About The Pull Request
Makes the charged oil explosion look less stupid. Also slightly nerfs it.
Also reworks how burning oil works. It now call ex_act on nearby mobs when it explodes, damaging mobs but leaving the enviroment unharmed.
* Burning Extract effect descriptions
* Added effect descriptions to Charged, prismatic, recurring, repoductive, selfsustaining, and the examine to regenerative
* h
* FINISHED (I think)
* Made it more efficent
* Description fix
* Update code/modules/research/xenobiology/crossbreeding/stabilized.dm
Co-Authored-By: Angust <46400996+Angustmeta@users.noreply.github.com>
* changed one thing in burning
* bigger h
About The Pull Request
Makes mops printable.
Why It's Bad For The Game
Excuse me, you can't just print out more mops. A mere autolathe could not even begin to understand the advanced science underpinning the mopping marvel you see before you. These super mops utilize GPS positioning to accurately and intelligently wipe away stains with surgical precision. They also incorporate the latest in synergistic machine learning to identify messes from stains to save you time and money. The smart hydration technology found in these sublime mopping units conserves water, minimizing time wasted on wringing, yet at the same time holds huge volumes of water. The ergonomically designed handle doubles as a self-defense tool, because it's a dangerous station out there and Nanotrasen has your back. Even the top of the mop was painstakingly crafted to be compatible with janicarts. Do you have any idea how difficult that was? People have lost there lives in pursuit of better mopping and yet you seem blissfully unaware of the sacrifices required. Frankly you should be thankful to even get these miracles of modern science at all, and now you want a lowly autolathe to print out more of them by claiming they are "just mops"? How dare you. I demand you apologize. Not to me, not to Nanotrasen, not even to the engineers and scientists who spent countless thankless hours developing the latest in mopping technology. No, you must apologize to the mop itself. Once you admit that this mop is a crowning achievement of humanity, truly the pinnacle of all that we are and ever will be, then you will be forgiven and allowed to gaze upon this mop, much less hold or even use one ever again. Repent, sinner.
Changelog
cl
add: Mops can now be printed at the autolathe and protolathe.
/cl
About The Pull Request
I made a machine board for the PDA message server and added it to the telecomms techweb node. To keep the usefulness of the machine's password, a player built message server won't work until 15 minutes after construction. I've also converted a lot of magic numbers to defines, and changed the departmentType var on request consoles into a bitflag.
I'm open to ideas other than a time gate when it comes to keeping the server password's usefulness.
Why It's Good For The Game
You can't build a Message Server right now. If it's destroyed, PDAs may be knocked out for the rest of the round.
Changelog
cl JJRcop
add: You can now build a new PDA messaging server if you lose it.
tweak: Requests console messages no longer work if the messaging server is offline. Emergency alerts will still function in that case as long as the rest of telecomms is online.
/cl
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
* First draft of bodypart rewind
* Further changes
* Fixes some simple animal problems
* Sepia regen cores change
* Rewind camera rewinds twice
* Changes to carbon procs
About The Pull Request
Fixes#42987
Why It's Good For The Game
Fixes a 2 month old bug for a useful crossbreed type. You can now interact with self sustaining extracts
Changelog
cl
Fix: You can now interact with self sustaining crossbreeds
/cl
* 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
* Sepia slime has a timer before activating
* Chilling and recurring
* Rewind camera
* Camera variable to disable customisation
* Removes unnecessary selfieing
* Changes rewind time to 10 seconds
* Simple animal fixes
* properly freezes bots
* Mech timestop
* P -> M
* Gives a warning message
* This should have commited with the last set
* Just screw my line lengths up
* Big changes
Adds pre-move COMSIG
Cuts down on lists in timestop
Adds the overlay to frozen projectiles
Timestopped things have INFINITY move_resist as opposed to being
anchored
Timestop will now unfreeze things that somehow leave it
Cleans up timestop code
mobs in the middle of a walk_to will have their walk stopped by timestop
mobs that are stunned will be stopped mid walk as well
Slimes respect mobility_flags & MOBILITY_MOVE
Slimes no longer automatically regain MOBILITY_MOVE whenever not cold
* Pulling and swapping places respect move_force
* Update code/modules/research/xenobiology/crossbreeding/_misc.dm
Co-Authored-By: 4dplanner <3combined@gmail.com>
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
* Bunches of changes
Indeed, a whole barrel full
* Update ripley.dm
* Update mecha.dm
* Update ripley.dm
* Glad I'm testing this
* herpaderp
* Ripley MK-I to MK-II upgrade
text goes here. Also fixed the pressure comments for step_in.
* Various things.
* First pass at fire
also, sanity checks and reorganizations
* Drop fire stacks to 5, max
* bug fixes
* A few contruction sprite tweaks
* Some changes
DNA lock is kept during conversion
Maint_access setting is kept during conversion
Name is kept if it is not the default MK-I name
Typo 'enviroment' fixed
* Requested changes
* requested changes
* This is not my bug, but I will fix it
If the mech's radio is destroyed, it no longer run-times and breaks the view status popout.
* Summary (required)
* Indent-driven if statements are stupid
* Found the plus key
* Centered mech sprites
noticed the side view sprites were a pixel off.
* update_icon changes
* thing
cl Floyd / Qustinnus
tweak: Bonechill now actually chills you
tweak: Bonechill lasts 2 seconds longer
tweak: RESIST_COLD is checked before bonechill is applied
fix: Changes makeshift vests' name to durathread vest
fix: Cardboard golem can now reproduce himself.
fix: The durathread golem now needs cloth instead of strands
/cl
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* Capped slowdown to 1 for applying speed potion to vehicles.
* Update xenobiology.dm
Modified the movement delay to match the config on the servers.
* Update xenobiology.dm
Adjusted back to 1.0
* Update xenobiology.dm
* Update xenobiology.dm
Speed potions applied to vehicles now make them 15% faster than a normal running person, unless that vehicle was already faster than a running person.
* Update xenobiology.dm
Now with correct numbers.
* Update xenobiology.dm
Updated to pull from the config's vehicle speed.
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
cl no
fix: Chilling Sepia extracts cannot be used infinitely and will be consumed upon use.
/cl
[why]:
Chilling sepia extracts, unlike all other crossbred chilling extracts, were not consumed after activation with plasma and thus could be spammed constantly if you injected them with plasma and then activated them, with absolutely no delay or cooldown in any form.
This is probably a bug, given that cerulean extracts, the ACTUAL infinite use extracts, have a delay on how many times you can activate them in a quick timespan and will stop working if you activate it within the cooldown, and that the description text itself describes the extract shattering.
Even if it wasn't a bug, infinite timestop with no cooldown and superior to the actual infinite extract is bad and needs to go.
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
🆑 coiax
fix: Heroine bugs no longer make people appear partially bald when wearing them.
/🆑
Also I renamed the moth clothing snack to a more descriptive name if anyone
gets one by accident.
Fixes accidental buff from switching deconstruction R&D to techwebs by NERFING protolathes to match autolathe scaling ( 100%-40% T1-T4 from 50%-12.5% T1-T4 construction efficiency)
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl
Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.
Changeling draining effectively prevents cloning until you transfer the brain to an intact body.