Commit Graph

311 Commits

Author SHA1 Message Date
itseasytosee
7475a783ff Duck 2 boogalo 2020-01-19 20:08:13 -06:00
Flint
1249f64b92 Part 2 2020-01-19 19:48:03 -06:00
Flint
2a0bf0e6cd Merge remote-tracking branch 'origin/master' 2020-01-19 19:46:35 -06:00
Flint
4bb0e06116 DUCKS WORK! 2020-01-18 22:16:51 -06:00
XDTM
c3ad4282a5 Adds a nanite node to BEPIS 2020-01-19 03:34:17 +01:00
skoglol
98de223135 Adds basic cybernetic organs, rebalances existing (#48714)
* Adds basic cybernetic organs, rebalances existing

* Adds severity to the emp calculation

* reduced maxhealth drasticly

* Apply suggestions from code review

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

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-01-18 19:35:03 -05:00
ArcaneMusic
65485b9c54 Adds a new Tech to the B.E.P.I.S., Specialized Engineering, and a new Minor Reward. (#48507)
About The Pull Request

Round 2.
image
Adds a new tech to be unlocked within the B.E.P.I.S.'s major techs, called "Specialized Engineering". Within that tech are 2 new items, Heat Resistant Rods, and the Tinker's Gloves, as well as a new minor tech, the Survival Pen.
Heat Resistant Rods:
Have you ever wanted to expand Lavaland Base? Build a lava fortress worthy of your magnificence? Well, now you can! Using Heat Resistant Rods, you can make a catwalk to cross lava tiles, as well as build atop lava, without messy methods like using the RCD!
Tinker's Gloves:
This just in engineers, insulated gloves have new competition in town! The Tinker's gloves are complicated, overdesigned gloves that, while not very shockproof, allow for faster wall girder construction. No longer will you need to die of old age walling off an area when you're out of RCD ammo! Warning: This product contains no likeness to clockwork gauntlets used by the extinct cult of Rat'Var, and any such similarity is by no means intentional.

Survival Pen:
Have you ever been stuck on lavaland, trapped by your survival pod with just a few chairs, some titanium walls, and walls of ash closing in on you? Well THANK GOD you have your Rockbreaker brand Survival Pen! Allows for basic mining operations, and is portable like a standard pen!
BUT WAIT!
A watcher blocks your path. Thankfully, your expensive, diamond encrusted pen isn't just good for being the world's slowest pickaxe, it's ALSO coated in the one thing watchers crave: DIAMONDS. Toss the pen to draw the watcher's attention elsewhere.
Why It's Good For The Game

Starts to fill our B.E.P.I.S. Major Reward Techs, as intended, and fills a niche that doesn't get much play nowadays: Building on Lavaland. This was something I've had in the back of my mind since we did the first tests of the Disaster gamemode a few months ago, so each item here was made with the intention of improving the mining base should the station become un-livable. Lava-Proof Rods are beneficial in that you'll be able to cross and build over lava by the mid-end of the shift. RCDs still work as usual, but this way you won't have to worry about getting specialized engineering equipment as a member of cargo or science. The tinker's gloves are basically a variant of the nitrile gloves, but they grant a speed bonus to adding plating to metal girders, so that some kind of functional alternative to giving every engineer insulated gloves.
Survival Pens are quite honestly very niche, but getting dumb pens with extra functionality is a tradition of trade shows all over the world, so it feels right at home as a minor reward.

Also, does a tiny change to the doe sprites, just to look a little bit less old.
Changelog

cl
add: A new Technology has been implemented as a major reward in the B.E.P.I.S., Specialized Engineering, to appeal to engineering utility and new construction horizons.
tweak: Watchers will now actively consume diamond ore left lying around, alongside the new survival pens.
/cl
2020-01-14 11:21:40 +13:00
JJRcop
c314fbc6cb [READY] (nerf) Adds proximity crew pinpointer to Paramedics (#48418)
About The Pull Request

When #48236 was in progress, there was discussion about how a crew pinpointer was OP for paramedics. I immediately had an idea for a new one and made a PR to the paramedic PR. 81Denton asked me to make this its own PR after the paramedic PR was merged.

