* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
* Ice sliding related fixes.
* Makes ICE do not break other forced movement.
* Revert "Makes ICE do not break other forced movement."
This reverts commit 2aa691d3b8b35c31101e86fd888417755da86dcd.
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
* Adds Gonbolas
* Gondolafied the status effect a bit more.
* Corrected documentation
* -Restructured status effect handling for better efficiency
-Rebalanced stats
* Fixed qdel
* Radiation toxin damage has been slightly increased.
* Contaminated objects are overall a bit weaker but are easier to create in the
first place.
* Showers deal with high amounts of contamination much faster but aren't that
great at dealing with weakly contaminated objects.
* Atmos holo-barriers have been given radiation insulation like the engineering
ones.
* Adding miasma gastype
* make miasma roll small chance of infecting and corpses rot
* Add dry air sterilization to clear miasma
* make air alarm scrub out miasma automatically
* Storing corpse in morgue/coffin doesn't create miasma
* Added more ways to block miasma and a small notice
* fixing some errors in the rot proc, since I accidentally copied the old bugged version
* Code improvement, now waiting for Travis
* Added more effects to high miasma concentration
* Added delay to miasma production
As a result, miasma production goes up and partial pressure was unachievable back then, so I lowered it for all the effects.
* Formaldehyde stops decay
Also still trying to manage that miasma side effect stuff
* fulfilling some reviews
* Well done Travis
It's 9 in the morning, but I wanna see this through first
* beginning of miasma canister
* Added miasma canister
* Added miasma canister art
* add odor moodlets
* adding moodlets to miasma
* simplifying reagent check
* fixing indentation
* fixing an indentation problem
* Adding miasma tile effect
* adding miasma tile effect
* Deleting file in false placement
* changing miasma partial pressure for carbons
* added effects to lungs
* fixed a few errors
* Update lungs.dm
* Making miasma effect slightly prettier
I am not a pixel artist, but at least I try
* Raising miasma inhibiting temperature to -10°C
Yes, you can now store bodies in the cool room.
* making sure air alarm is set for miasma
since it is a common waste product, air alarms should start with scrubbers having miasma set to scrub
* setting scrubbers to scrub miasma on start
finally found this little setting
* lowered formaldehyde amount needed
* reaction fix
* rebalanced the reaction
Now happens quicker and doesn't produce that much heat.
* remove timeout to stench moods
* Update life.dm
* making mood stop with low/no miasma
AND waiting for travis
* fixing variable naming error
* fixing send signal for lungs
* fixing send signal for carbon
* fixing moodlet
this subsystem sure works in mysterious ways
* fixing lung moodlets
smell u l8r
* removing the 2 ifs
and looking if all moodlets are given to owner, not src
* Trying to balance the sterilization reaction
No more accelerated superburn. This heats *slowly*, as it was supposed to.
* Update vent_scrubber.dm
* improved the disease generation
the random disease's new proc seems more efficient, so let's go with it
* charred corpses don't produce miasma
there's nothing organic any saprophyte could possibly benefit from a carbonized carbon. also, replaced the disease proc, since there's better
* adding disgust system
* rebalancing
looking at the thresholds made me think that it was set too low, see negligible
* Slowing down the bubbling
can we plz move on?
* restoring old scrubber functionality
* mistakenly believed deleting this would only delete my changes in the code
here's the old functionality
* Update and rename vent_scrubber to vent_scrubber.dm
* restituting the spacing
* adding water vapor check
* changed miasma's specific heat to 20
no toxins memes
* lowered threshold, due to near-unachievability of pressure
* lowered threshold, due to near-unachievability of pressure
* there's never going to be a canister onstation
unless it's debugging or adminbus, so you'll need this little bit more
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
add: Show your support for the fine arts with these new quirks:
add: Tagger: drawing graffiti takes half as many charges off your spraycan/crayon
add: Photographer: halves the cooldown after taking a picture
add: Musician: tune instruments to temporarily give your music beneficial effects such as clearing minor debuffs and improving mood.
These should be pretty straight forward, musician is especially interesting because you can share tuned instruments with other players, and think it has the potential for some interesting cooperation. For example, as a musician bartender you may decide to hand your tuned instrument to the mime so they can play music and have your customers not stumble around as much while also making them happier!
I don't think there's realistically any balance concerns. Most of the debuffs it clears can already be cleared by drinking tea, they're a pretty rare occurrence in a fight and are usually gone before you have the chance or need to do anything about them. At most helps you walk straight while you're drunk, really.
All these quirks make you start the shift with all the tools of the trade, to make them more worthwhile to take and make the player feel like their quirks are part of their character on a regular basis (ex. a player with the tagger quirk is more likely to make graffiti on a whim, a photographer will always have a camera to take pictures of interesting things etc. whereas they would otherwise have to round up supplies at roundstart every time)
* Overthrow gamemode, again!
* Fixes objectives even more, especially AI one, removes boss antag subtype
* Fixes and refactors objective code, especially AI
* Expands greeting msg, fixes AI getting storage implant, rewords objectives to make it clear that they're teamshared objectives
* Resets gamemode required players to production values
* Lowered the number of teams existing during highpop
* refactors code a bit, fixes special_report to not use roundstart list, renames converter
* Cannot convert mindshielded people anymore unless you remove the implant
* Changes the Nothing explanation_text of head objective to hint at autoupdating, updates greet()
* Fixes define compile error
The 50s/5s thing appears to be a mistake, given that 5s is 50ds and fast travel checks seconds against 50 and sets deciseconds to 50 on adjacent lines.
In addition to sending shuttles to docks, three extra modes are added:
Infinite Transit puts the shuttle in transit which lasts until another destination is chosen
Delete Shuttle does what it sounds like
Into The Sunset marks every mind on the shuttle as 'escaped' and then deletes the shuttle
Also puts the mobs in stasis so they won't suffocate, bleed out, etc. before roundend
It is also now possible to change the destination dock of the arrivals shuttle (example: an event where arrivals are sent to the Lavaland Wastes dock instead).
Walking instead of running will reduce the noise, making it now more useful to gameplay.
Plating and wood makes a lot of noise, floor and carpet are quieter.
Range and volume may need to be balanced later on.
Oh, I reorganized some sound files too - the ones beepsky and medbot uses.
> Take 1
> Length of cubes is above 1
> Cut(1)
> Wait that just cut the entire list to nothing
Now the signal should work properly instead of not working whenever there's
more of a thing than the requested amount.
if you supply step_delay_override or use_delay_override as 0 then component
just ignores these new values despite them being valid options
by using isnum() checks, these values can actually be used for this