Commit Graph

311 Commits

Author SHA1 Message Date
Maurukas
a5aa02bad2 resolve conflicts with dissection removal 2020-07-11 09:51:14 -07:00
Alterist
7489d8e746 Adds Code and Sprites for Cybernetics Stomachs 2020-07-10 22:17:19 +08:00
Jared-Fogle
418bd80a6b Remove healing skill (#52005)
* Remove healing skill

* Remove dissection from tech web
2020-07-07 10:10:12 -04:00
skoglol
b3d926bfc6 Merge pull request #51886 from Fikou/patch-32
gives servicelathe some creative tools
2020-07-06 23:07:24 +02:00
LordVollkorn
bc20090241 [READY] The Portable Chemical Mixer (#51964)
* 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
2020-07-06 18:14:47 +03:00
Bobbahbrown
14871dd223 yes (#51995) 2020-07-03 21:14:59 +02:00
Fikou
9e99d9d190 forgot this 2020-06-27 23:36:26 +02:00
Radacitus
2e2fa5579f makes decal painter a basic tool (#51762)
* 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
2020-06-27 18:26:57 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* 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
2020-06-17 20:47:57 -03:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
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.
/🆑
2020-06-12 23:47:33 +12:00
Ghilker
838b2b2ba7 Make the electrolyzer not a wait game (#50598)
* Electrolyzer balances

* better sprites(thanks trollbreeder!)

* reduce h2 export cost a bit

* h2 canister sprite change
2020-04-26 00:06:37 -03:00
Ghilker
9532dbd2a8 Hydrogen Gas (#50510)
* new PR no tgui bundle build yet

* tgui bundle built

* atmos.dmi conflict fix 2

* balancing

* tgui bundle fix
2020-04-20 14:47:22 -03:00
Thunder12345
aa9be6154a Removes cryo syringes and cryo shotgun darts (#50471)
Purges cryo syringes and cryo shotgun darts, and all references to them from the code.
Why It's Good For The Game

Cryo syringes are, to put it mildly, a blight on chemistry and its balance. Every single design decision around the difficulty of using pyrotechnic chemicals can be sidestepped by heating the ingredients to max temperature and putting them in a single cryo syringe. This leads to instant kill weapons like RDX+teslium or TATP syringes, which mix their ingredients and instantly explode as soon as the syringe makes contact with something.

Nuke ops have to cough up 8 telecrystals for a rocket launcher that causes a roughly similar explosion, plus 4 more for each subsequent rocket, all with the cost of the launcher being a bulky item. Based on this, it seems like it should be inconceivable for chemists to have access to the same firepower with only a syringe gun that fits in a backpack, their chem dispenser available from roundstart and a single techweb node.

Removing these syringes will prevent chemists from evading the dangers of working with explosive chemicals, and should have little to no impact on other applications since very few other reactions exist which need to take place on being injected into a person.

Cryo shotgun darts present an identical problem, and are only not seen in the wild due to their smaller capacity and position far into the techweb making them comparatively undesirable at a point when rapid syringe guns are likely already researched.
Changelog

🆑 Thunder12345
del: Cryo syringes and cryo shotgun darts have been removed from the game
/🆑
2020-04-18 11:10:01 +12:00
ArcaneMusic
531760d19d Introduces Gene Shears to Botany, and several other QOL tweaks. (#50387)
* Beaker go splash, plants mutate good

* Hard committing to this for the time being.

* Clean up.

* Not sure what I forget here.

* As yes right, I did do this.

* Avoids chemical conflicy my making it uranium, frost oil, potassium.

* More informational, and uncaps removed genes per cut, at the cost of plant health each time.

* Moved to a more critical node to enable gameplay earlier.

* Committing suggestion.

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Very valid point about iterating down loops, ngl

* Fixes fixes, and other fixes.

* Fixes up documentation, and removes unused code.

* Adjusts Nutridrain to be calculated on the process side.

* Prevents Non-Extractable and Non-Removable genes from being removed, as originally intended.

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-04-08 17:18:39 -04:00
ArcaneMusic
624e5ed1c8 Whoops. 2020-04-05 19:07:14 -04:00
ArcaneMusic
14b7e63415 A bold new era of hydroponics (Large department rework/update) (#50001)
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request

Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.

Cool. Onto everything else.
Changes to hydroponics trays.

Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.

Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.

If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes

All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!

Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.

When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.

Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.

For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.

Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.

image
Why It's Good For The Game

Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog

🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
2020-04-03 16:56:25 +13:00
XDTM
d8640110e4 [Ready]Adds more Bioware Surgeries (#49621)
* Adds more adv surgeries

* Update cortex_folding.dm

* Update cortex_imprint.dm

* fixes define

* fix double trauma gain

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Only minor trauma immunity

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 09:38:59 -04:00
Fikou
0e7ad7c237 moves a bunch of robotics related tech nodes around (#50082)
* moves a bunch of robotics related tech nodes around

* minor fuckup
2020-03-21 17:18:24 +01:00
Rohesie
9d4eb582ac Merge pull request #49563 from Fikou/clarke
[READY] Adds Clarke, your new mech buddy!
2020-03-19 18:29:49 -03:00
Fikou
da0da14276 lowers advanced rcd upgrade price (#49862) 2020-03-11 11:11:58 -04:00
Ryll Ryll
f9963454db Adds tackling (VIDEO INSIDE) (#49476)
* huthtuthuthuthtuhtuthuthuthuthtuthuthuthtuthut

* documents and expands, adds new glove types

* Adds slamming into tables and neatens up throwingdatum handling (+stuff)

* bit less squishy

* adds sprites, offbrands, swaps most combat insuls for tacklers

* adds dolphin and rocket gloves to BEPIS

* changes dna to traits, buffs tackling

* same as last commit but moreso

* updates docs, nerfs stuns

* vending machines, better docs

* window tackles for good measure

* gets window splats working

* polish off

* LAST DAY OF SCHOOL
2020-03-06 11:17:52 +08:00
spookydonut
880280ed48 Revival surgery is no longer an advanced surgery (#49489)
* Update revival.dm

* Update medical_designs.dm

* Update all_nodes.dm

* Moves the surgery out of advanced folder

* dme

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-05 20:36:21 +08:00
Qustinnus
4b2a8aebe5 [READY] Meat material & material datum turf support (#49402)
* temp

* meatwalls

* more

* adds sheetifier

* fix

* two

* mat texture + 4dplanner admin (#21)

* mat texture + 4dplanner admin

* keep together trait

* counter instead of trait

* finalizations

* woops

* fixes

* oopsie

* only set starting keep_together if necessary (#24)

* keep together as trait again

* remove false comment

* doc for TRAIT_KEEP_TOGETHER

* remove needless scoping

Co-authored-by: 4dplanner <3combined@gmail.com>
2020-03-04 23:18:08 +08:00
skoglol
a57602b0a8 Merge pull request #49599 from ExcessiveUseOfCobblestone/metal-plates
Defib mounts are now roundstart but do not recharge. Rechargable variants still exist.
2020-03-03 01:01:35 +01:00
skoglol
24de591c87 Merge pull request #49636 from Ryll-Ryll/let-there-be-tape
Puts basic sticky tape in autolathe, makes pointy and super sticky tape the BEPIS major reward
2020-03-01 15:22:35 +01:00
Ryll-Ryll
e21e317a0f more tape 2020-02-29 06:09:31 -05:00
ExcessiveUseOfCobblestone
6ec68b1d6e penlite bros 2020-02-26 23:11:28 -05:00
ArcaneMusic
2b47a06b89 Merge conflict. 2020-02-25 13:12:59 -05:00
ArcaneMusic
13e6c0b628 Merge remote-tracking branch 'upstream/master' into arconomy 2020-02-25 13:11:56 -05:00
Fikou
77afd3d86c atomization + buffs/nerfs 2020-02-25 16:31:30 +01:00
ArcaneMusic
94f27c7b25 [READY]Arconomy: Sales Taggers, split profits on barcoded, sold items! (#49111)
* Startwork

* "Arcane: Everything works up until the export datum bullshit"

* I got up to "Split Profit" in "sell object"

* This is when I switched over to components and it STILL doesn't work

* alright stopwork for the 'night'

* So this is the version that crashes

* One step further in my descent to madness.

* Alright, this should be working (Minus maybe profit_split)

* Alright splitting up custom sales splits is broken right now.

* Profit split works now.

* Alright what the hell is going on here.

* Revert "Alright what the hell is going on here."

This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.

* Oh wait, I can do commit messages through VSC?

* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal

* Added shipping box to all maps and the service/cargo lathes.

* Fuck you mapmerge hook you ain't shit

* Alright, yet another take of making it get rid of the pricetag

* [3:43 PM] oranges: anturk is smart (This is true)

* Tested, cleaned up component procs,  and limits signals sent a bit.

* Whoops

* Other comments from Ninja over discord

* Left in a comment line.

* Fixes the issue with ind. barcodes, adds examine.

* Well thank GOD the children wern't there to see it

* Adds a do_after to prevent accidents.

* Fixes merge conflicts

* Fixes merge conflict. Twice in one day.

* Fixes merge conflict.

