syndicate contractor
suit storage unit
dna console, spawners menu
Space Heater
solar control
scrollable dna console + spawners menu
smoke machine, smartvend
slime body swapper
sleeper
signaler
shuttle manipulator
scanner gate
satellite control
RPD
roulette
Robotics Control Console + Remote Robot Control
radioactive microlaser
radio
proximity sensor
Portable Atmos Devices
personal crafting + particle accelerator
pandemic
Ore Redemption Machine
Ore Box
operating computer
nuclear bomb
ntos supermatter monitor
ntos shipping
ntos robo control
ntos revelation
ntos chat + net dos
About The Pull Request
1 config change and 1 preference change:
Adds a config option AUTO_DEADMIN_TIMEGATE that, when defined, only enforces config force-deadmins for all roles/sec/command/silicon/antag for the first X seconds in the round. After this time expires, the game will defer to the individual's deadmin settings.
Adds a preference for admins to ignore being summoned by cult ghosts, starts disabled by default. Nice for when you're sitting around observing a cultist and don't want to be bugged by them suddenly summoning you!
I'm not 100% with dealing with prefs and configs but stock settings preserve previous functionality and must be manually enabled to have effect. Please look it over and offer advice if changes are needed!
Why It's Good For The Game
I don't like the auto-deadmin config option being on in the first place since it's annoying to get deadmin'd when I'm testing antag stuff, but I spoke to @Twaticus who indicated they like having it for roundstart, but agreed it was annoying when trying to test stuff later in the round. This is a simple compromise that lets config-controllers still force people to deadmin at the starts of shifts where most of the proscribed roles are assigned, while not bothering other admins who make themselves a blob at the thunderdome an hour in to test something.
As for the cult ghosts, I hate suddenly getting summoned as a cult ghost while I'm adminning, but other people like being able to be summoned while currently admin'd, so pref time.
Changelog
🆑 Ryll/Shaps
config: Added AUTO_DEADMIN_TIMEGATE which allows config force deadmin settings to only apply for the first X seconds in a round. Starts disabled
admin: New preference to ignore being summoned as a cult ghost while admin'd, starts disabled
/🆑
* How do you use a retractor and why can i use a screwdriver instead
* Spoon drill is not a dream, it is the future
* If you come to a fork in the road, use it in surgery
* the man cant track someone with a fork, yo!
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Lowered Cybersun hardsuit armour values.
* Upgrading energy armour value.
* Now captain isn't male-only.
* Turrets
shot_delay changed from 0.8 seconds to 1.0 second.
* Adds 3 encryption keys for cyborgs and AIs to use
* Syndi-captain gets loud-voice headset.
* Policy config
* Define space syndies
* Added Robotics access for syndies
It's really useful for when they create cyborgs.
* Adds special version of medivend instead of normal one
* Replaces basic syndi-vend with special one
* Update forgottenship.dm
* Cybersun hardsuit doesn't slow you down as said in uplink desc.
* NPC + Area sounds.
Elite Assault Officer projectile sound changed from pulse.ogg to laser.ogg.
Added ambient sounds for all areas.
* Good day sir
Lowered the amount of ores you get.
* assignedrole
Let admins know that this particular shitter is the cybersun captain!
* Weight'n'Cost of ruins fixed in another PR
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Cost/Weight of ALL space ruins changed
* Thanks to fikou
* Only cap's spawner leaves empty-sleeper now
* if(policy)
* Revert "Cost/Weight of ALL space ruins changed"
This reverts commit fa343547f0dcf225710895f50ac2bbf32dc07b5d.
* Fixup
* Minor fix in attempt to fix some stuff
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Thanks trollbreeder.
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] THE captain!
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* grammar review man
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* "A" vs "The"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* [Grammar] "an"
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
* Update uplink_items.dm
* Update code/modules/ruins/spaceruin_code/forgottenship.dm
Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
It came up that this isn't recorded, only logged.
Technically needs syncing merge with schema change but only deleting notes would break from this and tbh that isn't done very often so I think it'd be fine to yolo.
This PR will add 3 tiers (expandable) to the atmos canisters
Each tier will have a maximum temperature and pressure threshold that will cause the canister to burst if going over them.
