* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles. (#57367)
* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* [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>
* 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>
* 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 in the admin outfit. (#55374)
So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
* Adds in the admin outfit.
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening
* Rewritten and adjusted for paycheck defines.
* I made the map changes finally.
* And the refills too.
* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"
* And the premium ones too.
* Accidently spoiled a future pr due to dme bleedover
* Re-assesses 99% of vending prices through Arconomics to match player resources and round-length.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Easier Medipen Identification, Medipen Box (#54698)
* Medipen Differences
Adds a box for medipens, and gives each of the "common" pens a new look.
* Adds medipen box to craftables.
* Lighter first aid pen.
* Easier Medipen Identification, Medipen Box
Co-authored-by: Winter Flare <7543955+Owai-Seek@users.noreply.github.com>
* Nice, Corgi Pinning Action for the whole family. (#53913)
Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.
Are you a bad enough dude to pin the tail on the corgi blindfolded?
Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.
Also, the tail pins are harmless embeds. I'll leave that here for you to think about.
* Nice, Corgi Pinning Action for the whole family.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Gives the Chef a Beacon to pick their ingredient box (#53146)
* adds ingredients beacon
* starts the chef off with an ingredient beacon instead of a box
* Update boxes.dm
* Revert "Update boxes.dm"
This reverts commit b89fadab04.
* optimizes the list thingy (thank you, Floyd)
* Fixes a typo in one of the comments
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* fixes a definition
* moves ingredient box/beacon code to miscellaneous instead of boxes
* adds the random option
* adds a cute little bit of 'flavor' text... get it?
* Revert "adds a cute little bit of 'flavor' text... get it?"
This reverts commit a6541bf220.
* adds references to a new company and a bit of fun text
* moves randomFood out of the for loop
* Revert "moves randomFood out of the for loop"
This reverts commit e2c5171fce.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Gives the Chef a Beacon to pick their ingredient box
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)
https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!
Alright, from the top:
Sinks now need plumbing to pump out liquids.
All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.
Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?
So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.
So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this
I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷♂️
To-do before being 100% sparkly and clean
Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version
Yeet out the existing psudo-plumbing from hydroponics
Why It's Good For The Game
We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.
Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.
Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.
On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
* [READY] Vatgrowing: Third time's the charm
Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
Purges cryo syringes and cryo shotgun darts, and all references to them from the code.
Why It's Good For The Game
Cryo syringes are, to put it mildly, a blight on chemistry and its balance. Every single design decision around the difficulty of using pyrotechnic chemicals can be sidestepped by heating the ingredients to max temperature and putting them in a single cryo syringe. This leads to instant kill weapons like RDX+teslium or TATP syringes, which mix their ingredients and instantly explode as soon as the syringe makes contact with something.
Nuke ops have to cough up 8 telecrystals for a rocket launcher that causes a roughly similar explosion, plus 4 more for each subsequent rocket, all with the cost of the launcher being a bulky item. Based on this, it seems like it should be inconceivable for chemists to have access to the same firepower with only a syringe gun that fits in a backpack, their chem dispenser available from roundstart and a single techweb node.
Removing these syringes will prevent chemists from evading the dangers of working with explosive chemicals, and should have little to no impact on other applications since very few other reactions exist which need to take place on being injected into a person.
Cryo shotgun darts present an identical problem, and are only not seen in the wild due to their smaller capacity and position far into the techweb making them comparatively undesirable at a point when rapid syringe guns are likely already researched.
Changelog
🆑 Thunder12345
del: Cryo syringes and cryo shotgun darts have been removed from the game
/🆑
About The Pull Request
It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.
dreamseeker_2020-03-30_05-01-13.png
dreamseeker_2020-03-30_05-01-26.png
Big points:
Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.
Other misc fixes/changes
Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
Fixes#49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
Fixes#49741: New carbon helpers for removing embedded objects
Fixes#46416: Handles embedded objects getting qdel'd or moved while embedded
Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades
Why It's Good For The Game
Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog
🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request
Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.
Cool. Onto everything else.
Changes to hydroponics trays.
Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.
Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.
If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes
All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!
Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.
When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.
Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.
For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.
Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.
image
Why It's Good For The Game
Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog
🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
* fish friends
* fish pals
* fish pals
* dumb
* hunting knife now is useful
* hunting knife now has a sprite
* FUCK
* inhand
* rohesie reviews
Co-authored-by: Fikou <piotrbryla@onet.pl>