By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)
Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.
Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.
Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
Adds the forgotten kit to the armament beacon, holding the same stats as knight armor and stone sentinel, But with the sprites for the old clockwork armor and helmet, as they are very nice looking sprites. Moves said sprites to the suit and hat file respectively. as-well as adding forgotten helmet/armour to the game, which are said armors.
Makes it easier to do any clockcult themed gimmick as the chaplain without wearing the god awful craftable armor, uses sprites that really shoulden't die on the same hill as clockcult. a few others have also told me they'd love to see the old clockcult armor and helmet sprites used for something, as they look nice.
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
Adds sticky access. Sticky access will be readded if removed in the identification console. Currently only used to fix#54429. Also converts some comments in card_ids.dm to DMdoc comments and adds some new ones.
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
You can now turn on stun batons that have exactly enough charge left in them to stun someone.
Thrown stun baton impacts can now apply baton_effect() to most of the creatures that melee baton strikes can apply baton_effect() to.
Makes irradiating tanks and portable atmospherics devices (canisters, pumps, scrubber) induce pluoxium and tritium formation if they contain the correct gases.
Does NOT affect atmos components or pipes because I don't think Lemon would let me do that to pipecode. (He's right)
Hot potatoes currently dose the holder with muscle stimulants. This is fine until someone who has an extreme allergy to muscle stims gets handed a toy potato from an arcade prize.
The emote CSS class was no longer in use, it has been unitalicized and made into the actual emote class, back into local.
A CSS class for info has been created which has no special CSS.
The who verb has been put into info. (infoplain CSS class)
PDA message receiving has been put into info (PDA message sending was already in info). (infoplain CSS class)
Supply radio has been properly placed into radio.
Service radio has been properly placed into radio.
Binary talk has been placed into radio.
A CSS class for minor announcements has been created.
Minor announcements (shuttle purchases, head of staff office announcements, silicon announcements, etc) have been placed into radio (major announcements are already in radio). (minorannounce CSS class)
Finally adds the ruleset to the TGC, allowing players to play the game (in a relatively provisional state).
Cards now have rules and keywords attached, as well as a proper system for displaying information in the sidebar (all the credit for this has to go to @ArcaneMusic, who also contributed a huge amount of the ruleset for the cards).
The full ruleset and keywords can be found here: https://tgstation13.org/wiki/Tactical_Game_Cards
Adds an element, the tuckable element. Objects with this element can be tucked into bed by hitting a bed with it.
You can now make beds by hitting them with a blanket.
You can now tuck plushes into bed.
You can now tuck the disk into bed, too.
Each map has a space hut, it's a nice little room only accessible from an airlock + catwalks.
Each one has a different theme per map:
Metastation: Moved the nice romantic maint-dinner onto the hut, with a mass driver for dumping your bodies.
Deltastation: A space observatory that will get completely obliterated by even the lightest of meteor storms. (+Space Lizard Plush!)
Icebox: A quaint little broken down cabin. You'll have to break through barricades to get in, but the fireplace will make it quite cozy.
Kilo: A very, VERY hidden little plasma-friendly environment to hang out in without your suits on. No oxygen, so no worries about starting a fire! (+Plasmamen Plushies!)
* fix Telekinesis teleporting items
Fixed telekinesis from teleporting the Blackbox, bodybags and all its contents, and brains from MMIs - Nari
* fixes
fixes new bug where opening the bodybag in hand will make it vanish - Nari
made a better method for pulling items out of the recorder and MMI, if activated by hand it puts item into your hands, if activated with telekinesis, it drops it on its tile - Nari
* Update bodybag.dm
changes how it gets the location
Adds sound effects to the tape recorder.
Doesn't add the sound of the tape being inserted or removed or the playing/recording hum. Maybe another day. Would also like to add handling sounds to tapes like other objects have.
Why It's Good For The Game
Tape recorders make satisfying sounds. Makes the object feel more real.
Changelog
🆑 cacogen
soundadd: The tape recorder makes sounds when you interact with it
/🆑
Tape recorder cassette can no longer be rewound with a pen if it is not unwound.
Tape recorder transcript should look like it has text written on it!
Tape recorder can now play full tapes.
* Refactor on_mob_death and death implants
There is a proc on `/obj/item` called `on_mob_death` called on all
items in the contents of a mob on that mob's death. It is currently used
for explosive implant detonation, and the deactivation of the
Peaceborg's projectile dampener.
