cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl
Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl
Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.
They have the following specifications:
They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
They do burn punch damage instead of blunt.
They are weaker to blunt; especially when low on charge
They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
cl
add: Added pirate language, equip a pirate hat to speak it.
/cl
I haven't made a PR here since #23676 but this is pretty simple, it just adds "pirate language" (language only spoken/readable by fellow piratespeakers that looks like pirate slang to others), and makes the pirate hat (yes, the one obtainable from the autodrobe) grant/remove the language.
also i have no experience in dream maker so i'm at least 87% sure i flubbed something up
thanks to qustinnus for helping me out
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
cl Mickyan
add: Added various new moodlets
add: Most notably, the Laughter chemical and breathing small quantities of N2O can improve mood
add: Psicodine: a new chemical that can restore sanity levels to normal and temporarily suppress phobias
add: Happiness: a homemade drug that supposedly gives a feeling of total bliss and.. emptiness? That can't be healthy... watch out for side effects.
fix: The suffocation moodlet now triggers correctly
fix: The drunk moodlet now clears as soon as the drunkenness wears off
/cl
Fixes#41170
List of new moodlets:
Jittery
Vomiting, vomiting all over yourself (gross)
Painful medicine application (silver sulfazine/styptic powder/syntflesh) - very short duration
Chemical euphoria (breathing N2O)
Laughter/Superlaughter reactions
Happiness drug related reactions
Psicodine: keeps your sanity at least above neutral level and suppresses phobias as long as it's in your system. Also available from pill bottles at the medivend at a premium.
Happiness: loosely inspired by Joy from LISA, very addictive, does minor brain damage, withdrawal makes you slowly go insane and overdose makes your mood jump all over the place. Also suppresses phobias. Good if you need a very quick and powerful boost but not very practical for keeping your mood up for long periods.
cl ShizCalev
tweak: Added some examine messages to disembodied heads indicating if it's missing eyes, or if it's brain is nonfunctional.
tweak: Added some examine messages to cyborg parts to indicate their current construction status.
tweak: You can now remove the power cell and cut the wiring out of a cyborg chest during construction.
/cl
Small indicator to help alleviate some minor wastes of time (such as folks bringing suicider's heads to the roboticist instead of the chef.)
Added some missing destroy handling, fixed vars not being set and unset properly, cleaned up some duplicate code in human/examine handling for departed souls.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
Certain toxins will no longer notify the mob of their presence with the "You
feel a dull pain in your abdomen" message, which allowed some stealthy (and
some nonharmful) toxins to be easily detected.
* Adds the experimental dissection surgery, a way for medbay to contribute to research
* fix
* different point value for different subjects
* broken defines
* 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