* Makes venusflytrap take fire and cold damage (#56565)
Venus flytraps were formerly immune to fire and cold damage. Now plasma fires and the coldness of space can hurt them. Fire does double the damage compared to cold.
At full health a Venus Flytrap will die in:
~5 seconds inside of a fire
~10 seconds inside of space
* Makes venusflytrap mobs take fire and cold damage
Co-authored-by: Tim <timothymtorres@gmail.com>
* Makes pressure proofing check for clothing coverage (#56612)
* Makes pressure proofing check for clothing coverage
Co-authored-by: Urumasi <Urumasi@email.cz>
* Add pAI internal GPS to possible software (#56404)
pAIs are now a useful space travelling companion, they can help you
navigate if lost (although only the pAI has the GPS view, so they'll
need to communicate the information). If you're holding a GPS, then the
pAI can find you even if you get separated.
* Add pAI internal GPS to possible software
Co-authored-by: coiax <yellowbounder@gmail.com>
* Refactor ventcrawling flag into traits (#56620)
Instead of using var/ventcrawling on `/mob/living`, it is now instead
two traits. It functions in exactly the same way.
This now ensures that manipulation of ventcrawling will not clash with
any other manipulation, such as a proposed genetics ability to give
people ventcrawling, versus abductor organs.
---
Intended to be a pure refactor, no functionality should change.
* Refactor ventcrawling flag into traits
* Update true_changeling.dm
* Update true_changeling.dm
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* repaths plasteel tiles to iron
* Update robot_modules.dm
* a
* fuck me
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Plasmaman won't burn or breath in Mafia/Highlander instead of being transformed into a Human. (#56501)
NO_BREATH and NO_FIRE are added to Mafia/Highlander players and
plasmaman there won't be turned into Humans.
Also shifts Ashwalkers above Ethereals and under Lizards in human.dm
just too keep it in a pretty order.
* Plasmaman won't burn or breath in Mafia/Highlander instead of being transformed into a Human.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* flips space bat's damage range and the sergeant no longer spawns hurt (#56626)
flips the min and max damage so at max they do 6 and at min they do 5 instead of the inverse. also raises Sergeant Araneus health to 250 from 200 (not max health, he already has 250 max they just spawned hurt)
* flips space bat's damage range and the sergeant no longer spawns hurt
Co-authored-by: Elli-Skala <69182855+Elli-Skala@users.noreply.github.com>
* add some flavor text to facehuggers
* alien-only flavor text for facehugger toy
* skyrat edit
* botanist bonus for lavaland flora
* beer nuke special examine
funny message for cap and barman hinting that it could be used for a beer nuke.
* reverts nuclearbomb.dm
* Update facehugger.dm
* Fixes CTF runtimes / hard del (#56681)
* Remove mob from spawned_mobs on qdel
* Clear current mind when brain gets deleted
* Fixes CTF runtimes / hard del
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* Remove string from snow golem species colour (#56664)
Instead of trying to use the string `"null"` as a colour, we just
use `null` to indicate the absence of species colour for snow golems.
* removes "null"
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Small fix for reset_pull_offsets() (that you probably won't even notice) (#56671)
* Small fix for reset_pull_offsets() (that you probably won't even notice)
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* You no longer need to hold shift to open the context menu as a ghost (#56646)
* You no longer need to hold shift to open the context menu as a ghost
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Committing a draft. Currently non-functional.
* Currently stable, a little testing left.
* Functioning as intended!
* why do i forget these thingssssss (proper comments added)
* simple animals no longer reset their icon file on death (#56538)
* simple animals no longer reset their icon file on death
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Dynamic 2021 (#56221)
About The Pull Request
Dynamic 2021, among much other things, splits the threat level into two separate budgets, one for round start and one for midround/latejoin. You can read the design doc, plus methodology and charts here: https://hackmd.io/@ tgstation/S1C4dYJkO.
To server owners: this is incompatible with current dynamic.json configurations. This is not just because some fields have different values now, but because the older values are not balanced towards this system.
Inidividual list of changes (as I remember them):
Threat level is now split into two separate budgets, one for round start and one for midround/latejoin.
In TESTING, you can now run dynamic simulations to see the roundstart picks.
antag_cap is now based on an equation rather than a fixed list of antags per indice--the old system is not scalable. You can now pass it either a number for a fixed constant, or a list with "denominator" and an optional "offset" to fit the equation ceil(x / denominator) + offset, with x being population.
Midround/latejoin timers are now vars on /datum/game_mode/dynamic itself, and thus can be configured by head admins per server.