The proximity crew pinpointer does not point in the direction of the patient, but has a circle sprite that gets smaller larger as you get closer, so you have to search around, or combine it with the handheld crew monitor.

The circle is at maximum the smallest size after 29 tiles away, so you must be 28 or fewer tiles away for an indication that you are getting close. I welcome feedback on this. The handheld crew monitor can be used to find the area they are in.

proxpin

Demo video: https://youtu.be/_rXeJ49b-e8 (The pinpointer gets bigger rather than smaller now)

This is only attainable at the moment to paramedics as they spawn. Should it also be available elsewhere? now constructable from the Biological Technology techweb
Further changes

Moved Crew Pinpointer into premium nanomed items for 900 credits
Moved Handheld Crew monitor into premium nanomed items for 1750 credits, same price as before
Why It's Good For The Game

In #48236 it was stated that paramedics should start with the bare minimum equipment to do their job. The crew pinpointer that points them in exactly the right direction is pretty powerful, and this nerf will encourage them to either get used to the proximity one, or upgrade to the normal one at a price from the NanoMed or from techwebs.

Moving the Crew Monitor into premium was necessary to make it more of a luxury than an instant grab.
Feedback for nanomed premium prices on the normal pinpointer and the handheld monitor would help a lot
Changelog

cl JJRcop
add: New proximity crew pinpointer.
balance: Paramedic's crew pinpointer replaced with proximity crew pinpointer.
balance: The crew monitor was moved to premium items in nanomed, same with the handheld crew pinpointer
/cl
2020-01-14 11:18:55 +13:00
ArcaneMusic
bf2d1b82fd Adds a new BEPIS Major Reward, "Australicus Security Protocols" (#48600)
* The hero returns alive.

* Initial commit, boomerang batons and outback firing pins.

* Australicus is the lore in the game already, so #@$! it we'll pretend like #lore_general exists

* Name tweak.

* Fixes boomerang name, Inhands, accidently included a leftover sprite.
2020-01-10 23:17:17 +11:00
ArcaneMusic
e39eea7b17 [Ready] Adds a new RnD method, the B.E.P.I.S. (#48040)
* Squashes Commits, has BEPIS, Techs, TGUIs, Rewards, and fixes.

* Makes rewardable techs a variable in all_nodes, and removes RnD Points rewards from the minor reward pool.

* Fixes conflict with pubby and beam icon.

* Review comments and basic cleanup A

* Review Comments and basic cleanup B, also cleans up icon states to work fluidly.

* Map Update

* Indentation, flipped Update_decal_path, and rebuilds tgui

* One last clean up of icon_state, adds the last bit of changes from review, and that should be everything.

* Alright last change for real I swear 105%

* Last change, adds simple sanity check for silicons.

* Moved Human and card variables into ui_interact.

* Fixes map conflict

* Alright Review Round 2 Part A, Fixes Grammar, splits polycircuit into it's own file, UI QOL improvements, Withdrawing credits, changes from arbitary values on the mini RLD, etc.

* More review bits, Part 2:B. Easier returns for less processing, Defines, fixes the merge conflict and updates the UI with new buttons. Just need to figure out Button Mapping for the UI and Duplicate prevention.

* Implemented duplicate tech protection. Yeet.

* Get back in there you

* Alright why are you breaking on me god damnit.

* It's optimized, closer to god, nearly perfect, all together it's ready to ship.

* Cleans up all of the decal painter, shorter, cleaner, works around all the turf_decal quirks.

* Tab spacing on github will look fucky

* More review changes.

