cl Floyd / Qustinnus
tweak: Bonechill now actually chills you
tweak: Bonechill lasts 2 seconds longer
tweak: RESIST_COLD is checked before bonechill is applied
fix: Changes makeshift vests' name to durathread vest
fix: Cardboard golem can now reproduce himself.
fix: The durathread golem now needs cloth instead of strands
/cl
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* Capped slowdown to 1 for applying speed potion to vehicles.
* Update xenobiology.dm
Modified the movement delay to match the config on the servers.
* Update xenobiology.dm
Adjusted back to 1.0
* Update xenobiology.dm
* Update xenobiology.dm
Speed potions applied to vehicles now make them 15% faster than a normal running person, unless that vehicle was already faster than a running person.
* Update xenobiology.dm
Now with correct numbers.
* Update xenobiology.dm
Updated to pull from the config's vehicle speed.
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
* Update code/modules/research/xenobiology/xenobiology.dm
Co-Authored-By: Hathkar <30916002+Hathkar@users.noreply.github.com>
cl no
fix: Chilling Sepia extracts cannot be used infinitely and will be consumed upon use.
/cl
[why]:
Chilling sepia extracts, unlike all other crossbred chilling extracts, were not consumed after activation with plasma and thus could be spammed constantly if you injected them with plasma and then activated them, with absolutely no delay or cooldown in any form.
This is probably a bug, given that cerulean extracts, the ACTUAL infinite use extracts, have a delay on how many times you can activate them in a quick timespan and will stop working if you activate it within the cooldown, and that the description text itself describes the extract shattering.
Even if it wasn't a bug, infinite timestop with no cooldown and superior to the actual infinite extract is bad and needs to go.
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
🆑 coiax
fix: Heroine bugs no longer make people appear partially bald when wearing them.
/🆑
Also I renamed the moth clothing snack to a more descriptive name if anyone
gets one by accident.
Fixes accidental buff from switching deconstruction R&D to techwebs by NERFING protolathes to match autolathe scaling ( 100%-40% T1-T4 from 50%-12.5% T1-T4 construction efficiency)
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl
Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.
Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
cl coiax
add: Microwaves have a single wire accessible when open, the activation wire.
When cut, the microwave will no longer function, when pulsed, the microwave
will turn on.
add: Stabilized dark purple extracts now cook items in your hands, rather than dropping
the cooked item on the floor.
/cl
Previously microwaves just worked on their contents, now they keep a subset of contents called ingredients, because otherwise it would explode whenever you put a signaler inside.
Someone asked me to do it. It seemed like a neat idea. God knows
what horrible things people will do with this.
🆑 coiax
fix: Printed oxygen or plasma tanks at the protolathe are now empty.
/🆑
The discrepency in behaviour was because the new /empty types were
using Initialize, which for some reason wasn't working.
However, when I ported the whole of /obj/item/tank into using
Initialize() it works fine, and all the empty tanks are empty
as intended, (and the ones that should have gas, do have gas).
🆑 coiax
add: Robotics can print cybernetic hearts, lungs and livers at their exofabricators (along
with their upgraded versions).
add: Added upgraded cybernetic heart, just like the regular cybernetic heart,
that doses you with epinephrine when unconscious. But the upgraded version generates a new
dose after five minutes.
/🆑
Robotics should be able to upgrade people with cybernetic organs. Medical want the organs
to save people's lives, Robotics want the organs for augmentation giggles.
Also, there was an upgraded cyberlungs and cyberliver, so I just made an upgraded
cybernetic heart as well.
[Changelogs]:
cl HideAndSeekLOGIC
add: Added emergency oxygen tanks and extended capacity emergency tanks to the autolathe and protolathe
add: Added them to the Industrial Engineering tech node
tweak: Only Cargo and Engineering can print extended capacities; the rest are available for everyone.
/cl
There is currently no way to produce these tanks and there is currently no reason why this should be the case. This PR fixes this problem.
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.
Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.
The legacy ban system is removed.
The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.
New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.
New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.
Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.
cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
cl Skoglol
add: Added click shortcuts to xenobiology console. You no longer have to aim with the camera eye to do slime science.
/cl
https://www.youtube.com/watch?v=zP5GP3sc0e0
Xenobiology is kind of a pain in its current state, where you gotta aim with the camera eye. The eye has inconsistent speed, and is prone to lag. This addition allows you to click the things you wish to manipulate instead, which is a lot smoother.
I've added a help action that explains the controls.
Threw together a icon for the button:
For now, shortcuts are:
Slime: Shift click slime to pick up, turf to drop all. Ctrl click to scan, alt click to feed potion.
Monkey: Ctrl click critted monkey to pick up, turf to drop a new one.