* one tiny bit of documentation

* Travis play nice.
2020-02-25 20:42:01 +08:00
Fikou
0ca285f55f meh 2020-02-25 01:06:16 +01:00
Fikou
468fd6139a i dont want him that late 2020-02-25 01:01:59 +01:00
Fikou
4c6b13e264 Adds Clarke Mech 2020-02-24 23:44:12 +01:00
spookydonut
1a9ddbee5f Merge pull request #48959 from Ryll-Ryll/embeddead
Refactors embedding, adds harmless embeds, sticky tape, admin buttons to make everything embeddable
2020-02-24 15:43:36 +08:00
ArcaneMusic
ea475c528f Merge remote-tracking branch 'upstream/master' into arconomy 2020-02-20 02:51:18 -05:00
Dennok
b1aaed14ad PRD to adv_engi node 2020-02-19 12:26:37 +02:00
Ryll-Ryll
1fae3d4c22 new beginnings 2020-02-18 02:06:35 -05:00
XDTM
99500d05e0 Adds the Enhanced Interrogation Chamber as a BEPIS tech node (#49047)
About The Pull Request

Adds the Enhanced Interrogation Chamber as a BEPIS reward.

This security-only machine is able to implant a deep-rooted trigger phrase onto a subject; if they hear that phrase after the procedure, they will immediately enter a state of hypnotic trance, which can be used to demand truthful answers for your ongoing investigation.

The enslavement of criminal and non-criminal subjects is frowned upon by space law. Do not abuse the Enhanced Interrogation Chamber for personal gain.
Bad choice or mishandling of trigger words may lead to loss of control over the subject.

Side effects include dizziness, nausea, confusion, vomit, loss of eyesight, violent tendencies, loss of sanity, depression, oppression, loss of free will, spontaneous hypnotic trance, loss of hair, death.
Use with care.
Why It's Good For The Game

Make your own Manchurian Candidate!

Allows "rehabilitation" of dangerous criminals by security, which is more interesting than straight-up execution.
Could lead to fun situations if a team antag is caught and forced to be a mole.
It could also be used by any antag who manages to get to the sec protolathe.

However, the "conversion" is still shaky! The main cure is surgery, as the triggered trance is effectively just a brain trauma, healable with surgery. On top of this, even if the subject is unable to hear their trigger phrase, if someone else knows it they can override commands at any time. Even if that doesn't happen, it's possible that another message sneaks in before you can give your command, intercepting the hypnosis.
On top of this, the chamber has a 10% chance of giving the hypnotic stupor trauma instead of the triggered trance, making the subject even more of a wildcard.

Effectively, this is a very powerful tool in the antag-vs-security conflict, but over-reliance on it will probably bite back in amusing ways.
Changelog

cl
add: Added the Enhanced Interrogation Chamber as a BEPIS researchable tech.
add: The EIC can be used to implant trigger phrases in subjects that cause an instant hypnotic trance.
/cl
2020-02-18 09:34:14 +13:00
Tlaltecuhtli
7cbcd2ff3c adds medipen refiller machine (#49172)
* 1

* Update machine_designs.dm

* 2

* clean up

* more clean up

*  🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆🍆

* Update code/game/machinery/medipen_refiller.dm

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-02-12 18:48:19 -05:00
Qustinnus
d646e37bae Bepis design: Table with wheels part 2: electric boogaloo (#49010)
* WHEELS

* design

* epic

* rolling table fixes

* test

* dumb

* 1`

* fix
2020-02-11 20:15:05 -05:00
ArcaneMusic
0330bf7ef5 Merge remote-tracking branch 'upstream/master' into arconomy 2020-02-10 15:56:29 -05:00
cacogen
9436ed69a8 Makes abductor baton child of stun baton (#48766)
* Makes abductor baton child of stun baton


- Clarify var names and reorder vars in baton defines
- Slightly simplify active baton wash code

* forget about ()
2020-02-07 14:53:14 +01:00
skoglol
a28b24f149 Completely removes cloning (#48668)
* Removed from code

* Removes cloners from maps

* Some more references, now compiles.

* Reduces availability of replica pods

* DNA scanner and tech disk rebranding

* pubby door name, cargo pack description
2020-02-04 16:04:06 -05:00
81Denton
0a7e819b07 Merge pull request #48882 from XDTM/BepisProgramsPartOne
[Ready][Ready]Adds the Nanite Replication Protocols node to BEPIS
2020-02-01 08:05:00 +01:00
TheVekter
3249082720 Fix the Mauna Mug's research entry (#48979)
Somebody forgot some tags.
2020-01-25 15:55:10 -08:00
ArcaneMusic
4563e9c355 Fixes merge conflict 2020-01-24 23:43:31 -05:00
ArcaneMusic
8c11d4f923 Merge remote-tracking branch 'upstream/master' into arconomy 2020-01-24 23:39:58 -05:00
ArcaneMusic
fd24ba4859 ALL THE GUTS WORK, NOW FOR MAPS 2020-01-24 23:05:57 -05:00
Qustinnus
9e90e09597 Adds a new BEPIS design; The Mauna Mug (#48599)
🆑 Kryson & Qustinnus
add: New BEPIS design; a self heating mug
/🆑

A self-heating mug that you can get from BEPIS designs. the better the cell thats in it, the higher the max temp and the faster the temp goes up.
2020-01-23 12:56:22 +13:00