You can still produce points at a decent rate. This stops someone
that managed to thread the needle to extremely low pressures while still
meeting mass requirements from making half a million points per second,
though that did require maxed out parts.
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
This commit will add a slightly modified version of Pubbystation's
Monastery to the list of available emergency shuttles, becoming the
most expensive shuttle to buy at 250 times the crate price (Defaults
around 50,000cr)
This shuttle will cause significant damage and fully showcase the
absurdity of the Monastery's size by providing an up close and
personal, interactive comparison. PubbyStation's monastery will be
forever preserved.
Added a button to the Nanite Cloud Controller Rules UI with two states:
- Meet all (default) - all rules must be met to run the program
- Meet any - any of the rules must be met to run the program
This change doesn't impact the default rule behavior, but gives an
ability to create more flexible rule setups when needed.
Fixes#56561
the holodeck control console now returns if the previous program still has not finished loading in, so it should now be impossible to have two concurrent load_program() processes running at the same time and thus programs should not overlap under lag. tested locally with around 80% time dilation and 0 holodeck cooldown while spamming the fuck out of loading simulations
qol as you are gonna check the name of the dude anyway with pda while the input window is open and then missclick into the captain, with this you dont have to
fixes the infinite rod bug where disposal pipes ejecting things under a reinforced floor will break off a rod, but not actually remove the reinforcement, allowing for loops to get infinite rods and by extension metal material. this forces reinforced floors to break when this occurs
if people make a new tile that this doesn't want to be forced they can code it, i ran into some issues about actually spawning the stack item not working properly regardless of checks about whether the floor can pop or not, so its just going to be forced at all times
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.
Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
Adds defines for all of the ammo calibers
Replaces all current magic strings with defines
Docs what guns use what calibers
Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds
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
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
Adds a visual indicator for when you trigger someone's Bad Touch quirk.
Players who have this quirk may not have the time to convey that they do
when hugged, as the hugger may be off-screen by the time the quirk holder
has finished typing a say or emote. This provides a clear indicator that
the quirk holder gets a negative moodlet from hugs.
Co-authored-by: Y0SH1M4S73R <Y0SH1M4S73R@github.com>
Recently a fluke-ops round went down there the nukies armed then immediately disarmed the nuke and no one was sure who disarmed it by accident. When I went to check the logs I realized we don't log who starts or stops a station destroying event?
This PR adds messaging and logging to arming and disarming nuclear devices.
Hydroponics trays have a var, lastuser, that it's supposed to use in logging as the last person who modified a tray's reagents
this variable was only set if you transferred reagents to the tray via composting, so it was null 99% of the time.
The var is now set when any reagents are transferred and the logging for spawning spiders now uses this var.
The var is now a weakref, to prevent hydroponics trays from harddels.
"null last modified a tray's contents that spawned spiderlings." Not very helpful to admins, is it.
If `var/hallucination` was ever set to below 0, it would cause the
hallucination effects to never clear. Changes how hallucination is
decremented in carbons to avoid this from happening.
Co-authored-by: Ranged <nickvanderkroon@gmail.com>