* Adds a ticket machine to the HOP's office so you can keep track of unruly hoardes of greyshirts while giving the clown all access.
* Fixes a logic error
* Whoops
* Idiot proofing
* Pt 2.
* Me make code less shit
* Fixes more badcode
* makes luxury shuttle more user friendly
* Makes it so change is placed in-hand, slimes aren't told to pull something when they can't and dragged IDs override worn IDs so a bank account is looked for on them instead
* Makes it so if the change doesn't go into a human's hands, they will be pulling it behind them instead.
Adds a new abductor themed shuttle to the game, available for 8k
credits! The shuttle is only unlocked after alien technology has been
researched!
The shuttle offers some unique items and layout compared to others
currently available. Two singular entrances with the brig in the back
means security needs to walk prisoners to the brig area to secure them.
Unique unlock mechanism encourages either bringing alien tech back from
Lavaland or stealing some from an abductor.
A few unique items aboard, including alien tools, the experimental
cloner, and a void core can provide interesting opportunity if utilized
in the window of time that the shuttle is on station.
Chameleon IDs and PDAs will automatically update names and icons when
changing disguise. They will also change the displayed job when
switching outfits with the chameleon combo-action.
Chameleon IDs and PDAs reset to the default name if their appearance
changes and need to be updated manually to display the proper label,
which seems like a waste of time to me. Changing the entire chameleon
loadout is very sneaky and setting the appropriate job on the ID and
PDA makes it sneakier.
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
* fix meter work on un initialized pipe
* fix runtime in process_cell
whet it try to call to wrong type turf
* fix roundstart runtime in debug sungery disc
* fix return_air() runtime
Runtime in pipes.dm, line 52: Cannot read null.air
* s
* Update surgery.dm
* Update pipes.dm
* Update meter.dm
* Update LINDA_turf_tile.dm
* Disable atmos processing in outer border on load.
* Update map_template.dm
* Update map_template.dm
* Update map_template.dm
* Update pipes.dm
more runtimes for good of runtimes
* magic numbers in saw_bleed moved to class definition
* more saw bleed abstraction
refactors p2
various stacking effect refactors
saw bleed refactors again
moves stacking status class to status_effect.dm
misc stacking changes and documentation
reverts saw_bleed functionality to original
better var names, var name fix
removes extra proc
more sane handling of application
removes unused define
changes saw bleed back to original form
* another proc that can be ovverriden for falling stacks
* fixes path
* simpifies some checks
* feedback fixes
* spelling
* Adds stat tracking to mess on station
* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor
* adds mapload arg to init
* asdasd
* Makes the abductor healing gland more interesting
* Implant rejection
* .
* no vomit for blood regen
* Update code/modules/antagonists/abductor/equipment/glands/heal.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Changes PKM to use screwdriver to remove modules
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<!-- You can view Contributing.MD for a detailed description of the pull request process. -->
## About The Pull Request
Uses a screwdriver instead of the crowbar(????) to remove modules from it
<!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! -->
## Why It's Good For The Game
Its more intuitive and a lot more consistent with other upgrades and weapons, which use a screwdriver. Also the imagine of using a massive crowbar to pry out a module, whilst funny, isn't really ideal.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Changelog
🆑
tweak: PKM now uses screwdriver to remove modules
/🆑
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* Update kinetic_accelerator.dm
* Update kinetic_accelerator.dm
* Update kinetic_accelerator.dm
* Rrrrrreview
* Document datum, area,atom and some of the mob code
* Update
* Documented mob_helpers poorly
* Brief treatise on mob movement iself
* sdfasdf
* Add title to treaties
* Move readme file for say
* more say stuff for mobs
* Document login and status procs
* Add some goddan links like a boss
* Document some atom vars