* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)
Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.
This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.
* [s]Showers now properly react with 10u per tick instead of 1000u.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly
fixed that with SpaceManiac/SpacemanDMM#214
Some of these are wacky but overall this pr is harmless
signals shouldnt sleep even in weird 1 in a million situations or due
to other people adding bad code
overrides of changeling can_sting() use alert() and input() and that's
just too fucked for me to fix in this pr
* Fixes some potential sleeps as detected by SpacemanDMM improvements
Co-authored-by: spookydonut <github@spooksoftware.com>
* Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.
Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.
Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
* Yellow slime core nerfs and adjustments.
* Update special.dm
* Update special.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
* No more magical transformation of condiment containers on reagent change (#54102)
* Removal of magical transformation of condiment containers on reagent change.
Instead allows to set specific style for condiment bottle when creating via CondiMaster.
* Codestyle fixes
* DMDOC comments.
Also removed var/useramount and proc/isgoodnumber from /chem_master
* Recompiled tgui.bundle.js after rebase
* No more magical transformation of condiment containers on reagent change
Co-authored-by: MIK517 <jetpack11@gmail.com>
* Merge pull request #53983 from nightred/chemmaster
ChemMaster does not need beaker to destroy chems
* ChemMaster does not need beaker to destroy chems
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Scales ethereal power capacity and interactions upwards (#53984)
Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.
Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).
All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).
Also some minor code and grammar improvements.
* Scales ethereal power capacity and interactions upwards
Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
* Machines now store their components in their contents.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
* Fully removes devil and affiliated shitcode
* weh
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Healium is too powerful we need to nerf it! (#53766)
Healium was too stronk, nerfed it to behave like a good gas.
Added coughing and euphoria mood if breathed in small quantities to alert the player.
Sleep if it is 3 moles in the air for 3 to 5 seconds
Sleep you if is more than 6 moles and it heals you while knocked down.
Lowered the amount of healing done
Edit: It doesnt knock you out, it makes you sleep now, since the knockdown effect was so strong that people wouldn't wake up
* Healium is too powerful we need to nerf it!
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Robits!
* stuffs
* Pfixes
* bugfixes
* smol balance
* fixxx
* hello
* Update alcohol_reagents.dm
* WHAT DOES IT WANT OF ME
* oh right those too
* Update alcohol_reagents.dm
* Update alcohol_reagents.dm
* grrr
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds better feedback related to husks (#53599)
Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.
I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.
* Adds better feedback related to husks
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
* Fix chemicals not recognizing end of metabolization (#53550)
* Fix chemicals not recognizing end of metabolization
* Make generic to all organs
* Fix chemicals not recognizing end of metabolization
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Merge pull request #53013 from Ghilker/reactions-go-BRRRR
The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)
Healium
Proto Nitrate
Cyrion B
Halon
Hexane
reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view
What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo
More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR
Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content
🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑
* Add 5 new gases, related interactions/items/content, changes parts of fusion
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Merge pull request #53377 from ArcaneMusic/plumbingfixesrev2
So, I may have made at least one... maybe 1.5 math errors. Namely, the reaction volume on every reagent was the full 200u. This is bad for bitcoin, as it means that you can instantly bottom out most reactions and drown someone in 1000 units of water in a single second! That's bad.
Also! On that note, vapor reaction was also transferring reagents that otherwise helped contribute to the above problem. I've yeeted this in kind, but I'm willing to do some more testing and planning to see if they were specific to the reaction volume fix first, but to be safe vapor is vape-aint.
Lastly: Gas chems were producing way, way, WAY too much gas even once the above two points were occuring. So much gas, that it was capable of filling a 8x10 tile airless room in a timed 1 minute 40 seconds. So, we've slowed the roll of the free reagents being produced by synthesizers, and brought it down to 1/5th of the reaction volume to 1/20th. That sounds like a massive leap, but trust me, you could produce millions of KPA very, VERY quickly without it, but at 1/20 it was actually sort of reasonable.
Edit: Apparently this also fixes#46413 as a result of removing the obj_react from the above gasses!
Fixes#53357. Also, prevents reagent synthesizers and showers to behave EXACTLY like gas miners, but free. Also, prevents 1000s of reagents from being multiplied through the use of showers.
Changelog
fix: Showers no longer have the vapor reaction, as before the changes.
fix: Showers no longer produce ludicrously over-scaled chemical reactions.
balance: Gas chems now produce 1/4th less gas when released into the air as before.
* Several associated shower bug/QOL fixes.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.
Health Analyzers now show stomach contents, same with the medical kiosk.
Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
Co-authored-by: NightRed <nightred@gmail.com>
Makes acid levels a component.
Merges the acid effect object into the component.
Reworks acids decay rates slightly.
Rebalances xenos acid spit so that they can still melt through walls.
Misc. associated changes:
Adds defines for a lot of the acid associated constants.
Documents clean types and adds CLEAN_TYPE_ACID
Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
Adds a looping sound for acid.
Makes /atom/proc/acid_act return a boolean.
Fixes waterclosets creating a new reagent holder datum every time they are used.
Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
Adds and implements a couple reagent signals.
Renames a few vars so Rohesie can stop telling me to rename more vars.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Makes the stomach important part of eating (#53228)
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.
