
causes it to reference the old body's DNA, like with cloning). Please
let me know if there's a better way to do this and/or if this is apt
to create issues.
2019-06-19 13:59:39 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
nemvar
6eaf40adb1 Makes the hermit more based. (#44564)
* welp

* h

* Let's hope I didn't mess map diff up.

* prisoner unbased
2019-06-18 23:24:09 -04:00
nemvar
137e2af8e2 Turns art into a component (#44525)
* welp

* h

* artcomponent

* I forgot something

* handsome squidward

* handsome squid

* n

* Ghosts should have fun too, I guess.
2019-06-18 14:23:42 +02:00
nemvar
74c8498c08 [Ready]Gives ashwalkers an antag datum (#44396)
* welp

* Savages, savages, barely even human.

* Savages, savages, barely even human

* You didn't see this

* h

* bee gone

* FFS, I mixed up my... ugh

* savage

* removed test line

* Turns ashwalkers into antags

* fuck

* hjjg

* fixes stupid

* g

* h2

* Damn...

* There we go?

* If it compiles, we can ship it

* Forgot the actually remove the thingy
2019-06-14 19:48:12 +02:00
nemvar
9a69d66feb Fix the open closet verb (#44480)
Fixes a bug and actually makes it do what it's supposed to do instead
of a hand attack.
2019-06-13 19:24:49 -07:00
Emmett Gaines
45ec62931d Finally removes the signal redirect component (#44251) 2019-06-09 17:25:50 -04:00
Rob Bailey
5743c9a748 Dragging prone mobs slows you down, fireman carrying (#44155)
About The Pull Request

Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.

You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game

Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog

cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
2019-06-09 23:54:02 +12:00
bgobandit
f9330d2fd1 Art produces moodlets, good or bad depending on quality. THE REMAKE (#44174)
* Art produces moodlets, good or bad depending on quality.

* makes more requested changes

* makes requested changes/placates oranges

* fuck this shit

* this is my last will and testament, when I am dead and gone I request that my relatives make the changes that I will probably still be requested to make at that point
2019-06-08 21:58:13 +02:00
Nalzul
47700b8679 Allows you to wear the caution sign + new sprite for the caution sign (#44289)
* +Sprite +Repath

* Adds 5 brute armor
2019-06-04 11:48:47 -04:00
Garen Crownguard
caa683e5b1 merge 2019-06-04 07:04:21 -05:00
Garen Crownguard
4b2fc4cc05 Removes Hygiene 2019-06-04 06:25:51 -05:00
kingofkosmos
1bf60bbe06 Adds missing </span>'s. 2019-06-02 21:29:14 +03:00