* [s] Patch a server crashing exploit (#61057)
if you create a bunch of signallers then spam the send signal button you can grind the server to a halt at low numbers and crash it at high numbers of signallers
This is an imperfect fix as a proper fix would refactor signal datums to use a subsystem but I dont feel like rewriting all of signal code thank you very much
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [s] Patch a server crashing exploit
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* fixes the game spamming heart attack messages on hearts that cannot... attack... (muscle emoji) (#60766)
* Update life.dm
* better.
* actually i want to do it the right way
* OOP
* OK WOW
* removes bad var
* fixes the game spamming heart attack messages on hearts that cannot... attack... (muscle emoji)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fix thermomachines always having "grey" name (#61026)
Using a multitool on an open TCU changes its pipe color. However, the name was not being updated, leaving them to always appear to be grey TCUs.
* Fix thermomachines always having "grey" name
Co-authored-by: esainane <esainane+github@gmail.com>
All smart pipes had a direction of 2, and never changed. You could only place horizontal bridge pipes on any smart pipe. This fixes that by changing smart pipe direction.
Co-authored-by: 170141183460469231731687303715884105727 <58013024+170141183460469231731687303715884105727@users.noreply.github.com>
Using the multitool on the HFR boxes creates an HFR with all corners correctly oriented, but all edges oriented in the opposite direction. This PR changes it so that the edge components have the correct orientation relative to the core.
Co-authored-by: esainane <esainane+github@gmail.com>
* Adds Manage Player Ranks verb
It works for Donators, Mentors and Veterans so far, and it shouldn't be too hard to add some more.
* Adds a temporary Cancel button while waiting for /tg/ to add optional X button to tgui_alert
* Funny copy-paste moment
* Hypovials are printable via the chem-master
* Hypovials can now be made from factories
* There really isn't a reason for this to be in the autolathe any more.
* linters
fuck
currently cycle helpers only work in straight lines, this limits mapping design for airlocks, i now present to you a new mapping helper where all you do is set a var for the helper, and paste it over airlocks, and those airlocks will now all sync up so only one of them can be open at a time (as of now clicking an airlock to open them wont cycle, but the current cycle helpers dont do it either so its consistent)
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* very slight tweak
"The solution freezes up into ice! x542"
BE GONE, THOT!
* comment
commented the change
* Update reagents.dm
Created a define for the melting/freezing point of water
* Update others.dm
changed 274 and 275 limits for water to WATER_MATTERSTATE_CHANGE_TEMP +-0.5
* defined drink dispenser temperature
* Added dispense temp define to service borg shaker
Sets the drink shaker reagents all to 274.5 with a define for future use. There is a 1 degree dead band for the water/ice reaction here, doing this makes it so water stays water and ice stays ice while still inside the shaker.
* Made the beer cold too
Did you know you've been drinking 26C/80F drinks this entire time? Gross.
More importantly, this gets the reagents all the same temperature, so that mixing drinks with the much colder stuff from the soda dispenser doesn't immediately raise the temperature and start things like the ice melt reaction.
* forgot a define in here
I put the define on the emagged borg shaker too, so that any drinks mixed in will not be an off temperature and start the ice melt reaction.
* Update code/__DEFINES/reagents.dm
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
Co-authored-by: SpookyTheFox <67441715+SpookyTheFox@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* The Failsafe can now recover from an deleted MC
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
* Reset defcon level correctly
Oops left that in from debugging the levels
* Correctly recover SSasset
* Only decrease defcon if MC creation failed
Also add some sort sleep between emergency loops
* Makes the last two emergency actions manual procs
Since they are kinda unstantable its probalby best
if only admins call these manually
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
You can also now debug Master/New()
While there will most likely never be any situation where the MC is just gone its still good to know that the game can recover from such a situation
For example maybe someone messed up a SDQL query or maybe someone wanted to delete the MC to create a new one hoping the Failsafe would do so for him
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
This Pr stops the crystallizer from getting randomly stuck untill the recipe get changed
should fix other minor issues too by limiting the inserted gases by double the recipe amount (overshoot most of the time but is a non issue)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
stacks to a slot, since stacks will commonly self delete, even if you add them to different slots. This is
because stack code does not respect slots, and I can't figure out a good way to fix that outside of this.
Also fixes like, a 2% chance unit test failure caused by a mob spawner that has a low percent chance to spawn a
miner with cash in both pockets. I hate god.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fix stalker/blood siphon unlock
Stalker now unlocks blood siphon instead of rusty. Both rusty and blood siphon are now unlocked by exactly two other knowledges, just like every other side path in the research tree.
* Flame birth description fix
Flame birth's research's description now describes flame birth and not what I assume to be touch of madness.
* Curse of corrosion description fix
Curse of corrosion's description no longer states the ritual requires a pair of hands.
* Further corrosion description edit
I missed that there was one more mistake in the curse of corrosion description, so I changed that as well.
Co-authored-by: ViktorKoL <44502667+ViktorKoL@users.noreply.github.com>
* Fix fire being extinguished by pAIs, borgs, and simple animals
* Add trait TRAIT_NOFIRE_SPREAD
* Add NOFIRE_SPREAD traits to simple and silicon mob types
* Refactor spreadFire proc to use check TRAIT_NOFIRE_SPREAD
Co-authored-by: Tim <timothymtorres@gmail.com>