* Uses use_power == ACTIVE_POWER_USE instead of powered except for the UI
2019-12-25 23:48:28 +01:00
Jordie
838bfcd1e2 Merge pull request #47620 from XDTM/NanoResearchBoost
Moves research nanite programs to Basic Nanite Programming
2019-11-16 22:24:43 +11:00
zxaber
d8d83ede3c Adds mech thruster equipment (#47554)
* changes

* changes to detach and destroy

Remove code from detach(),
Add code to Destroy()

* added a trailing new line

I guess this is needed now or something
2019-11-12 17:22:06 +01:00
XDTM
83469db1e4 Renames the nanite race sensor to species sensor (#47641)
* Renames the nanite race sensor to species sensor

* webedit
2019-11-10 01:34:23 -08:00
XDTM
8c77042c8a Moves research nanite programs to Basic Nanite Programming 2019-11-06 20:07:41 +01:00
skoglol
43a41e35a7 Janitors start with holosigns again (#47513)
* Janitor start with holosign instead of barrier, barrier now only blocks carbons.

* And unconscious for the other ones too
2019-11-03 01:42:17 -08:00
ArcaneMusic
6e238392bf Adds several different uses for plastics (Cups, Utensils, Folding Chairs, Station Signs) (#47486)
* Initial PR, Cups, Utensils, Signs, Chairs

* Endline fixes for travis, adds plastic utensils to the initial node

* Makes bar invisible, addtimer added, fixes potential dmi/dm conflict

* Fixes Merge conflict take 2

* Wraps the chair snapping proc in invoke_async

* Cleans up Async Call a smidge
2019-11-02 20:30:35 +01:00
XDTM
a3aa020af3 Makes nanites more accessible, giving them a separate research… (#47421) 2019-10-30 16:12:38 -07:00
XDTM
d2f5e75c89 Adds research-boosting programs for nanites (#47098)
* Adds the parallel computing nanite program

* Distributed Computing, Neural Network

* b l o c k c h a i n

* adjustments

* Removes bitcoin
2019-10-30 01:39:11 -07:00
Nebulacrity
205338eac8 [READY] New nanite program in the Sensor category, Race Sensor. (#47398)
* New nanite program: Race Sensor

* Replaced all "&"s in the "Other" check with "&&"s.

* Replaced all "&&"s in the "Other" check with "||"s.

* Trying out a different take on some of the code. (thanks to Willox for help)

* Fixed the race selection being stuck as "Human".
Fixed indentation in the allowed_species list.

* Fixed indentation of the allowed_species list's closing bracket.

* Removed the unnecessary death check.

* Deleted a redundant

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Made the allowed_species list static to conserve memory.
Replaced a "== FALSE" with an "!".

* Removed an unused var, "spent".

* Used a ternary operator for the "Mode" setting.
2019-10-27 20:19:07 +01:00
Kaffe-work
542cb2b4d6 Moves RCD from autolathe into advanced engineering (#47289) 2019-10-26 00:41:02 -07:00
XDTM
efe63e3b47 Nanite program rebalancing, added two new mood programs (#47227)
* Nanite program rebalancing, added two new mood programs

* stealth immunity
2019-10-21 22:09:42 +11:00
XDTM
32277368ca Adds the dermal button program for nanites (#47071)
* Adds the dermal button program for nanites

* visible message
2019-10-21 22:06:49 +11:00
Jordie
66d1ae42f5 Merge pull request #47133 from XDTM/NanoSecrets
Adds the Reduced Diagnostics nanite program
2019-10-21 21:47:18 +11:00
Nebulacrity
6fb16d9a20 [READY] New nanite program in the Utility category, Nanite Sting. (#46907)
* Adds a new nanite program in the Utility category, Nanite Sting. It is a manual close-range nanite-spreading program.

* Increased the sting's notification chance of appearing from 20% to 100%.

* Fixed incorrect syntax which caused an inactive bit of code.

* Edited the description of the program, clarifying that it will be felt by the target and that if there was no target found, the nanite volume cost is refunded.

* Fixed Nanite Sting taking other hosts into account.
Changed Nanite Sting's required Research Node from Smart Nanite Programming to Military Nanite Programming.
Changed cooldown from 3s to 10s.