How to build each tier
Tier 1: With 5 metal sheets you make a canister frame tier 0 (similar way of the old canister making) and then you put 5 more metal sheets onto the frame (similar to when building windows on grilles) to finish it and build a tier 1 canister
Tier 2: You first make the tier 0 canister frame, you put onto it 5 sheets of plasteel to make a tier 1 canister frame and you complete the tier 2 canister by using 5 sheets of titanium onto it
Tier 3: Make a tier 0 and then a tier 1 canister frame like shown above, then you put 1 bluespace crystal onto the canister frame to make it tier 2 and complete it with plastitanium for a tier 3 canister.
The maximum temperature and pressure that each canister can hold are:
Tier 1 5000 K and 50000 kPa
Tier 2 500000 K and 5e6 kPa
Tier 3 1e12 K and 1e14 kPa
All those are calculated based on a filled canister
The canisters won't instantly rupture when reached the temperature, instead they'll start to take damage (10, 5, 3 per tier for the time above the thresholds) untill rupture, so recovery is doable since the damage taken can be heard (is burn damage)
canister-tiers
Why It's Good For The Game
First there is more interaction between departments, then there is a stop to exploitable start round fusion and 50K bombs, since at least you have to wait for mining.
No more you can have the Sun heat inside of a normal canister.
Changelog
🆑
add: Added 3 tiers to the canisters
add: added canister frames (also tiered)
add: canisters rupture if there is too much pressure or heat inside (higher tiers have higher thresholds)
imageadd: added images for frames and overlays
/🆑
Oversight. I knew I forgot somewhere.
Why It's Good For The Game
Anomalies spawning in the middle of space are dumb.
Changelog
🆑
fix: Anomalies should no longer spawn at the toxins testing range.
/🆑
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
/🆑
About The Pull Request
Adds a new hotkey, defaulted to V, which allows for swapping out equipment after a small delay. After the delay, you'll equip the currently held item into it's most preferred slot, and swapping out what was worn/equipped currently. This also allows for swapping out jumpsuits without dropping your pocket contents, belt, etc.
Why It's Good For The Game
QoL change that feels intuitive, and helps equipping feel more fluid.
Changelog
🆑
add: Equipment swapping, defaulted to V. Allows you to equip items while swapping out what you're already wearing after a small delay.
/🆑
About The Pull Request
Nitryl formation is made more doable and hopefully we'll see it more used on the station; added N2O formation. Both have the same gases requirements (N2O uses bz as catalyst only) but they have different temperature of reaction (low temp for N2O, high temp for NO2)
N2O now can also hurt you if inhaled in high quantities (is still a toxic gas, let's not forget this)
Why It's Good For The Game
Made nitryl more common for uses and production, added a way to remake N2O. This is an atomized PR base for future works on those gases and more.
Changelog
🆑
add: N2O formation reaction (n2 + o2 + bz as catalyst + cold = n2o)
add: N2O toxic behaviour (if you inhale it you can die in your sleep)
changed: NO2 Formation reaction (n2 + o2 + bz + heat = no2)
/🆑
This reverts commit 69a9eb0.
About The Pull Request
Fixes the sm producing fusion.
dynamic_heat_modifier and power_transmission_bonus never got a clean reset, and because they are global vars, kept gaining value. I've fixed this and tweaked 1 comment about max heat output.
This was a result of misunderstanding from both ghil and ninja, and is now thankfully fixed.
Why It's Good For The Game
This shit is neat, should actually be in the game rather then in my fixing pile.
Changelog
🆑
add: The h2o interactions have been polished and readded. Fucking global variables.
/🆑
* Had to put this on hold due to critical FUCK from hydriponics
* Another thing I'm being dragged away from
* Finally finished and happy with the result
* Merge issues: IRRADICATED.
* Made the UI a Labeled List per Stylesugestion
* Apply suggestions from code review
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* Fixes up compile issues and tweaks tooltip/disable
* Rebuild tgui
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Startwork.
* Time to break this later
* How do I map lists again
* So close I can almost TASTE ITTTT I GOTTA GET A MOVE ON WITH MY LIIIIFE
* Hey, it almost works!
* Finally actually ready to PR
* Nothing to see here but documentation and dead code
* Take 2.
* Revert "Take 2."
This reverts commit 0882d96a30ba79ebead4b5dd3e6f32e65bbf2a76.
* Cleans up tgui compile errors.
* WIP changes, still not happy with this for now.
* I am satisified.
* Rework that UI
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* 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>
* I GOT MINE ON DAY ONE
* I have the oldest xbox known to man
* e
* whee
* shits broke
* lol
* Update code/game/objects/items/toys.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>