* Hello again, friend of a friend
* Grammar and consistency are for people who got enough sleep last night.
* ShizCalev, we meet again. For the last time.
* Old code. Tastes like trait recognition.
* Fel is so good at coding she doesn't even need to compile, she thought.
* Who needed the ability to agree, anyway?
* `return` of the jedi
* Revert "`return` of the jedi"
This reverts commit 97f192725af1c5b267cd0ba42d48fac5bbd86afa.
* github doesnt like special character commits
* Really tacky glasses are now tackier
Was checking against the wrong data.
cl ShizCalev
fix: Nanite chamber interfaces will no longer give you the option to install a program if there isn't one on the inserted data disk.
/cl
cl
tweak: borg upgrades price changes
tweak: mediborg chemical upgrades have been unified
/cl
changes:
borg rename: 35k metal -> 5k metal : fluff module
restart module: 60k metal ->20k metal : people just reconstruct the borg for free instead of resetting
vtec: 80k metal 6k glass 5k uranium -> 35k metal 12k 10k uranium: costs more uranium than metal 80k is like a whole fucking borg
disabler: 80k metal 500 diamond -> 20k metal 2k diamond : costs more diamonds instead of a whole borg of metal
soh: 250 gold 500 uranium -> 2k gold 1k uranium : those costs were not coherent with the rest
piercing syringe: 10k titanium 5k diamond -> 5k titanium 3k diamond : was really expensive for something thats pretty much useless unless you are traitor
defib: 15k metal 15k glass 10k silver 10k gold 5k titanium 5k diamond -> 8k metal 5k glass 4k silver 3k gold : that cost was shit for something you need to have if you dont want to be drags-the-bodies-to-cloning the lizard borg, also it reflects more the price of printing a defib
surgical processor : halfed prices, its a meh module just there for asimov abuse
trash bag : 10k metal 1.5k gold 250 uranum 1.5k plasma -> 2k gold 1k uranium: this pricing was pretty much random numbers put togheter, now its similar to the cost of a normal trashbag
mop: 10k metal 200 glass (????) 1k titanium -> 2k metal 2k glass : why the fuck does a mop cost titanium? now its similar to the cost of a normal mop
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.
* Adds fancy box types to cardboard recipies
So now with co-operation the chef can mass stock eggs & donuts, while the chaplain can hold reserve candles.
* Tidies up syntax
Missing comma threatens derail, oversight fixed.
* Adds UE & flour sacks to biogen designs
Adds universal enzyme (reagent transferred into biogenerator container) & flour sacks to the biogenerator designs.
cl cacogen
balance: Space cleaner in spray bottles travels 5 tiles instead of 3 (doesn't affect other reagents)
balance: Trash bag fits in exosuit slot of janitor biosuit
balance: All soaps are faster
balance: Soaps now clean all decals on a tile instead of just one
balance: Soap now has limited uses (100 for most, 300 for NT brand which janitor gets)
balance: Mops are considerably faster
balance: Basic mop holds twice the reagents
balance: Janitorial cart now refills mops completely with one click
balance: Basic and advanced mops are more robust (8 force and 12 force)
balance: Galoshes no longer leave bloody footprints
balance: Chameleon noslips no longer leave bloody footprints
fix: Bulb boxes can be used on light replacers refill them in bulk
balance: Light replacer can be used in-hand to change all bulbs on a tile
add: Custodial barrier projector which creates solid wet floor signs that force people to walk to pass (available through service protolathe)
/cl
Janitor's been an exercise in futility for years, and the job is made redundant by janitor cyborgs who can't even keep up with the mess themselves. Spreading blood is instant, but takes a lot longer to clean. The goal here is to make it easier to keep up with the mess and make the controls less finicky while avoiding affecting combat too much (the mop and spray bottle are is a good weapons after all).
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
cl Cobby (using cyclown's formula)
balance: Techweb point gen via toxins are now very-hard-soft capped at 50K point rewards. After 50K points have been awarded, you can still get points for bombs that would reward higher than 50K, but they are worth only a flat 1K (hint: it's not beneficial). Give those other bombs to mining!
balance: Techweb toxins equation has been edited (once again)
/cl
Reason: 10 minute prep is not worth nullifying the entire balancing act of techwebs, which are meant to more/less dripfeed items into an hour-hour thirty round.
* Adds the experimental dissection surgery, a way for medbay to contribute to research
* fix
* different point value for different subjects
* broken defines
cl Denton
add: Added new available items to all departmental protolathes. Keep an eye out for the new "Basic Tools" and "Basic Security Equipment" research nodes.
tweak: Made the AI surveillance upgrade available through the "Illegal Technology" research node.
tweak: Created a "Tool Designs" lathe subsection and moved most tools into it.
balance: Made defibrillators easier to print by moving them to the basic biotechnology research node.
fix: Health analyzers are now properly printable once researched.
/cl
tl;dr I've heard a fair amount of complaints about departmental lathes that can be summed up with "cluttered sections, too few useful or interesting items in some lathes".
I'm trying to improve it with the following:
A) Added a new category called "Tool Designs" and grouped all tools into it. That way, they no longer clutter up the Equipment/Medical Designs sections.
B) New lathe contents:
Medical:
Surgical tools, included in the "Basic Tools" node.
These fit way better into the Medical/RnD lathes instead of a public one that also prints dishware.
Basic 50u and large 100u beakers, roundstart.
Medical spray bottles, printable with basic biotech.
Compact defibrillators, printable with Advanced Biotech.
They're fairly expensive, but obviously superior to regular defibs.
Service:
Botanical tools, printable with Basic Tools.
Spray bottles and bear traps, printable with sanitation tech.
Basic 50u and large 100u beakers, roundstart.
Security:
Seclites, pepper sprays (empty), energy bolas, zip ties, evidence bags, flashes. Printable with the new "Basic Security Equipment" node.
I've had a look at weapons as well, but the ones that aren't printable/ingame yet are either ballistics or unbalanced.
Science:
Mechanical/electric tools, printable with Basic Tools.
Illegal technology unlocks the AI surveillance software upgrade.
Installing it on an AI lets it listen to conversations through cameras.
Engineering:
Artificial bluespace crystals, alien alloy.
This is neccessary in case engineers have to rebuild a teleporter, but miners haven't brought back any bluespace crystals.
Mechanical/electric and atmos tools, printable with Basic Tools.
All lathes:
Hand labelers, destination taggers and wrapping paper.
This lets crew mail packages when the mail office isn't manned (which is 24/7).
Illegal technology unlocks Donksoft refill packs.
You can't build the Donksoft vendor without refill packs; not including them was an oversight in my earlier PR.