Removes some older, as far as I can tell completely unused admin tools relating to dynamic.
autotraitor_cooldown is now properly respected from config, and is based on an exact time rather than on ticks (450 used to be 15 minutes, now it's just 15 MINUTES).
The rulesets dynamic chooses are now in a dynamic.json file in round logs. Relies on tgstation/tgstation13.org#64 to be public.
Adds more logging to the autotraitor ruleset for admins.
Midround/latejoin chance modifiers are now configurable.
Labelled "Do Not Merge", as the design doc outlines the specific playtesting schedule I would like to perform.
Note to self: Remove the custom MOTD before merge.
Why It's Good For The Game
(Copied from design doc)
Dynamic currently dumps as much threat as it can into round start threats. This means that rounds at ~50 threat can have an absurd amount of antagonists round start, while leaving very little threat for midround/latejoin antagonists. What inevitably happens is just one of those picked decides to murderbone, leading to the inevitable 20 minute shuttle call. Furthermore, once those antagonists are dead, Dynamic doesn’t have any threat left to spend on new antagonists that keep the round flowing, promoting the mentality of “antags dead, I’m bored, let’s leave”.
The proposed solution of Dynamic 2021 is to split threat level into two separate budgets, one for round start and one for midround/latejoin. This split, like threat level, will also be done on a lorentz curve–meaning that while most rounds will have them evenly split, there is still the possibility of chaotic high antagonist round start rounds, or the possibility of a midround onslaught.
* Dynamic 2021
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Changes fireman carrying from a trait on gloves to a skillchip (#56593)
* Changes fireman carrying from a trait on gloves to a skillchip
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* adds vars for damage done by temp on simplemobs (#56572)
instead of heat and cold damage being handled by unsuitable_atmos_damage, instead its handled by unsuitable_heat_damage and unsuitable_cold_damage
if these vars arent set on the mob, they are set by default to the value of unsuitable_atmos_damage
* adds vars for damage done by temp on simplemobs
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fixes emote runtime / changes how emotes work for ghosts (#56519)
* Fixes / refactors emotes
Crack emote no longer runtimes
Ghosts can use help emote
Exhale / inhale emote only work for living
Move beep emote living subtype
Help emote no longer tells you that you can't use it
* Remove var in arguments
Lint
* Replace loop with join
* Fixes emote runtime / changes how emotes work for ghosts
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* Cleans up blob code, removes a lot of hardcoded stuff, many new defines (#56306)
Cleaned up, commented on, and (hopefully) improves a lot of blob code.
Put pretty much everything balance-related (except for the strains themselves) into a define file, for easier viewing, changing, and balancing.
Added a bunch of new functionality that new strains (some of which I plan to add in the future) could use: from increased expansion range to more spores per factory.
* Cleans up blob code, removes a lot of hardcoded stuff, many new defines
Co-authored-by: NotRanged <rangedvdk@gmail.com>
* reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
* Reverts Adds Neon Carpet (#55782)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* fixes wizard corpses not having beard (#56574)
"long beard" is not a beard option
replaced it with Beard (Very Long) which is the same thing
adds vars for corpses to set their hair colors
makes wizard have white beard
* fixes wizard corpses not having beards
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fix 2 wendigo runtimes (#56540)
Fixes 2 wendigo runtimes:
- When the wendigo tries to teleport to you but there is no location to teleport it would runtimes because the code tried to pick from a empty list
- The wendigo scream message used capitalize which is not needed and also runtimed, since capitalize expects a string not some object
* Fix 2 wendigo runtimes
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding (#56497)
the current tolerance on jousting is 2 deciseconds not enough to do fun stuff with any of the mobs you can ride on station like cows or goliaths, this is now 3
mob riding never had a keycheck so u could ride goliaths without a lasso and stuff like that
* makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Miscellaneous Pronoun & Grammar Fixes (#56504)
Changes a few uses of static pronouns in dynamically generated strings to calls to the p_ procs.
* Miscellaneous Pronoun & Grammar Fixes
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Audits audible emotes (#56465)
Emotes have been audited for whether they should be seen or heard. No more hearing glares or seeing groans.
* Audible Emote Audit
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Fixes mime scream (#56466)
Mimes act out screams when their vow is active
* Fixes mime scream a.k.a. The Silence of the Mimes
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* fixes various grammar issues (#56446)
fixes misspellings of 'permanently'
fixes grammar with bandaging wounds on yourself
* fixes various grammar issues
Co-authored-by: elle <54373583+dermondarble@users.noreply.github.com>
* Adds a surrender button for when you are being held at gunpoint (#56393)
add: Adds a surrender button that pops up when you are at gunpoint that can be pressed to do the *surrender emote
* Adds a surrender button for when you are being held at gunpoint
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>