About The Pull Request
Adds the Enhanced Interrogation Chamber as a BEPIS reward.
This security-only machine is able to implant a deep-rooted trigger phrase onto a subject; if they hear that phrase after the procedure, they will immediately enter a state of hypnotic trance, which can be used to demand truthful answers for your ongoing investigation.
The enslavement of criminal and non-criminal subjects is frowned upon by space law. Do not abuse the Enhanced Interrogation Chamber for personal gain.
Bad choice or mishandling of trigger words may lead to loss of control over the subject.
Side effects include dizziness, nausea, confusion, vomit, loss of eyesight, violent tendencies, loss of sanity, depression, oppression, loss of free will, spontaneous hypnotic trance, loss of hair, death.
Use with care.
Why It's Good For The Game
Make your own Manchurian Candidate!
Allows "rehabilitation" of dangerous criminals by security, which is more interesting than straight-up execution.
Could lead to fun situations if a team antag is caught and forced to be a mole.
It could also be used by any antag who manages to get to the sec protolathe.
However, the "conversion" is still shaky! The main cure is surgery, as the triggered trance is effectively just a brain trauma, healable with surgery. On top of this, even if the subject is unable to hear their trigger phrase, if someone else knows it they can override commands at any time. Even if that doesn't happen, it's possible that another message sneaks in before you can give your command, intercepting the hypnosis.
On top of this, the chamber has a 10% chance of giving the hypnotic stupor trauma instead of the triggered trance, making the subject even more of a wildcard.
Effectively, this is a very powerful tool in the antag-vs-security conflict, but over-reliance on it will probably bite back in amusing ways.
Changelog
cl
add: Added the Enhanced Interrogation Chamber as a BEPIS researchable tech.
add: The EIC can be used to implant trigger phrases in subjects that cause an instant hypnotic trance.
/cl
* Fixes the things
so there's no writing wrongly put onto boxes that don't need it.
* accidentally wrote null in caps
of course i found a way to fuck up adding four lines of code
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.
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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.
About The Pull Request
cockroaches are now a hostile mob and glockroaches are a child
also glockroaches dont 1 shot tables and stuff anymore
Why It's Good For The Game
copypaste BAD??
Changelog
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refactor: glockroach
/🆑
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.
* The hell factory is born. Initial Commit.
* Alright just makes sure to re-add the dmi files, so at least SOMEWHERE they exist
* I somehow lost my pressure plate fix and didn't actually fix the conflict.
* No, really, how did I break this so badly. Jesus christ.
* Quick anti-cheese measures.
* Made the map a bit more comfortable, APCs/ Keycard
* mapmerge hook :(
As-is, random mineral spawning changes the turf to the subtype with that mineral, which results in a lot of turf changes I guess. Now it just changes the mineralType of the turf. Unless it's gibtonite or a cave spawner, because the alternatives are worse and those aren't all that common anyway.
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tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization.
/🆑
About The Pull Request
This makes space suits use a cell and warm the wearer, This was handled by the handle_environment proc in the past with an override to make the suits work. This corrects this issue, and removes the override.
All space suits will have a cell installed at round start, this cell will last 15 min on average usage.
The cell cover can be toggled by alt+clicking (press the button), or using a crowbar (just pry it open) on the suit.
With the cover open you can remove the cell by using the suit in hand, or ctrl+clicking the suit.
As well with the cover open you can use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c, do not use an emag on the suit to increase the temperature range.
Examining the suit will report the temperature setting and the cells charge, if the cover is open you will also be able to see the type of cell that is in the suit.
Suit storage units will now charge the cells in suits, they will also require power to operate properly now.
Why It's Good For The Game
Space suits should be managing the wearers temp in space not using some override.
Lizards now have a portable heater in the form of any space suit.
Now that suits need a cell it is not as easy to spend all session in a space suit.
New interactions with hardsuits and emp's give nice combat buff to an underused item.
Nuke ops can raid xeno for some nice yellow cells, or science for a big old bluespace cell.
* Buffs the gygax, give some more support items for mechs in general since there isn't a need for a dedicated ammo bag for the gygax
* Wrong cell
* Fixed some stuff.
* I fucked up the wrench inhand good and proper yikes I am a dumb cat
* gave some inhands for the inducers
* Hopefully this adds the overlays for the wrench.
* Someone helped me make a much better wrench sprite after several failed attempts on my part due two tones being hard to make definable shapes with!
* Boxes
box images
* Aligned some box icons to box
and added secbox box to some security boxes.
* More Boxes
now available in medical, science and cargo!
* New shotgun and foam gun ammo boxes
and removed the medbox, scibox and cargo boxes since I think they should probably have their own pr.
* removed a thing
removes the mention of the sci, med and cargoboxes
* Removed the _old ammo box sprites
I mean it does what it says on the tin