About The Pull Request
CMO and MDs start with a first aid kit with slightly increased capacity and basic surgery tools
Why It's Good For The Game
Doctors need tools for doctoring in the new medical landscape, also makes the starting medkit a bit more worth holding onto
Changelog
cl
add: Medical staff now spawns with a first aid kit with increased capacity and basic surgery tools
/cl
* Update medbot.dm
* romance of the three medbots
* no longer requires unique ID
* Revert "no longer requires unique ID"
This reverts commit 3349140f3779f8e694e14d1c2a170ff5d3105a56.
* sometimes i can code ok
* Update medbot.dm
* duh
* Update unsorted.dm
* Update unsorted.dm
About The Pull Request
Buffs C2 Healing
I should have leaned to more healing initially, especially since they're damaging. Goal here is to make them more enticing.
Dilutes Starting Meds / Borg Hydro Microdosing
Perhaps this was the biggest issue in that your DEFAULTS carried way too much of the chem specifically designed for lower dosages so people were getting smacked with needless damage consistently.
You can still make your own "pure" samples I guess, but I think you'll like the current values.
Borgs can now switch between 5u/2u with altclick.
Adds a C3 Diluent Specifically for Minor Brute/Burn
Wouldn't make much sense to dilute it with air! Granibitaluri is a new C3 that slowly tops off your damage by order of brute then burn. The catch is you must be at 10 damage or less for the healing to apply. ODs at 50.
This is the reagent all C2s are diluted with regardless of what they heal (meaning brute/burn chems will heal a tad better but only when you're about healed anyways).
Why It's Good For The Game
Buffed C2s to make them more viable as contenders to some of the more oddity avenues you guys were using.
Dilutes C2s to make the roundstart items viable on their own without chemistry (or at least a chem master). Same with Borg Microdosing option.
Added the C3 since it was suggested by zxaber to have a form of healing more minor damage without going through the lengths of surgery.
Sorry in advance silicon players, the solutions are still pure in your hypo!
Changelog
cl Anarcho-Capitalistabital-by
add: In General, Buffs healing thoroughput of C2s. You can stop paying your cloners overtime now!
tweak: The roundstart C2 methods are now diluted with a new reagent, Granibitaluri.
tweak: The borghypo now can switch to "microdosing", which is 2u transfer via AltClick
add: Granibitaluri is a C3 (no downside!!!) that tops off your brute THEN burn damage if they are at or below 10 damage.
/cl
Thank you guys for being so patient and providing constructive feedback! G-g-g-good thing coders "play" haha!
About The Pull Request
Adds in more tarts - pies
Mime Tart, Lava Coco flow Tart, berry tart
Adds in a few more cakes
Vanilla cake - real this time
Clown cake - Honk!
New book only get able via Dinner-o-mat that teaches you how to makes these
Why It's Good For The Game
More colorful foods and crafting as well as using the locked crafting system - Maybe better looking cakes
About The Pull Request
Elevates issues brought up in #46100 & #45020 into a feature by having it only do such based on temperature. Also fixes an exploit where you could make on-demand fire traps by heating plasma prior to splashing, or simply heat it up to avoid having to use reactions and/or pyrotechnics in grenades.
If the temperature is 50C or above, plasma will "boil" aka become gaseous and spread as it would had you previously harm intent.
Consequently, this adds the framework for having special effects depending on the temperature of the reagent.
Minorly, Cryostasis beakers now will not have chem temperature shifts (forever chilly)
Why It's Good For The Game
Fixes 2 issues without snowflaking react_obj or beakers or anything to compensate for plasma, while still keeping syringes and the like using react_obj
Also makes it consistent if you're into immersion and stuff.
Changelog
cl
add: Plasma now "boils" at 50C. This means you will need to heat the liquid form up to make it into a gas (previously you could just splash it)
tweak: containers that halt reactions (IE cryostasis beakers) will keep reagents at a set temperature.
fix: Plasma will no longer summon gas whenever transferring via syringe. AKA you can now do xenobio again.
fix: Plasma can no longer be cheesed grenade-style by heating the beaker. It will now require reaction/pyrotechnics.
code: Reagents now have the framework to perform different effects on temperature change.
/cl
* Fuck Git pushing and Fuck Git pulling
PR machine broke, had to resubmit
* Update food_reagents.dm
* Major fixes and error fixes for nemvar
* fixed a missing type path part
* expanded scope of protection while increasing protection needed
* spacing error
* adds new variable, pepperproof to check for immunity to pepperspray
* adds another protection variable EYESPEPPERPROOF
* Revert "adds another protection variable EYESPEPPERPROOF"
This reverts commit b9f3682f7c47a157008d565620f8cdcffece145a.
* fixes and reverts to better and easier time
* small formatting fixes
* null checking
* Update living_defense.dm
Combat defibrillator has halved recharge time. This allows it to both
stun people more quickly, and actually be able to cause a heart attack
with harm intent during the stun.
It also has unique, mediocre sprites by Me. Syndicate duffel bag
sprites altered slightly so the little med/ammo icon is tilted.
I randomly found out combat defibs could actually be used offensively
while testing things, but they were both a tad slow to recharge and had
what was practically an undocumented feature that I've never seen
anyone use. This PR points out that they can be used in combat, and
buffs them appropriately so a nuclear operative could reasonably use
it, at the cost of sacrificing their belt slot and their offhand.
Makes album contents not be damaged by being at the epicenter of an
explosion. It's annoying for persistent albums and I don't see the harm
in it since it's fluff content.
No more rod form in the wizard's den. This applies whether you are a
wizard or whether you somehow ended up in the den and are not a wizard,
which I don't know how that would happen, but if you did.
* Fixing self sustaining rainbow extracts and fixing foam creation of blue slime extracts
* Refactoring foams to be in a helper function. Resin foam remains untouched
* Improving refactor of create_foam
* Putting helper proc in vent clog event
* create_foam takes a foam type again
* minor type passing change
* Selectively randomisable characters
* it's a list now
* this doesn't work
* it's totally fucking fucked mate big time
* it works
* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way
* anturk forestalls the inevitable suicide
'associative lists are more performant'
* final changes anturk requested
'remove all the "in randomise" and it's ready'