About The Pull Request
Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game
Let us remember the "purpose" of tinfoil hats.
Changelog
cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
* This was probably originally intended...
* Fedoras hold small items, and exceptions for gimmicks
* Only create cache once
* Cache exception_hold, and adds other katana type
About The Pull Request
Fixes#37273Fixes#37507
Changelog
cl Garen7
tweak: Lesser form lings can now toggle augmented vision
fix: You can no longer turn back into human form as a lesser form ling while ventcrawling
fix: Stuns and Reagents are now passed when transforming into a monkey or human
/cl
It didn't seem like augmented vision was meant to only be usable as a human so I made it usable as a monkey, if the original creator wanted it to be only usable as a human they would have assigned the var req_human of the augmented vision ability to TRUE since thats where this behavior is usually handled.
About The Pull Request
Adds a new device, the nanite communication remote, which can be built from any protolathe once Basic Nanite Research is completed.
The Skull Echo, Forced Speech, and Hallucination programs can now be signaled by this new device to receive custom messages, instead of having to set them manually every time.
To do so, these programs must be set with a Comm Code, which will have to be signaled by a comm remote with the same Comm Code. A Comm Code of 0 is not signalable by remotes and will only work in the old way. If instead you want the program to be only activatable by remote, you must set the trigger code to 0.
Why It's Good For The Game
Makes these programs more elastic in use, allowing for example nanite-delivered private communication via Skull Echo, or actively messing up conversations with forced speech.
Changelog
clXDTM
add: Added a new device, the nanite communication remote, which can be used to send custom messages to message-based nanite programs.
add: Comm remotes use separate Comm Codes: for a message to be received, the signal's comm code must be the same as the program's.
/cl
* Gives each quirk a medical record, cleans up subjects into patients.
* Update code/datums/traits/good.dm
adds a period I missed
Co-Authored-By: loser <loser@nonagon.host>
* Dumps medical quirk string into medical "Notes"
* Implements bgobandit's suggestions
* ~Comma, comma, comma, comma, comma, commits from Cobby~
Also I missed an A.
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Initial poking around
* adds a message to let you know the examine proc'ed
* converts time to minutes
* removes old on_process() code
* Nests procs under if(!appears_dead)
* nests blocks under src != user
Why It's Good For The Game
This
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(NewLoc)
pattern is just awful, especially when only one mutation out of all of them implements it.
Changelog
cl Naksu
code: removed /datum/mutation/human/proc/on_move in favor of having the chameleon mutation register for a signal
/cl
About The Pull Request
This replaces the 3 individual discounts on each nukie uplink with two shared pools of discounts. There are 5 unlimited stock discounts and 10 limited stock discounts. Amounts subject to change and debate.
Why It's Good For The Game
Changelog
cl Naksu
balance: nukeop uplinks now have 5 unlimited discounts and 10 limited discounts shared between the team, rather than 3 individual discounts like traitor uplinks
/cl
* yeets a GET_COMPONENT_FROM
* signal rather than component
* Update code/game/objects/items/devices/PDA/virus_cart.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* Initial overhaul work and some fixes.
Running into a bug with getting healthanalyzer variables to pass.
Signed-off-by: RaveRadbury <risforradbury@gmail.com>
* Fixes some typos, shortens a message
* Update pai.dm
* Prevents pAI OS from coming up in other windows.
* Moved around some camera stuff, trying to fix lost pAI zoom
* Fixes pAI zoom, adds camera flash
* PAI buttons grey out if they need software first
* Better greying out of buttons in PAI
* Removes unimplemented HUD stuff
* Should make pAI Host Scan require being held (like DNA check)
* Includes host scan as a greyed out hud
* Improved button loop
* Fixes pda icon off-set
* Fixed inconsistent indentation
* Replaces outdated and innacurate checks for scans
Thanks to Cobblestone for the help
* Refactor pAI hud button grey out
* Changes browse to browser
* cleans up the code, gets rid of an error
* Removes indent from #undef
* Removes an unneeded text-align:right
We have defines for times to save us from the horrid decisecond. Inspired
by the singular use of defines for the "clean laundry" moodlet I have
converted all other mood_event timeouts from deciseconds to appropriate
MINUTES and SECONDS.
It hurts to look at raw time outputs. Code is now a little less maddening
to look at.
* Larger mining shuttle with power connection when docked with the station. Only in use on boxstation right now.
* Whoops, forgot to add the actual shuttle!
* Fixes cable connections across shuttles
* Unlocks the APC in the mining shuttle.
About The Pull Request
Pretty much what it says on the tin.
Oh yeah I also removed the string concatenation nonsense in favor of multiline strings and a list.
