*every mention of /obj/item/machinery/power/supermatter_shard in the code should have been replaced with /obj/item/machinery/power/supermatter_crystal and it's variants.
*supermatter shard has been moved to /obj/item/machinery/power/supermatter_crystal/shard
*variable changes like gasefficiency and explosion_power has been switcharood in order to keep it in line with the game as of now
* loyality
*fixed a bug that made coding relating to loyalty implants basically impossible
* did i say loyalty i meant mindshield
* and the .dme as well
this commit and last were webeditor but it should work
* HE'S DONE IT
LETS GOOOOOOOOOOOOOOOH
* floyd. floyd. he's the floyd. floyd dude yeah yeah yeah yeah FLOYD
* fireball remarks, the other spells.
* YOU MEAN THE CHAOS FLOYDS
* what is a floyd, but a miserable pile of moodlets
* flflflflfoooaooayoyydd FLOYOYODDD DFFRRURURMPPFF
* FLOYDING LIGHTS LIGHTS LIGHTS LIGHTSSS
* GORGE YOUR MOODLETS, EMBRACE YOUR FLOYD
* no more floydposting, i removed the old spellbooks
* aaaaaaaaaaaaaaaaaaah ALL of the remarks added my fucking god
* 10 days to sunday travis.
* last minute fixes
* 1 fix
* 2 fix
* red fix
* martial granters
* MAMA MIA
* Modularises vending machines
Each machine now has its own file, which includes it's refill cannister for easy maintenance
* Moved and renamed vending file
* Slime Crossbreeding!
* Shifts a few things around.
* Prismatic extracts!
* Self-sustaining extracts!
* Consuming extracts!
* Recurring extracts!
* Whups!
* Regenerative extracts!
* Stabilized (unfinished)
* More stabilized!
* This took more effort than it should have.
* Industrial extracts!
* Icons!
* Colors the crosses.
* Bugfixes galore!
* Burning extracts!
* Sounds!
* Starts on burning extracts.
* Charged extracts!
* Minor adjustments to the adamantine shield.
* Fixes map! Ready!
* Fixes problem children, changes consuming extracts
* I'm an idiot.
* Fixes playsounds, unnecessary srcs.
* Removes a gross text2path
* Resolves a conflict
* More AnturK fixes.
* Fixes two other things, too.
* Burning black extracts use shapeshifting now.
* Love Potion now mostly RP in use, aligns user factions.
* Iterative discovery of status effects.
tweak: Unary devices can now be analyzed using gas scanners. This means stuff like vents, scrubbers, cryo tubes, or heaters/freezers.
fixes#36448
this means stuff like cryo, vents, scrubbers, heat exchangers, heaters/freezers, injectors, those big pressure tanks etc. can now be analyzed by gas analyzers/PDA gas scanners
* distinguishes law types by colour
* hacked laws now separate from ionic
* fix and less src.
* moves hacked laws above ion
* also the ai fixer
* also missed order in stating laws
* Less garish blue
🆑 SailorDave
fix: Crayons and spraycans can no longer draw an unlimited amount of large graffiti regardless of uses left.
/🆑
Fixes https://github.com/tgstation/tgstation/issues/35833
The check_empty() at the top of the afterattack() was only checking if the can was empty, not if the amount of charges left was less than the spray amount. This is fixed.
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
* Standardizes access checks
* Makes SS Networks init before SS Atoms to prevent NTNet interfaces from initializing before them
* Adds passkey support to NTNet packets
* Adds NTNet support to airlocks, makes door remote use NTNet
* Access levels given by jobs are now shuffled
* Access code improvements
* Adds IC card readers
* Fixes a delay issue with opening/closing airlocks with NTNet or signalers
* code review memes
* Renames plaintext_passkey to encrypted_passkey
* death by thousand nitpicks
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.