About The Pull Request
For an item to be two handed just add this handy component.
All existing two handed items have been converted to use this component.
Why It's Good For The Game
It has components and signals, and now you can make items two handed so simply.
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed)
* uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* upper staircases, lots of upper floor work
* railings
* ai sat rework, exterior decals
* ass ass ASS ASS fuckin ASSSSS
* oh my god its full of stairs
* forgot a file oop
* railing fix on multiz test, upper atmos, external space dust deterrents
* both-way rail climbing, maint work, 2nd story atmos desk, pipe/wiring/ allow floating over openspace and moving up-down openspace in nograv, trailing ends
* go NORTHWESSSST
* maint work, hull work, gamer time
* upper security, more maint work, eva catwalks, less retarded railings, hiding signs from openspace, elevators suck, wire/pipe work
* more maint work, decal work on 1st floor, called my parents they appreciated it
* multiz test shit
* maint work, hallway work, botany work
* removed cloning, turned into general treatment, added small temp corpse storage next to treatment
* eduititititit
* gamers
* openspace fixes
* os over os fix
* prison rework, hallway work, pr prep
* mapmerge + remove pixel 0s
* bad area and more railings, newline
* unnecessary vis flags and unused computer console
* public mining dock
* oops lol
Co-authored-by: Dennok <Deneles@yandex.ru>
* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays
* Mood, buffs and nerfs tesla
* Cherry-Picking
* eyyo
* back to basics
* aight
* broooooooooooooooooo
* adds else
* range
* fixes shit
* Sure
* Cleans shit up
* Fixes prob issue
* Gee I like this spooky guy
* I swear to god if prob picks just makes a list I am gonna blow a gasket
Restores canvases showing up their content on the map.
This only gets updated on finalizing/naming the painting.
Adds persistent paintings, set persistence_id on sign/painting on your map to use it.
Bumps rustg up to 4.3
About The Pull Request
Makes rails functional in that they can be vaulted from either side, moved, and repaired. Still doesn't add a way to make them.
Why It's Good For The Game
make multiz great
Waiting/working on a few things for the map so I'm just atomizing the few things I'm sitting on so other map makers can take advantage of in the meantime.
It's a broom
The basic janitorial tool that's been missing for all these years
Demo here: https://www.youtube.com/watch?v=KHcEIhAxx0g🆑
add: Added the broom. For sweeping.
/🆑
Implements the geysers and pumps I originally added along with the first draft of plumbing.
Geysers
A geyser can be plungered with a reinforced plunger to activate. At wich point, it'll either produce clf3, hollow water, protozine or rarely wittel.
Pumps
Adds the liquid pump to the plumbing RCD. Place on an active geyser and wrench it to start pumping the geyser of its delicious juicess. I also changed it to not use power, because it would be awful drawing kilometer long wires along with the ducts.
Chems
Hollow water works basically like blood and mutage, where you can mix it with 1 unit of holy water for more holy water.
Protozine has a .2 healing, down from omnizine's .5. The healing is just kind of a side thing and not really what this chem was implemented for.
If it wasn't obvious, this allows chemists to industrialize strange reagent creation, with hollow water being able to create limitless holy water alongside protozine being a valid replacement for omnizine. Getting 2 geysers with those chems and on lavaland is quite the hassle, and you still need to get some holy water from the chaplain as kickstarter. I honestly think this is fine, and otherwise I could add a unique botany catalyst, so they don't become useless in the process.
Wittel
Adds wittel, wich is rare. Does nothing, but can be processed into two fun/regrettable chems.
Adds gravitum. Metabolizes very slowly. Drinking it makes you weightless, and spraying it makes that object temporarily weightless. Make 10u by mixing 1 wittel with 10 sorium
Adds metalgen. Created by mixing it with mutagen and bluespace powder. Must then be mixed with 40u of a powedered material and 1u of liquid dark matter.
The material used becomes imprinted on the chem. It can then be applied to anything, except mobs, to turn it into that material. Radiation is bad, and no you can't turn the nuke into plasma to blow it up.
The chem is difficult to get and use, but it can turn the escape shuttle into solid gold wich looks really cool. You could also turn it into plasma and vaporize everything. It can be used to, with some effort, duplicate materials.
🆑
add: Adds geysers to lavaland! They can be activated by using a reinforced plunger found in the medical vendor. They can be harvested by using a new plumbing device, magically powered liquid pumps!
add: Adds Hollow Water to geysers, wich can be combined with Holy Water as catalyst for more Holy Water
add: Adds Protozine to geyers, a very weak version of Omnizine. Can be used in Strange Reagent mixing
add: Adds Wittel, a very rare geyser chem. Can be processed into gravitum, wich removes gravity. Can also be processed into metalgen, wich has a strange tendency to transform objects into the imprinted material.
/🆑
Why:
This is what I originally wanted to do. The idea was to have a lot more chems, but I can't focus on one thing for that long. Hopefully this'll empower the bored chemist and make the rounds just that more interesting. Hopefully this'll spark the creation of some other geyser chems aswell.
That and makes shaft miners not the only ones hunting on lavaland.
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.
InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.
As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
* Makes abductor baton child of stun baton
- Clarify var names and reorder vars in baton defines
- Slightly simplify active baton wash code
* forget about ()
* 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