* Added an adjacency check so the ability won't work on, for example, targets that are behind windows.
I have also shortened the description.
2019-10-20 15:21:51 +02:00
Time-Green
c02fdb64f6 plumbing bugs and fixes 2019-10-18 14:59:03 +02:00
XDTM
21e54e3271 Adds the Reduced Diagnostics nanite program 2019-10-16 19:29:38 +02:00
Time-Green
bca59b9a50 [READY] Plumbing: Endgame (#46759)
cl
add: Plumbing equipment is now available through the medical protolathe. It's under medical machinery boards
add: Add's a new chemistry area on metastation for chemical factories. It's located left of main surgery.
tweak: Chemistry has been turned into the Apothecary. It's basically normal chemistry, but Medical Doctors have acces aswell.
tweak: The smoke machine is now plumbing compatible. Put this knowledge to good use.
sprite: Thanks to @CRITAWAKETS for the plumbing RCD sprite!
/cl

Finally adds plumbing to the game!

Chemistry has been turned into the apothecary. For all intents and purposes it's old chem, but doctors have acces.

West of main surgery is now the new chemistry factory area.

I've also had to move stuff around alot, because you can't just add a big new room without having stuff in the way.

Currently only on metastation. I'm completely drained from adding it to meta alone and doing all maps right now will burn me out.
2019-10-17 00:10:30 +13:00
Anonmare
3cc86643a5 Makes it so Experiemental burn wounds tending actually unlock (#46976)
* Makes it so Experiemental burn wounds tending actually unlock

* hewwo
2019-10-10 13:46:36 -04:00
ArcaneMusic
6edb51aee6 Fixes Kiosk being in the Biotech Node (#46794) 2019-10-01 08:54:09 +02:00
zxaber
0a73280344 Adds engiborg circuit manipulator and extra mediborg beaker holder as upgrades (#46286)
* stuff and things

* almost forgot this part

* oops

* small fixes
2019-09-16 14:28:45 -04:00
RandolfTheMeh
161451f89a Cybernetic/Upgraded Cybernetic Ear replacement (#45980)
* Cyber ears

* removes extra comma in nodes, removes pointless switch case

* Upgraded cyber ears no longer bangproof, updated surgery.dmi
2019-08-26 14:38:07 -04:00
PKPenguin321
898f544414 [Ready] Adds a Shrink Ray (#45387)
About The Pull Request

    It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
    Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
    Shrunken things grow back after a couple seconds, might adjust this
    Small things will not block vision and can be walked over (this includes walls)
    Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
    Preview video here

Why It's Good For The Game

It's really goddamn cool
Changelog

cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl

I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
2019-08-21 11:50:38 +12:00
Dennok
4e6d8c073a Silo link RCD upgrade (#45607)
* Update all_nodes.dm

* Update RCD.dm

* Update RCD.dm

* Update construction.dm

* Update tool_designs.dm

* Update RCD.dm

* Update RCD.dm

* Update RCD.dm

* fix mat container

* up

* add radial silo link button

remove silo link verb
2019-08-13 16:59:03 -04:00
Dennok
37728952d6 Make basic id cards constructable. (#45580)
* Add idcard to research

* add id card to designs
2019-08-02 02:28:42 -07:00
Denton
cef6714202 Moves welding goggles to protolathes 2019-07-30 17:53:45 +02:00
Dennok
97328e9ab3 RCD update (#45357)
Add simple circuits to rcd
2019-07-27 02:11:23 -07:00
Toast
15b30725e4 Separates Medical Weaponry Tech Node (#45255)
* Separates Medical Weaponry

Moves "Medical Weaponry" to be just Rapid Syringe Guns to be after normal Weaponry research and the Cryostasis Shotgun shells to Exotic Ammo after Advanced Weaponry.

* Medical weapons Prereq for Exotic Ammo
2019-07-23 12:47:47 -04:00
Fikou
a132ea82ea you can now get an advanced camera console (#45202)
* advanced camera consol

* circuit board

* advanced camera console

* advanced camera
2019-07-20 00:50:41 -07:00
Detective-Google
28d276ba4f fixes a typo (#45253)
renames 'cryostatis' to 'cryostasis'
2019-07-19 00:10:28 -07:00
Dennok
1b165b26d1 Bluespace Navigation Gigabeacon (#44807)
About The Pull Request

This PR add "Bluespace Navigation Gigabeacon" that shuttles can use as a target for the jump computer.

