Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.
Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).
Shotgun slugs can no longer be made in an autolathe.
Buckshot rounds can no longer be made in an autolathe.
Frag12 rounds deal less direct damage, since they fucking explode.
Pulse shot rounds deal less damage.
Increased the cooldown on riot shotguns.
Removed buckshot rounds from all maps.
Combat shotguns start with beanbags.
Why It's Good For The Game
Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.
Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!
In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.
Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.
Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.
Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.
If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.
Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.
Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.
This PR removes fusion from reactions.dm and add the Hypertorus machine and its new and improved fusion reaction (results may vary).
Fusion is one of the most costly reactions from the atmos system, is one of the most complex and yet most simple ones; this will move fusion inside a buildable machine and it will allow a degree of complexity that can't be done inside react()
About The Pull Request
Moves Light Replacer to Equipment Tab
Adds Trash Bag as a printable item (Plastic, Service Lathe)
Adds Paint Remover as printable item (Needs Advanced Sanitation)
Fix: Allows you to print broom in Service Lathe
Why It's Good For The Game
Tiny Fix and QoL improvement for janitors. You can now get all of the items you (generally) need from advanced sanitation in a single tab. In addition to that, it gives a janitor who's lost his paint cleaner a way to get more. You can now get it by asking a chemist for help, -or- from the cargo order.
Alright, this is a functional rework for civilian bounties, which should serve a few purposes:
Cargo has a reason to actually keep working and stay within cargo.
Makes cargo bounties far more integrated into the round as opposed to being a static list of soft goals, being personalized to those who would actually do a bounty for the station.
Still make civilian bounties the prime, sirloin steak method for regular crew to make money.
So here's the 4-11:
Static cargo bounties have been removed, in favor of the new system of civilian bounties. That means that both the bounties app and the bounty console have been removed.
Civilian bounties have been buffed. They are no longer affected by inflation, but when your bounty is completed, you will recieve a "bounty cube". To receive the cash you would have received for the bounty (10% of the civilian bounty), that bounty cube must be shipped off the cargo shuttle, and using the magic of the price tag component, you make your cut, and cargo makes their 90%, ensuring that you'll actually see your money (for once!).
Civilian bounties are now independent of department budgets, in preparation for departmental purchases, so now you can more freely benefit from doing civilian bounties to buy things! (See #53881)
Non-mining cargo department crew now have fully randomized bounties, to give them stationwide goals for bounty hunting.
As an added benefit, the icon for bounty cubes basically screams value, so hopefully crewmembers will see it and instantly think to sell it.
* Most OP atmos tool. RPD that can unwrench pipes.
Adds reverse wrench mode upgrade to the RPD.
Attention, due to budget cuts, the mode is hard linked to the destroy mode control button.
Now /obj/machinery/atmospherics/deconstruct(disassembled = TRUE) return created obj/item/pipe
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.
This adds rolling paper pack (like you can get in the cigarette vending machines) to Hydroponic's bio generator for 50 biomass. It also makes the bio generator interface a bit taller because the new entry caused a scrollbar to appear.
Frankly I added this because of a shift where some heinous anti-smoking campaign left all of the vending machines dismantled and I found out rolling paper is not craftable anywhere else. That shift I got really lucky with weed mutations, so this made me sad.
Adds door seals to the game, inspired by the ones used in Alien Isolation and SOMA. Trivially easy for a human to remove, but makes it a nightmare to try and smash through if you're an alien, an evil robot, or don't have hands. I also slightly changed how airlock reinforcement works, as now there are two ways to increase the integrity, the previous way of just resetting the max_integrity after the removal of the plating wouldn't work.
Makes nanite reduced diagnostic function baseline and adds new increased diagnostics program
* A better way
* Increased Harmonic Nanite research costs by +1000/+1000
* Harmonic nanite passive boost.
The "plating repair tool" has been added to the game in the form of a
printable upgrade for janiborgs. It's a subtype of the cautery that can
repair burnt or damaged hull platings, allowing floor tiles to be
placed over them once again.
The upgrade that adds it to a janiborg's list of tools can be printed
once the Cyborg Upgrades: Utility tech node is researched.
Janiborgs get floor tiles (and a crowbar), but have no way of dealing
with burnt platings. Thus, what ends up happening is that, after fixing
some flooring after a minor explosion, you'll often be left with one or
two ugly, OCD-triggering untiled spots on the floor that you can't put
a floor tile over because you don't have a welder. What makes these
spots even more infuriating is that it would actually be BETTER if they
had been broken down to just being space-exposed rods, because then you
COULD place a floor tile on their tile.
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.
Changes to surgeries:
Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
Blood filter is a new tool and cleans the reagents out of the body.
This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
This PR adds the crystal invasion event, a new event involving the Supermatter and the monsters from within.
