* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* Beauty is now an element. Fixing an issue with enter/exit area comsigs.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
* cult construct stuff (#57027)
edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible
* cult construct stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics. (#56871)
Since reactions now require a bit more involvement from chemists, ghetto chemistry is a bit harder. This seeks to help some of those problems by providing new tools for those without a chem heater/reaction chamber.
Also some of these might be useful for chemists in the lab too!
Here's what you can make:
image
the burners are similar to candles - except they burn their internal reagents. The temperature they heat by is dependant on the flame, fuel and oil burn for a lower amount, ethanol for a higher amount and plasma for the highest amount. They can be put on tables and bonked with beakers for a quick way to heat them (similar to lighters). You'll need to light them with a match or lighter too, though, and can be put out by use in hand.
The thermometer looks like this and gives you temperature readings!
thermom
The pH booklets are the same as before - but you can now craft them by making universal indicator. These are the best way for a ghetto chemist to check their pH, and multiple sheets should be used over a reaction.
The improvised chem heater looks like this, and is a reconfigured space heater, it requires more materials and tools lending itself to a static drug den, but has the best method of adjusting temperature and fighting against exo/endo thermic reactions:
Improv_heater
Finally, the cooling spray lets chemists do the oposite of a lighter on their beaker - cooling the reagents within. In addition, fire extinquishers perform the same function.
In addition ice and universal indicator have been added as reactions.
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics.
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time
* a
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Held Up status effect no longer permanent. (#56973)
Heldup status effect is "grouped" and is only removed when all sources of it are removed.
A source is never passed into it, so the sources list just contains a single null element.
Once put on a player, the status effect will never be removed without admin intervention and will forever display the HUD alerts as a result.
I pass in the "shooter" as a source and as such this should now clear appropriately while staying around when a player is being held up by multiple people at once.
* Held Up status effect no longer permanent.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included. (#55551)
Converts the effects of the nightmares light eater into a component and a couple elements
Adds some flavor text to the light eater
Makes the effects of the nightmare's light eater dispel if the armblade is destroyed
Probably a net increase in code quality
More flavortext
The nightmare's light eater effect can be dispelled if you are willing to sacrifice the armblade
* Refactors the Light Eater and gives it some flavortext. Some minor behavior changes included.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* No More Calling get_equipped_items() in mob/living/Crossed(), Makes Slippery Component Work Without it (#56820)
* gets rid of mob/living/crossed and makes clown pdas work without it
* makes squeaky work without COMSIG_ITEM_WEARERECROSSED
* No More Calling get_equipped_items() in mob/living/Crossed(), Makes Slippery Component Work Without it
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.
Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
* Refactor can_inject, and introduce try_inject
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Move Jolly and Depression into mood handling (#56580)
The Jolly and Depression quirks are much more active. You can expect the positive/negative moodlets to affect you around 50% of the time.
Previously, the probability of the Jolly/Depression moodlet firing was so low, you only have a less than 1/3 chance of seeing the 2 minute moodlet in an hour of play. Now they will be far more active.
Depression's hardcore point value has increased, since it is far more negative now.
The quirks now just add the TRAIT_JOLLY and TRAIT_DEPRESSION, which is then used by the mood component to have a chance of triggering the corresponding mood episode.
Gonbolas now have an always on positive mood message, rather than applying a do nothing TRAIT_JOLLY trait.
To demonstrate how the mood traits are independent of the quirks, There is now a "jolly grey cap", which gives you TRAIT_JOLLY while it is being worn.
* Move Jolly and Depression into mood handling
Co-authored-by: coiax <yellowbounder@gmail.com>
* Cargo bounty cube incentives (#56375)
Bounty cube announces its creation over Supply with its creator and
area, starting the speedy delivery bonus countdown
20% bonus for cargo if you send the cube within 5 minutes of its
creation.
Using an export scanner on it in the supply shuttle awards a 10%
personal handling tip when it reaches Centcom.
Cube nags at five minutes over Supply if it's not sent and cargo bonus
is lost.
All nags tell you the cube's area
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Cargo bounty cube incentives
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
* Add pAI internal GPS to possible software (#56404)
pAIs are now a useful space travelling companion, they can help you
navigate if lost (although only the pAI has the GPS view, so they'll
need to communicate the information). If you're holding a GPS, then the
pAI can find you even if you get separated.
* Add pAI internal GPS to possible software
Co-authored-by: coiax <yellowbounder@gmail.com>
* repaths plasteel tiles to iron
* Update robot_modules.dm
* a
* fuck me
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Moves /datum/var/signal_enabled to datum flags (#56372)
* Moves /datum/var/signal_enabled to datum flags
`signal_enabled` is a variable on /datum, so present almost every object
in the game. Folding it into the existing `datum_flags` variable will
save allocating a variable on every datum in the game.
- Clown weaponry was using the `signal_enabled` variable to turn their
attached slippery component on and off when the shield/sword was
toggled. They now just remove/add the component, rather than touching
deep datum internals.
* Moves /datum/var/signal_enabled to datum flags
Co-authored-by: coiax <yellowbounder@gmail.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes Traitor Uplinks Being Set to Existing Radio Channels (#56608)
* Fixes Traitor Uplinks Being Set to Existing Radio Channels
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* You can now remove embedded objects directly with a hemostat (#56637)
* You can now remove embedded objects directly with a hemostat
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* A Big Hydroponics Update: A Rose by any other name (2 new plants, 4 new traits, new genes, and more!)
* Update grafts.dm
* Update grafts.dm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes emote runtime / changes how emotes work for ghosts (#56519)
* Fixes / refactors emotes
Crack emote no longer runtimes
Ghosts can use help emote
Exhale / inhale emote only work for living
Move beep emote living subtype
Help emote no longer tells you that you can't use it
* Remove var in arguments
Lint
* Replace loop with join
* Fixes emote runtime / changes how emotes work for ghosts
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
* Reverts Adds Neon Carpet (#55782)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Makes blast doors/shutters and blast door controllers buildable and deconstructible (#56486)
* Makes blast doors/shutters and blast door controllers buildable and deconstructible
Co-authored-by: HugoOdaX <42174630+HugoOdaX@users.noreply.github.com>
* makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding (#56497)
the current tolerance on jousting is 2 deciseconds not enough to do fun stuff with any of the mobs you can ride on station like cows or goliaths, this is now 3
mob riding never had a keycheck so u could ride goliaths without a lasso and stuff like that
* makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Adds logging to uplinks, spellbooks, and the codex ciatrix (#56450)
* Initial logging
* Bugfix and adds uplink logging to config file
* Another bugfix
* Adds logging to uplinks, spellbooks, and the codex ciatrix
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Adds trait-dependent room moodlet check (#56462)
Moods caused by areas can now be gated by requiring a specific trait
to trigger it.
Added a positive moodlet for the Chapel, but only for people with
the TRAIT_SPIRITUAL trait.
* Adds trait-dependent room moodlet check
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Monkeys drop forced two handed items (#56329)
Monkeys cannot wield twohanded items.
But are not forced to drop items that must be wielded two handed.
This forces monkeys to drop items if they need to be two handed.
(Also makes monkey ais not try and pick up 2 handed weapons)
* Monkeys drop forced two handed items
Co-authored-by: NightRed <nightred@gmail.com>