You can customize locked status by multitool or name of beacons by multitool with unscrewed beacon.
If you, or emp, lock beacon you are still able see it in choice list like a "Locked" destination, but unable to jump to it.
Why It's Good For The Game

Now any spacemen can construct their own Space station on any Z lvl (that not reserved, centcom, away mission) and dock (by custom dock) his ship to it.

Now we actially have some shuttles that have ability to place custom dock.
That one is whiteship, but only if its not UFO, 4 ships in caravan ambush(for 2 need sindycate access), +1 for nuclear ops(sindycate access), but dont forgot that Admins can spawn "navigation computer" to any shuttle.).

Lavaland safari likers now can land anywhere where they can fit a ship, on lava, basalt, and plating turfs, also asteroid.

I drop some bombs to clear spot and land to lavaland.
http://recordit.co/qN10qfuift

Here i create dry dock near station and dock ship into it.
http://recordit.co/R4kXqN8rnt

all walls and other floors are forbidden to prevent you landing on the station

possibly more random gibberish?)
maybe change plating to reinforced (engine) floor.

Navigation computer now use trait blacklist to filter out z levels to where it can't place custom dock.
This make easy to add new z lvls where it can place dock.
2019-07-17 13:58:57 -04:00
Hulkamania
dcc9065fd4 Add a new Emergency Shuttle, Transport Zeta (#45100)
Adds a new abductor themed shuttle to the game, available for 8k 
credits! The shuttle is only unlocked after alien technology has been 
researched!

The shuttle offers some unique items and layout compared to others 
currently available. Two singular entrances with the brig in the back 
means security needs to walk prisoners to the brig area to secure them. 
Unique unlock mechanism encourages either bringing alien tech back from 
Lavaland or stealing some from an abductor.

A few unique items aboard, including alien tools, the experimental 
cloner, and a void core can provide interesting opportunity if utilized 
in the window of time that the shuttle is on station.
2019-07-13 19:58:13 -07:00
nemvar
9936a9438d Remove the VTEC module (#45147)
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
2019-07-13 19:23:33 -07:00
vuonojenmustaturska
349ad4aefc Fixes experimentally cobbisected techwebs, and prevents it from happening again (#45096)
* fix techwebs

* proper fix
2019-07-10 16:07:56 -04:00
moo
8fcf42eff9 Experimental Cobbisection [150+ Hours and Ready] (#44821)
About The Pull Request & Why
Dissection (Prev Experimental Dissection) Is Now Roundstart

Goal:give medbay a task they can do outside of normal healing on the off chance they're overstaffed and/or are in need of work.
Dissection (Prev Experimental Dissection) Is Now Tiered

Goal: I'm still not seeing competition in the medical tree that I'd like to see. Now that science benefits from going to this tree, I expect it to be a prominent if not the main pick.

Goal: Provide Medical bargaining power with Science. Want you cool gear bros? Better indulge us a bit if you want us to farm corpses.

NOTE: You will NOT be punished for doing low tiered surgeries then unlocking further tiers. It adjusts your rewards depending on if the body has been experimented on before and gives you the difference, it will not block you from doing the surgery entirely.
Repeatability

Goal: Make it less balanced around the all/nothing mechanic and more with rewarding constantly running the surgery.

Failing the surgery will give you a pity amount (1%, something slightly more than none in grand scheme) but more importantly will NOT add the trait that disables you from using that body for the surgery again.
Silicons can now perform dissection

Since It's not All/Nothing I decided to allow silicons to be able to help out. This is the first (and only) surgery that they can potentially fail.
Nerfs (yikes!)

Needed to nerf it to compensate for the fact that it was now roundstart. The hardest one was pointgain. I decided to mega nerf it so tiered would be desired. This was also a result in the shift of balance off the RNG and more on the repeatability.
Dissection Can Now Be Performed on ANY LIVING MOB

Goal: Cooperation between Mining (returning Mobs) and Medbay (turning these mobs into points)

The foundation is really lacking imo since I didn't want to dance around with numbers in this PR. Currently all mobs that aren't human and aren't explicitly listed in check_value are 300 points per surgery.

