Commit Graph

886 Commits

Author SHA1 Message Date
Time-Green
7646d3916a Adds database tracking to maintenance pills (#56179)
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:

- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it

I've also polished the sprite a little bit, because it always looked a bit _too_ shady
![image](https://user-images.githubusercontent.com/7501474/104741899-19624880-574a-11eb-8211-65d89d8d36c4.png)
(Below is old sprite, above is new sprite)
2021-01-16 14:09:30 -05:00
TemporalOroboros
976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
spessbro
426ea1dae0 Bvak injectors look right (#56045)
Changes the check to >= 20 (the max volume) instead of > 30 which would never be the case
2021-01-10 00:04:09 -03:00
coiax
1a64abe7a7 Add inacusiate to syndicate medical borgs (#55823)
Giving syndicate medical cyborgs access to the ear healing chemical
allos them to heal one of the most crippling problems that can afflict
an op; being unable to communicate effectively (through ear damage).
Being unable to communicate because they are a bad player is uncurable
through in-game methods however.
2020-12-31 17:09:09 -08:00
TemporalOroboros
863977e5fa Makes reagent updates more event based, also makes plasma boil properly. (#54790)
Converts most on_reagent_change calls to signals.
Converts on_reagent_change to a signal handler.
Expands the reagent exposure signals
Add a setter proc and signal for reagent temperature
Fixes adjust_thermal_energy not sending a temperature change event
Makes min_temp and max_temp actually do something with adjust_thermal_energy
2020-12-22 19:20:00 -03:00
Qustinnus
12c1464bc3 [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
2020-12-13 13:19:54 +01:00
Qustinnus
8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
MrMelbert
c8536907fc Accidental Consumption post-food refactor cleanup (#55152)
Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly
2020-11-26 14:41:26 +00:00
Ghom
4c31b0e116 CanUseTopic() refactor. (#54747)
* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.
2020-11-25 13:12:12 +01:00
ArcaneMusic
5338ad1696 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
2020-11-13 16:17:22 -05:00
Winter Flare
17dc39d120 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.
2020-11-07 19:48:18 -05:00
necromanceranne
6ae9d3856b Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
2020-10-29 00:22:18 -03:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Rohesie
af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
Qustinnus
eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
ArcaneMusic
d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
Donkie
53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
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>
2020-08-28 14:26:37 -07:00
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
MrMelbert
0822aed851 Removes organ accidental consumption (#52411)
* i dedicate this one to goof

* snip

* how'd this get past
2020-08-18 17:38:26 -04:00
EdgeLordExe
d91e13f874 [Ready]Medipens no longer instantly inject if you walk while do_after is still going (#52712)
* E

* E

* Update code/modules/reagents/reagent_containers/hypospray.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-07 16:23:41 -03:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
skoglol
4c35f5b9ff Merge pull request #52690 from Tlaltecuhtli/medipenssss
medipens can be quickused when resting
2020-08-07 08:46:12 +02:00
Krysonism
35602ec6d0 [READY]syriniver nerfix / syringe projectile fix + various fixes requested by maintainer (#52019)
* syringe projectile fix

* greenman review

* oversight fix
2020-08-03 13:57:56 -04:00
Tlaltecuhtli
a7e147e2f3 1 2020-08-03 09:49:25 +02:00
Couls
27838579e3 Drinks can now carry diseases, Wipe down your glasses with rags bartenders! (#52421)
* Drinks can now infect you, Wipe down your glasses with rags bartenders!

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/datums/components/infective.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/datums/components/infective.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 21:08:10 -03:00
Time-Green
f47dc74029 Renames instabitaluri to syntflesh (#52523)
* Renames instabitulari to synthflesh

* Recommits Jared Foggles correction
2020-07-28 00:05:21 +03:00
Ryll Ryll
46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00
spookydonut
d17080167c Fix leading slashes and turn on linting for it 2020-07-21 13:02:04 +08:00
ArcaneMusic
fad1911968 Plant Belt sprites are fixed, Engy Sprites too (#52330) 2020-07-20 18:41:07 -04:00
MrMelbert
789aa2b6ba Adds an item proc for accidental consumption and implements it in food containers (bread, cake, cheese) (#51925)
* cronch monch ow, i'm dyin bros

* oopsies

* also should've removed that

* first round of fixes, thanks bros

* fk

* Some post cleanup

* ?

* if-else begone

* gotta sweep sweep sweep

* proper math

* Update code/modules/projectiles/ammunition/_ammunition.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-20 09:40:46 -04:00
Omega_DarkPotato
53798766a1 Brings burn patches in line with brute patches. (#52278)
After seeing a whole lot of complaints about burn patches only containing 1u of Aiuri, I decided to do an amazing whole 1-line change bringing the burn patches in line with the brute patches. (both contain 2u now of their respective chem)
2020-07-18 14:04:01 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
skoglol
7c6211dcc5 Merge pull request #51989 from ShizCalev/inducer-fix
Fixes inducers not working on some stuff due to missing get_cell() checks
2020-07-06 23:05:19 +02:00
MrMelbert
3b851845d4 Minor Adjustments to the "Brain Tumor" Quirk (#51770)
* brain tumor adjustments

* some requested changes + defines

* trait

* READ

* > self-merging

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-05 18:21:41 -04:00
ShizCalev
c9b87df67e Fixes inducers not working on some stuff due to missing get_cell() checks 2020-07-03 01:13:07 -04:00
ATH1909
f95ea437e7 medbay personnel will (hopefully) no longer be shotgunned for attempting to feed you a vaccine (#51911) 2020-06-30 04:01:04 -04:00
EdgeLordExe
bf604b00d6 [Merge Ready]Medipen middle ground, direct nerf but more versatile (#51757)
* lavaland changes

* luxury medipens

* Update code/modules/reagents/reagent_containers/hypospray.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/reagents/reagent_containers/hypospray.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* e

* e

* e

* Update code/modules/reagents/reagent_containers/hypospray.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-06-29 13:25:28 -04:00
TemporalOroboros
e78d82592f Refactors reagent exposure code (#51396)
* Refactors reagent exposure code

Removes istype clutter. Renames a few procs

* == TRUE

Adjusts COMPONENT_NO_EXPOSE_REAGENTS bitflag offset.

TODO: Remove comment

Co-authored-by: Rohesie <rohesie@gmail.com>

* == TRUE

Adjusts COMONENT_NO_EXPOSE REAGENTS bitflag offset.

Removes comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 20:03:19 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* 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
2020-06-17 20:47:57 -03:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* 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
2020-05-25 06:47:19 +02:00
spessman-007
5ae305ec9f Resolve issues with incorrect usage of a/an (#51095)
Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 01:34:34 +08:00
Thunder12345
aa9be6154a Removes cryo syringes and cryo shotgun darts (#50471)
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
/🆑
2020-04-18 11:10:01 +12:00
Jordan Brown
1ca4502644 Merge pull request #50378 from antropod/medigel-skins
New skins for medical gels
2020-04-06 19:28:38 -04:00
itseasytosee
4522ff45f5 + (#50403) 2020-04-06 15:31:13 -04:00
antropod
209c341005 New skins for medical gels 2020-04-04 06:40:19 +03:00
ATH1909
b66d4016c8 it doesn't have to be this way (#50272) 2020-03-29 16:16:06 +08:00
uomo
027b294a59 Gives the Psychologist some pills. (#50211)
* Creates pill and pill bottle types for the psych, puts them in their backpack.

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/pill.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update pill.dm

Removes an unneeded blank line.

* Cleans up a needless comma and space.

* wording change for happiness bottle

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
2020-03-27 16:35:07 -04:00