Instead of using this old proc, both of them now instad use the
COMSIG_LIVING_DEATH signal, already emitted when their owner dies.
The activation of an explosive implant will now occur after the rest of
the death code has run, since it activates with an async applied
function, since some other implants may still want the mob's body
intact, and you shouldn't use `sleep()` (which it does in the "slow
explosion mode") in signal handlers.
In addition, the "can_be_implanted" proc for /mob/living (and overriden
for silicons, slimes and simple animals) has been folded into the
`/obj/item/implant/proc/can_be_implanted_to` proc. Some future implants
may want to be more permissive than the current permissions, but that
isn't possible when checking both procs.
- Fixes greyscale material floor tiles created from cyborg stacks
- Makes cyborg stacks contain materials
- Prevents a potential bug involving metalgen and stacks
Skeletons, abductors and ethereals have no sense of taste. Previously
they would taste something "indescribable", but instead, they will not
taste anything or get any message. This also means they will no longer
get mood buffs from eating/drinking high quality food.
Carbons without tongues also can no longer taste anything.
- The utility item "taster" has had some additional messages added.
* Remove can_taste proc
Instead of a single proc that is only used, so carbons can override it
with the missing tongue, just have carbons unable to taste anything by
default, and then have the tongue "supress" that.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
This PR makes a few changes regarding scrolls of teleportation.
Scrolls of teleportation no longer use outdated HTML based interface and will take you straight into a list of a possible destinations upon use. That interface had a very little point of existing in the first place, the only possibly useful information was number of remaining uses, which is solved by a point below.
Scrolls of teleportation now show a number of remaining uses upon examination and also give proper feedback messages upon teleportation.
Scrolls of teleportation now crumble to dust when out of uses. They are a consumable item and cannot be recharged, which made them utterly useless when out of uses, creating only clutter.
* 👛 Add "Implant" to list of uplink locations
🆑 coiax
add: You may now pick Implant as a preferred uplink location, meaning
that if you become a traitor, you will start with an uplink implant. The
cost of the implant (4 TC) is deducted from your total starting TC,
because the Syndicate doesn't give freebies.
fix: Admins removing an uplink from a person with an uplink implant will
now destroy the implant, rather than leaving an implant that does
nothing.
/🆑
If you are the sort of person who gets their PDA, pen and radio stolen
really easily, then maybe you'd be interested in just spawning with an
implant. Be warned, all of the 17-20 TC items will be out of reach
because of the implant cost.
Could be considered slightly more powerful than just ordering the
implant at shift start, given you don't have to get rid of an implanter
and suspicious box anymore.
When testing with the admin grant uplink buttons, I discovered that the
"Take" uplink option was only half working when taking the uplink from a
person with only an implant uplink. It would take the component, but not
the implant, leaving the person with a do-nothing action button. This
has been fixed.
* Add missing DEFINES
* Remove one layer of spaces
Will this sate the linting gods?
* Replace 20 default with TELECRYSTALS_DEFAULT
it gives target a no drop duffelbag which every around 100s will try check if there is food inside else it attacks you, you can poison the food to make it die faster.
more variety for wiz to annoy crew that isnt murder bone
Cyborg's pipe cleaner is now using a radial menu for choosing it's colors instead of a clumsy input one.
RCL now properly updates it's pipe cleaner holder's color, so you can actually see the color when using RCL radial menu.
RCL is now able to put cables down on floors seamlessly, as there is no reason to restrict it to just a plating and catwalks anymore due to the fact that pipe cleaner coils no longer function as a power carriers, but are merely visual entities for players to play with.
And lastly, pipe cleaners now use color defines and are setting its color directly instead of having redundant variable do it for them, which was needlessly complicating it.
Refactors base construction consoles to be generic instead of only being meant for building the aux shuttle. The current aux base construction console behaves the exact same.
This PR is A step towards minichem, as I'll be using base construction code in it pretty heavily. More information about the whole minichem thing in this design doc
In terms of player-facing changes, this PR has made possible a neat admin-only base construction console that can be used to construct things anywhere on the z level.
Why It's Good For The Game
The current base construction console code was snowflakey and didn't follow particularly great coding practices. This fixes that and provides a solid foundation for future work.
This PR refactors Cyborg Boot Debug and brings it's UI from html based one to tgui with some improvements and cleanup. I also took a liberty to add tooltip to each setting to shed some light on its function, as it could be quite unclear what exactly it meant.