I hope you guys can add more mobs to the pool with better rewards (imagine dissecting the dragon for science!)
Dissection Surgery Minor Edits
Step Configuration Edit

Needed to change just for repeatability in the dissect step (didn't like the end step being the proceeding step).

I replaced the incision step with a post-dissection clamp step to keep the theme of scalpel > hemo (dissection uses scalpel)
Implement Changes / Probability Effects

Rewards using the researched tools (further integrates medsci coop), lowers standard gear to appropriately balance higher tiers.
MISC
Prices are Define Bound

Everything is relative to a single number via calculating off a define instead of independent values. Balance discussion shifts from "Is X number fair" to a more tangible "Is this mob worth X times the amount of a normal human". If everything is strong/low we can just edit a single number!
Let me know if there's any undoc'd changes!
Changelog

cl Cobby x Medbay
balance: (Experimental) Dissection is now roundstart.
balance: (Experimental) Dissection is now tiered and give higher point outputs than their predecessors.
add: All living mobs with corpses can be dissected.
code: Attention, all ss13 gamers! I need YOUR help adding mobs to the pool so they don't get the lame 60% of normal human pricing! You can dissect DRAGONS FOR CRY IT OUT LOUD!
balance: You are NOT punished for doing the lower tier surgeries then unlocking higher ones!
add: Borgs can perform dissection but they are not 100% successful.
tweak: Shifts balance of dissection surgery towards spammability vs. rng mechanic.
balance: All point rewards are severely nerfed to promote doing this multiple times (since it's now available from the getgo).
tweak: If you fail the dissection step, you get a pity reward (1% credits) and can repeat the step until you successfully dissect the being.
tweak: Lowered probabilty of success on default tools, increased probability for researched tools.
tweak: removed 2nd incision step, added clamp step post dissection (repeatability purposes).
/cl
2019-07-09 11:57:26 +12:00
XDTM
4d6159966a Add Quantum Spin Inverter, aka Swapper (#44866)
Adds the Quantum Spin Inverter device to the science protolathe under
the Miniaturized Bluespace node. Basically a remote that swaps the
user with its connected twin, along with any movable containers, like
lockers.

Another fancy teleportation gadget to use in some creative way. An
important element it has is that it teleports its containers as well,
meaning that for example you can hide it in a box inside a bag
somewhere, and trigger its twin when someone picks it up for an easy
kidnapping.
2019-07-05 16:16:47 -07:00
Krysonism
ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

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

* Update code/modules/mob/living/carbon/damage_procs.dm

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

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
terranaut1
1b5329a10a Dissection/Revival Surgery Tweak (#44819) 2019-06-29 01:48:46 +02:00
zxaber
f01e2704e1 [READY] Ammunition management for ballistic mech weapons, and a nerf to mech missiles (#44529)
About The Pull Request

Adds an ammo system and printable ammunition to most mech weapons with a "rearm" function. Replaces the old system of generating ammo at a power cost. With the exception of the missile launcher and clusterbang launcher, all affected weapons have a storage capacity of ammunition equal to four-times the amount of ammo that the weapon can load (though the storage cache starts with only one full reload when printed from the mechfab). Ammo boxes are printed from the mechfab and also are available in the Sec protolathe, and each box will carry exactly one full reload. Ammo boxes are not terribly expensive, but reloading requires either an ally on foot to pop the ammo box in, or for you to hop out and do it yourself.

Missile tubes and the clusterbang launcher do not have an ammo storage cache, and so reloading them will reload the tubes directly. This is not the full extent of nerfs that the missiles need (I will do those in a separate PR since I suspect this one will be controversial) (read below), but removing the ability to reload missile pods without an ally or exiting the mech may help a bit.