When the event starts there will be a message from centcomm announcing it, then the supermatter explode leaving a destabilized crystal that emits radiations and harmful gases; after a bit portals will spawn around the station, that will produce a number of monsters each. there are 4 types of waves and 4 types of portals
The waves are: Small, Medium, Big, Huge (each have different kind of portals that can spawn and different amounts too)
The portals are the same types of the waves, they differ from each other for the number of monsters that can spawn and the kind of monsters that can spawn (bigger portals spawn stronger monsters)
To end the event the players should stabilize the crystal by destroying the portals (for now are indestructible and they are disabled by using an anomaly neutralizer, might change that) and collecting otherworld crystals; then those crystals are to be put in the crystal stabilizer, an item unlockable in the tech tree. After this just inject the destabilized crystal with it and the remaining portals will close on their own (the spawned monsters will still remain tho so you have to slay them)
All the numbers are mostly eyeballed and could change if requested/with feedbacks
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
This adds the Account Registration Machine to the game, it's obtained at the computerized recordkeeping tech (Rather far in to the tech tree) and only obtained from the security lathe to prevent access from being too widespread, because I don't trust players have access to this until at LEAST half the shift has gone by. What this enables you to do is to create new accounts for blank IDs. The accounts won't have a parent payment account until actually assigned a job by a card console, but for all intents and purposes they'll act and interact like a standard, station bank account.
* Support for expansion-class modPC hardware
* end of the line
* As requested
Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.
* update
* adds directional window setting for normal grille window mode
adds furnishing upgrading to the rcd for chairs, stools, tables, and glass tables
both of these new introductions have their direction based on where you are facing when the timer for the build finishes
* adds the luxary rcd cargo pack with a loaded rcd, all 4 upgrade disks, and 3 extra compressed matter cartridges
* adds the furnishing upgrade to the techwebs
allows cyborgs to install rcd upgrades except silos
allows loading of metal and matter into the rcd by simply clicking on the thing you want to insert
lowers price of the cargo pack and removes the silo upgrade
adds banned upgrades var to the rcd
* you can now create windoors and deconstruct them as well
you can now deconstruct tables
doubles the price of the cargo pack for rcds
* removed cargo pack
* changes define to bitshift flags
moves matter addition to rcds to a proc on sheets
* matter amount is now a stack variable
* Simple skills framework.
* Map changes.
* Adds skillchips to vendor
* Adds skill stations to the map.
* Circuitboards
* Fix typo
* Some minimal instability
* Fixes,tweaks etc
* Suggest better names or we'll end up with these.
* sharpness thing
* tgui build
* Makes wine from booze synthetizer show to wine tasters.
* Makes wine from dispenser have taste for wine tasters.
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Swaps to carbon var.
* wordy helper proc
* While i'm at it, other relaymoves
Co-authored-by: Rohesie <rohesie@gmail.com>
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts
* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO
* End of day... 2? 3? lockdown has ruined me
* Day 3. I cannot unto bogdanoff. Send help.
* So far so good.
* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.
* We'll throw the technodes and mapchanges in too.
* Okay lets keep this a friendly debug item then
* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.
* Newscaster updates.
* TGUI Rebuild 1 start counting fokes
* Runtime BEGONE FROM ME, fckn typepaths
* Cleans up autodocs, and other areas
* Updates tgui because I feel nothing anymore
* Recompiling tgui for that green check
* dunks the whole mint out of the code, get that hothead outta here.
* Green checkmark daily update.
* Should be decent from here.
* Resolves machine_design conflict
* Rebuilds TGUI again for the epic pogs
* Sweeping changes 2: See additional changelog
* Haunting insurance plus changes the define comment.
* Rounded vending prices, made bounties appear on examine, polish
* Atmos tanks now specify their mole requirements.
* TGUI 4.0 Updated.
* ACTUALLY updates to TGUI 4.0 standards.
* ThE bUiLd DiFfErS fRoM oUrS
* Ah, I didn't see the testmerge get re-upped.
* TGUI Rebuild.
* Shuffles some security-assistant bounties around
* First draft
* tgui interface bluescreen guards
* Preparing for cyborg module sub-categories
* The rest of the owl
* Stop duplicate say messgaes
* Implement interface handling for obstructed exits
* Pocket lint
* Documentation and misc. code cleanup
* Implement searching in interface
* tgui pocket lint and build
* Coding style consistency and changes. Rebuild tgui.
* Update default bitflags
* Address potential edge case bluescreen.
* orange man good
* Remove emag_act with obsolete functionality
* Standardise variable naming conventions
* tgui 4.0 update
* tgui 4.0 update
* Port a couple of usability improvements from concept branch.
* Fix new ui_act input.
* Actually fix new ui_act input
* Port some small improvements from concept branch.
* Rebuild tgui
* Made department of redundancy department redundant.
* Rebuild tgui.