* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts
* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO
* End of day... 2? 3? lockdown has ruined me
* Day 3. I cannot unto bogdanoff. Send help.
* So far so good.
* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.
* We'll throw the technodes and mapchanges in too.
* Okay lets keep this a friendly debug item then
* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.
* Newscaster updates.
* TGUI Rebuild 1 start counting fokes
* Runtime BEGONE FROM ME, fckn typepaths
* Cleans up autodocs, and other areas
* Updates tgui because I feel nothing anymore
* Recompiling tgui for that green check
* dunks the whole mint out of the code, get that hothead outta here.
* Green checkmark daily update.
* Should be decent from here.
* Resolves machine_design conflict
* Rebuilds TGUI again for the epic pogs
* Sweeping changes 2: See additional changelog
* Haunting insurance plus changes the define comment.
* Rounded vending prices, made bounties appear on examine, polish
* Atmos tanks now specify their mole requirements.
* TGUI 4.0 Updated.
* ACTUALLY updates to TGUI 4.0 standards.
* ThE bUiLd DiFfErS fRoM oUrS
* Ah, I didn't see the testmerge get re-upped.
* TGUI Rebuild.
* Shuffles some security-assistant bounties around
* First draft
* tgui interface bluescreen guards
* Preparing for cyborg module sub-categories
* The rest of the owl
* Stop duplicate say messgaes
* Implement interface handling for obstructed exits
* Pocket lint
* Documentation and misc. code cleanup
* Implement searching in interface
* tgui pocket lint and build
* Coding style consistency and changes. Rebuild tgui.
* Update default bitflags
* Address potential edge case bluescreen.
* orange man good
* Remove emag_act with obsolete functionality
* Standardise variable naming conventions
* tgui 4.0 update
* tgui 4.0 update
* Port a couple of usability improvements from concept branch.
* Fix new ui_act input.
* Actually fix new ui_act input
* Port some small improvements from concept branch.
* Rebuild tgui
* Made department of redundancy department redundant.
* Rebuild tgui.
* Startwork
* stopwork again
* AGAIN.
* Good place to call it for now
* Startwork but I actually put some work in
* The left list doesn't work, stop for now.
* God remind me to squash these commits later.
* Well, I think I can safely say I have actual work done now
* The post-Brisk iced tea patch.
* God damnit nothing works I hate this worl
* Good place to stop, stuck in a chronic error state
* I take it back now I need to sleep jesus god
* I am grown POWERFUL in my dispair
* FINALLY READY TO PR.
* Request order swap
* Update and tgui recompile
* Adds a kiosknet, so adding a new bounty alerts all the bountyboards
* Renames file, attempts to port to modular app too because fuck my life
* Fuckin feature creep I tells ya
* Removes an unused proc
* Rebuildin
* Hopefully updates tgui and fixes an easy runtime
* Finishes updating/conflicts
* Mapmerges my shit.
* Rebuilds tguiiiiiiiiiiii
* Updates tgui
* Updated once more
* merge conflict fixaroni
* God I wish that I had a game I was dedicated enough to finish in a single setting
* Rebuild of PR: You will (Not) compile
* Cobby's changes and Anturk's Suggestions.
* Should probably prevent a runtime.
* Rebuilds TGUI.
* Lets not delete my own files please god
* Style's changes
* ALL the warriors
* What if I didn't delete ZX's app sprites again
* Start workin on a text component later
* Makes some code suggestions, doing it all in UI will kill me
* tgui update
* DNM until I get this gosh darn text working.
* The changes that I need afaik
* And a tgui rebuild to boot
* When that program datum spoke to me, I felt that.
* Makes changes to text input sanity, Pray
* By god I think I've cracked the code.
* Had no idea you could atomize UIs like that, this is revolutionary
* Spaces
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* New device: Portable Chemical Mixer
* Added entries to the tech web and the medical techfab
* removed unused icons for chemical cartridges
* small bugfix in build_path of portablechemicalmixer
* changed description and added info message
* Added newline
* Added a functioning newline
* Added a vortex anomaly core requirement
* Replaced old sorting method with sortBy
* Updated tgui.bundle to work with the latest code changes
* Added documentation to all variables and procs
* Small fix in wording
* Removed all non-class level documentation
* Updated tgui.bundle for the newest offical code version
* Updated tgui.bundle to work with the newest code version
* Updated the tgui.bundle to work with the newest version
Remake of #50528
About The Pull Request
https://hackmd.io/@tgstation/r1tzxpwPL
Basically that.
Raw anomaly cores
Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are)
Finish the explosive/implosion compressor attackby and implosion procs
Map in the implosion compressor
Map in the roundstart 2 cores each type for science
Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document.
The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius.
Props to @ArcaneMusic for the machine sprite!
Why It's Good For The Game
image
Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?).
Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by).
Changelog
🆑
add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius.
/🆑
* makes decal painter a basic tool
Makes the Decal Painter into a Basic Tool instead of a BEPIS unlock. It's very meh for a BEPIS unlock, especially for the Scientists that'll be using it. Though, it does have a use that some builders might like.
* Update maintenance_loot.dm
* decal painter value decrease
decal painter now contains much less mats since it is a basic tool
* decal painter no longer needs an empty ink cartridge to eject
🆑 coiax
add: The Nanite Host Scan program can now scan the host for wounds.
/🆑
You can scan for two out of the three things a medical scanner can scan
for, why not also determine how broken your leg is?
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
* Fix Nanite Programmer and Nanite Program Hub deconstruction
Bug fix for the deconstruction process of the Nanite Programmer and Nanite Program Hub
* Use _act overrides, implement new icons
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
* Adds a freezy igniter
* adds to component vendor.
* don't nightcode.
* Back to condenser names.
* Adds to autolathe as well.
* Applies heat to flamethrower_process.
* Refresh
* Review changes
* Undefines properly I think.
changes one comment in stock_parts.dm to instead of talking about the
plant gene manipulator (which no longer exists) to instead talk about
the exosuit fabricator that can reach minus values with high enough
stock parts
* Oh jesus that took FOREVER. Why is there so much god damn food?
* First pass balance changes for single click crafts
* Yes, I know Qust is going to kill me. I'm aware.
* merge conflict fixed.
* Fuck
* Updates based on dunking element.
* Accidently bundled changes.
* Fixes Silver_spawned variable to work outside of luminescents.