* Jelly people can eat toxin food (#58698)
What I assume to be an oversight makes jellypeople and subtypes inherited their toxic_food from humans who can't eat TOXIN kinds of food, including slime based food like slime cakes and donuts.
Eating slime food would get them disgusted, even if it's basically their blood and how they grow.
They now have an NULL for toxin food, like fly people.
Most people would assume that jellypeople can safely eat slime based food...
* Jellypeople can eat toxin(slime) food without getting disgusted.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Headcrab go fast (#58658)
Timber made me do this instead of doing it himself because apparently I break the game too much or something. :(
When changeling egg incubation times were moved over to delta time they weren't properly multiplied to maintain their 4 minute wait time while the egg hatched, instead taking 40 minutes.
Waiting 40 minutes as a changeling for your egg to hatch after biting a corpse isn't very fun.
* Fixes changeling egg incubation time taking way too long
Co-authored-by: Spookuni <70739420+Spookuni@users.noreply.github.com>
* Borgs can once again be chainstunned (#58696)
fixes#58274 (Borgs being unstunnable while stunned)
uh, if this is intended, then someone should lemmie know, close that issue, and i'll close this prr
* Borgs can once again be chainstunned
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* fixes#58663 (Revs being able to convert blind people) (#58685)
eye and ear protection now consider blindness and deafness
* Eye and Ear protection now consider deafness and blindness
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fixes a funny regex moment quoting half the file in weak editors (#58653)
* Fixes a funny regex moment quoting half the file in weak editors
Co-authored-by: Swiftfeather <jackwars4@gmail.com>
* Adds flavortext for trying to speak with a vow of silence (#58640)
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Adds flavortext for trying to speak with a vow of silence
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Security bots no longer remember attacks against them while they are off. (#58605)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Security bots no longer remember attacks against them while they are off.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type (#58503)
* High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* You can now unbuckle others from a borg (#58570)
* buc
* yeah
* You can now unbuckle others from a borg
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Fixes the issues reintroduced by #58564, In a less silly way (#58566)
Fun fact, there was already a define for qdeling a lazy list. We didn't need to make our other one behave the exact same way
* Fixes the issues reintroduced by #58564, In a less silly way
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Robot Factory now replaces you if you're jobbanned from cyborg (#58554)
* Robot Factory now replaces you if you're jobbanned from cyborg
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fix a lot of nonhuman species being unable to strip (#58499)
Fixes#58495. Also splits every inherent_traits list into multiple lines, so that future traits can be added without conflict or hard to read diffs/blames.
* Fix a lot of nonhuman species being unable to strip
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#58114)
* Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets
* a
* Update tools.dmi
* Update tools.dmi
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Minor code readability improvement to default values of the breakouttime var (#58456)
Replaces time expressed in deciseconds with time expressed in deciseconds but with use of the MINUTES and SECONDS defines for readability.
* Minor code readability improvement to default values of the breakouttime var
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
Fixes all simple mobs being able to strip, as well as being able to strip when your hands are blocked (e.g. cuffed).
Fixes#58260.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Renews Maintenance Drones
* And these have conflicts too, but you can't see them
* Skyrat Map Updates (Adding Supermatter Room Area)
Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fixes traumas caused by bone fractures not repairing after treatment (#58420)
* Fixes traumas caused by bone fractures not repairing after treatment
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Fixes the anomalous crystal spawning planetary turfs (#58374)
* Makes the colossus crystal use non planetary versions of snow and basalt tiles, to prevent infinite gas diffs
* Make it properly change the air mixture
* Fixes the anomalous crystal spawning planetary turfs
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Teensy tiny improvements for freerunning (#58187)
Since climb_time is multiplied by 0.8, climb_stun should also be. Not much point in taking it if whoever is chasing you can still arrive with you stunned on the table and simply pull you off it. If this is too much taken off in total, in my opinion, the stun time should be adjusted, rather than the climb time.
Also reduces the ZImpactDamage knockdown multiplier. Right now both with freerunning and without you get knocked down the same amount, now with it you're actually better at catching yourself on those z level falls and so suffer less of a knockdown.
* Teensy tiny improvements for freerunning
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* observers can see an ai's laws by examining its camera eye (#58346)
* Observers can see an AI's laws by examining its camera eye
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* [READY] Space Dragon Quality Improvement Update (#57942)
qol: Space Dragon's gust attack is now tied to right click instead of an ability button
balance: Space Dragon has received numerous balance changes, most notably that Space Dragon will stall the shuttle until it loses or completes its objectives
fix: Fixed numerous bugs with Space Dragon, most notably the rifts not vanishing after Space Dragon's death
soundadd: Space Dragon now has a custom roar for dying and winning
imagedel: Deleted now unused Space Dragon ability icon
refactor: Space Dragon's speed changes are now controlled using movespeed modifiers instead of direct speed adjustments
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [READY] Space Dragon Quality Improvement Update
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Gives rotting things a timer before they become fully effective to give more leeway for cleanup. Lowers the max values for disease effect and proc chance significantly. Cleans up some silly zone selection code. (#58290)
* Makes rot more forgiving of slow cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Prevent negative open positions in crew manifest (#58300)
* Resolve open position issues in crew manifest
* Use the classes helper for multiple classes
Co-authored-by: celotajstg <celotajstg@ users.noreply.github.com>
* Prevent negative open positions in crew manifest
Co-authored-by: celotajstg <81999976+celotajstg@users.noreply.github.com>
Co-authored-by: celotajstg <celotajstg@ users.noreply.github.com>
* Fermichem 2.5 - Organ(kinda) related medicines adjustments! (#57806)
* Initial dump
* Getting there
* Update impure_medicine_reagents.dm
* Update impure_medicine_reagents.dm
* Adds the reaction mechanics
* Compiling fixes
* Update medicine_reagents.dm
* Updates the debug machine to allow for live recipe edits and tweaks the rest of the stuff
* Few fixes and things I missed
* linters
* Feedback changes
* Apply suggestions from code review. Thanks ATH1909!
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* More changes
* Few more tweaks before component and eyes
* Update chem_recipe_debug.dm
* Fixes loop I think
* I guess I'll just have to hope qdel does it's job
* It really doesn't like nullspace
* Fixes bug in oculine and misspelling
* No obsessed traumas to avoid forced antaging
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fermichem 2.5 - Organ(kinda) related medicines adjustments!
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>