Why It's Good For The Game
Removes many getFlatIcon calls during the round, also some runtimes from ephemeral items being created and immediately deleted when the vending machines are used.
Changelog
cl Naksu
tweak: vending machines now use spritesheets
/cl
This PR removes some odd quirks in carp and cqc grabbing, and makes them both function the same. Technically a cqc buff as users are able to not aggressive grab now, for quicker body dragging, but I'm not sure that was ever intended behavior.
In addition, the special combos are now properly logged, and added some more informative chat messages for certain moves.
Current behavior:
Carp can perform aggressive grabs while on grab intent, or passive grabs with CTRL+Click on any other intent. Passive grabs drop the targets items, and count towards combo's.
CQC only aggressive grabs, prevents the user from ever passive grabbing. For some reason, CQC aggressive grabs do not disarm the target until a few seconds after the grab.
New behavior:
Both CQC and carp grabs work the same. Grabs on grab intent function the same, and disarm as expected of an aggressive grab. Grabs on other intents do a passive grab, and do not disarm or count towards combo's.
About The Pull Request
Includes a set of kilo pattern shuttles for the arrival, cargo, ferry, labour, and mining types along with a new and purchasable emergency shuttle. Additionally, it adds a new type of syndicate infiltrator, codenamed the tortoise. All of these shuttles are accessible via the shuttle loader and work on any station barring the arrival and cargo variants. Shuttles in order from most important to least important:
emergency_kilo; a fully modeled shuttle including two small cargo bays, a more spacious infirmary, and regular security and E.V.A. amenities. Main bay seats 40, 2 E.V.A., 7 Holding Area, 6 Cockpit, 2 Infirmary.
"A fully functional shuttle including a complete infirmary, storage facilties and regular amenities." Priced at 5000 credits.
image
infiltrator_advanced; nicknamed the "tortoise," this syndicate shuttle includes a beefier redesign of the original syndicate infiltrator complete with medical bay, armory, power systems, dual airlocks and a centralized preparation room. Important access-way doors function off of syndicate access (req_access=150). Design helps mitigate bomb damage while allowing for more close-quarters boarding combat. Currently accessible from the shuttle loader, may see itself added with a new syndicate shuttle selector depending on reception.
image
mining_kilo; modernized mining shuttle interior with a small bundle of emergency supplies. With the new(er) directional shuttle docking system, should work on any station.
image
labour_kilo; slightly reskinned labour shuttle, compatible replacement for any standard gulag shuttle. Features an additional seat and modernized interior.
image
ferry_kilo; in addition to regular seating, features two rechargers, emergency supplies and radios, and a rear-placed ferry shuttle request console. Compatible with the universal ferry dock.
image
cargo_kilo; a regular, run-of-the-mill cargo shuttle with a fancier interior. Crates are onloaded through the bottom blast door, and offloaded at the top. May be incompatible with certain docks or conveyors.
image
arrival_kilo; a standard sized arrival shuttle meant for low to medium populations. Closets and arcade machine replace by conventional emergency supplies, easily accessible for new players.
image
Why It's Good For The Game
The kilo-pattern emergency shuttle provides a new and fresh design to the choice of available, fully functional shuttles for purchase by the crew. In addition, the syndicate advanced infiltrator adds a new venue for syndicate operatives and opens up the possibility of various shuttles being added to the syndicate's arsenal for use to help compliment their unique gimmicks or operative styles.
* Adds stasis beds
Needs sprites, using placeholder ones
* Adds stasis beds to techwebs
Cryostasis Technology
* Adds sprites for stasis bed
* Stasis beds support economy/ancap
* Stasis bed can be deconstructed
* Stasis bed requires cable coil
* New stasis bed sprites by @Kmc2000
Made by Kmc2000 <bluekorben2000@yahoo.com>
Not currently functional
* Add unique to SSvis_overlay.add_vis_overlay
will return the overlay object itself and not reuse it
* Make stasis bed art function
can enable/disable with alt click
makes sounds when powering up/down
* The tubes go over the mob now
* Remove sleepers from techweb tree
* Fix stasis bed lying
* Modified stasis bed build requirements
* Survival pod version of stasis bed
Map spawned sleepers delete their circuit boards
Added stasis beds to 'doctors' phobia
NanoMed for survival pod which is always free, not refillable
* Replace sleepers with stasis beds on all station maps
removed all sleeper machine boards from maps
one sleeper machine board intentionally left alone in oldstation
* Fix stasis bed tube overlay capturing clicks
Give power up and down noise freq variation
* Remove stat check from living Life
* Remove vis overlay assertions from stasis bed