The SRM-8 has been replaced with the new BRM-6 in tech webs. The BRM carries a smaller explosion and does not explode unless hitting a wall, door, shutter, or another mech, and only has six shots. The SRM-8 remains on the Mauler mech. If the BRM missile does not explode, it will deal 30 brute damage instead, and break.
Why It's Good For The Game

Currently, mech ballistic weapons function like reloadable lasers. You have an ammo counter, but it's one hundred percent based on your energy cell. This gives some flavor to ballistic weapons, making them actually feel different, and gives them a mini-niche in the form of good choices to use alongside an energy-draining mech ability (like the Gygax speed).

Use lasers when you won't need to worry about power and/or need burn damage.
Use ballistics when you want to save power and/or need brute damage.

The SRM-8 to BRM-6 change is being done here so that I don't have to wait until this PR is merged before starting it. The idea is to keep the reasons why you'd want to build a missile launcher (wall breaking and mech fighting) without also outclassing most other weapons burst damage potential. I'm not truly happy that the explosions deal zero damage to surrounding people even one tile away, but dealing no damage is better than the massive damage + stun that the current missile launcher does. Nuke Mauler has the old launcher, since I believe the consensus is that Nukie Mechs are already not generally worth the money.
Changelog

cl
balance: Mecha ballistics weapons now require ammo created from an Exosuit Fabricator or the Security Protolathe, though they will start with a full magazine and in most cases enough for one full reload. Reloading these weapons no longer chunks your power cell. Clown (and mime) mecha equipment have not changed.
balance: The SRM-8 Missile Launcher has been replaced with the BRM-6 Breaching Missile Launcher in techwebs (Nukie Mauler remains equipped with the SRM-8).
balance: Both Missile Launchers and the Clusterbang Launcher do not have an ammo cache, and cannot be reloaded by the pilot. Once the initial loaded ammo has been spent, you can use the appropriate ammo box to load the weapon directly.
add: Utility mechs that have a clamp equipped can load ammo from their own cargo hold into other mechs.
add: Nuke Ops can purchase spare ammo duffel bags for their mecha weapons, should they run low.
/cl

To-Do:

Add ammo to security protolathe
Get better ammo box sprites (hopefully)
Possibly adjust ammo counts for balance. Might make the flashbang launcher and/or cluster launcher behave like the missile pod.

    Add functionality for the utility mechs to use clamps to load ammo from their cargo hold into another mech.

Ammo counts, for anyone wondering:
Weapon 	Magazine Size 	Total ammo at start* 	Maximum total ammo*
Scattershot† 	40 (10) 	80 (20) 	200 (50)
Hades 	24 	48 	120
Ultra AC 2† 	300 (100) 	600 (200) 	1500 (500)
BRM-6 Missile Rack 	6 	6 	6
SRM-8 Missile Rack 	8 	8 	8
Flashbang Launcher 	6 	12 	30
Cluster Launcher 	3 	3 	3

*Total ammo is the amount in the weapon's magazine plus the stored ammo.
†The Scattershot lists its ammo as 40, but uses four per shot. So in reality, a single full reload gives you ten shots. Similarly, the UAC2 fires in three-round bursts, and so 300 rounds is 100 bursts.

Clown weapons (and the mime weapon) are all unaffected by this change.
2019-06-27 20:03:31 +12:00
Rob Bailey
532cc7ea63 Smart cable fixes (#44784)
I wanted to get this up next day but I kept falling asleep before finishing what I wanted to
About The Pull Request

Fixes some issues that have been brought to my attention with smart cables

Closes #44768
Closes #44775
Why It's Good For The Game

this shit pretty broke as is in game.
Changelog

cl
fix: removed mech rcl from the research node so it stops spamming a warning in log
fix: cables now disconnect machines when cut
fix: terminal linking/not linking behavior with smeses has been improved
fix: couple of small mapping fixes
tweak: changed cable coils back to 30
tweak: changed the box smes room a little to prevent stacking terminals
tweak: removed the rpcl from engineering on every map because it's not used for wiring anymore
/cl
2019-06-27 12:20:49 +12:00
Qustinnus
d14b955837 Moves the bag of holding up one tech tier (#44645)
* done

* done
2019-06-24 18:14:52 -04:00