Changes to surgeries:
Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
Blood filter is a new tool and cleans the reagents out of the body.
This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
* Makes the stomach important part of eating
Co-authored-by: NightRed <nightred@gmail.com>
* imagine closing a fix PR just because it's a web edit (#53243)
Fixes all these issues
Some admins and I did some testing with it in the thunderdome (round ID 144991), and we confirmed some !!FUN!! things about penthrite:
Penthrite makes you completely immune to staminacrit while it's in your system. This is because it lowers your crit_threshold to -60, but your stamina damage is capped at -20. This means that your stamina can never dip below your crit_threshold, and thus, you can never be staminacritted (no, not even if someone alternates stun baton strikes on your head and chest). The only thing that keeps this from being completely busted is that shovestunning still works on you (but perhaps some bioware and/or implants could get around that...).
Penthrite works on mobs that don't have a metabolism, but won't metabolize itself away in them over time. This is because penthrite uses on_mob_add() instead of on_mob_metabolize(). Yes, this means that if you inject yourself with a luxury medipen as an android, a skeleton, or the like, you'll be able to be immune to staminacrit indefinitely (or until someone jabs you once with a normal medipen). In fact, if you're a high-functioning zombie, then you'll be able to abuse your nodeath trait with the nohardcrit and nosoftcrit traits that penthrite gives you, as penthrite's self-purge-if-you're-below-160-HP effect is in on_mob_life(), which doesn't get called by races with the nometabolism trait.
I forgot to test this one, but I think that by strapping someone who has penthrite in their system onto and off of a stasis bed repeatedly, you can cause their crit_threshold to rise with each buckling, eventually causing it to go above their maxHealth. This is because the crit_threshold raising effect is in on_mob_end_metabolize() (like it should be), but the crit_threshold lowering effect is in on_mob_add() (instead of on_mob_metabolize()).
Also, this changes the description of penthrite to be a bit more clear about which "emergency medications" it reacts violently with. Nobody reads chem descriptions anyway, but maybe they will in the future if doing so gets made easier.
* Penthrite no longer makes you immune to staminacrit, among other things: Not a web edit this time
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)
https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!
Alright, from the top:
Sinks now need plumbing to pump out liquids.
All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.
Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?
So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.
So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this
I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷♂️
To-do before being 100% sparkly and clean
Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version
Yeet out the existing psudo-plumbing from hydroponics
Why It's Good For The Game
We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.
Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.
Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.
On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes
I also made some other changes to wounds of various importance. Here's a quick list
-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing
I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Refactors machine_stat and is_processing() to process on demand (#53150)
* Refactors machine_stat and is_processing() to process on demand
* Fixes master (#53193)
* fixes master, damn it me/mothblocks
* fuck again
* ANOTHER ONE
* Fixes master
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
* [READY] Vatgrowing: Third time's the charm
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
* Overlay lighting component
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds a chemical reaction to stablize plasma (#53076)
* Adds a chemical reaction to stabilize plasma
Co-authored-by: Radacitus <xrandomxmanx@gmail.com>
* Food refactor part 1: Bread destruction and processable element (#53047)
* Food refactor part 1: Bread destruction and processable element
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Adds Hypernoblium interactions with Plasmamans to stop self combustion. (#52942)
Plasmamen won't interact with O2 if there is also Hypernoblium in the air and if already on fire, will get extinguished.
Adds Hypernoblium as a reagent when inhaled, having Hypernoblium in your system as a Plasmamen will also stop combustion.
* Adds Hypernoblium interactions with Plasmamans to stop self combustion.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* New breathtaking medical stack: the mourning poultice! (#52968)
New type of medical stack, obtainable from botany: the mourning poultice.
These poultices convert 10 brute and 10 burn into oxy per application, and can be used on corpses as well as the living.
It takes 20u bungotoxin, 20u aloe juice and 20u cellulose to create one stack.
I have split all the existing medical stacks into their own dmi, stacks_medical.dmi.
* New breathtaking medical stack: the mourning poultice!
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Chemistry machines drop beakers on floor if you are not beside them (#52922)
When ejecting a beaker it would teleport to your hand.
This checks that you are in range, if not the beaker drops at the machine.
Fixes#52882
* Chemistry machines drop beakers on floor if you are not beside them
Co-authored-by: NightRed <nightred@gmail.com>
* Removes organ accidental consumption (#52411)
* i dedicate this one to goof
* snip
* how'd this get past
* Removes organ accidental consumption
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes tesla coil hell contraptions (#52889)
Removes the ability for tesla coils to generate power with more then 85% efficiency.
Cleans up the remainder of my zap_act refactor, making the proc better fit its usecase and removing some unneeded code.
Adds a check in the tesla coil zap() proc that makes sure we're not trying to use power that's not there.
Removes some seemingly complex math from said proc, replaces it with a static 20% draw * the efficiency.
* Fixes tesla coil hell contraptions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds Large Welding Fuel Tanks (#52808)
* Adds the large fuel tank
These are actually just tactical nukes on wheels but whatever
* Gives engineering these new tanks
Because who else would need them hm?
* Adds Large Welding Fuel Tanks
Co-authored-by: Paxilmaniac <57122098+Paxilmaniac@users.noreply.github.com>