* migrates the shield generator to the powered typepath
* map update
* fixes wire unsecuring weirdness
* this should go here actually
* minor reformatting + documentation
This PR adds 6 new types of cowboy boots. Brown, black and white
cowboy boots have been added to the clothesmate. Two types of lizard
skin boots can be crafted, these boots can then be exported for money.
An additional pair of fancy boots are currently unobtainable, but will
be part of a future project. Cowboy boots can now act as shelter for
some type of snakelike creatures, fill a pair with snakes as a prank
or harebrained assassination plot.
* Adds adjustLiverLoss & getLiverLoss procs to carbon
* Adds trophazole
Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and medbay.
* Adds rhigoxane
Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.
* Adds thializid
This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.
* Charcoal + trans_to changes
Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.
* Medical + Syndicate spray bottles
Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.
* Adds chempacks
the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.
* Adds recipes to thializid and trophazole
Also fixes the rhigoxane recipe
* Medsprays are now medigels + fixes
chem packs can now be stored in the smartfridge and chem bag.
Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method.
The lore for the new medigels is that they spray a thick gel onto the skin that dries into a film.
* minor fixes + mint frosting
I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.
* Readds my cleaner sprites
* Adds liver damage to thializid + adds on_transfer proc
Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer
* Fixes chem bag examine
The chem bag examine now werks, also fixed a typo in the description.
* Adds a clumsy check to sealing the chem pack
* Makes kelo, bicard and anti-tox unmixable.
I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.
* Makes damp rag apply on_transfer effects
* glass and food now work with trophazole
glasses and food now call the on_transfer proc via trans_to
* Another round of fixes
Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().
* Rhigoxane recipe is now COOLER
200k was too warm since cryostylane cools down so much by itself upon mixing.
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.
* Removes the seal() proc and moves its guts into AltClick
* Item_state switching moved to reskin_obj
* Fixes missing medical sprayer left inhand
the sprayer_med_yellow inhand sprite now has the correct name.
* Fixes inhand updating
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Tries to add typecache
* Moves the typecache and makes it static
* Payment generation rework and no repeated target
* Blacklist
* Remove pod explosion
* contractor baton
* darker highlight
* Slight increase for the higher paying contracts
* Victims get healing injected to bring them out of soft crit/crit
* pod send fix
* Text changes
* More text tweaks
* New baton - custom sprite/sound
* Better sound - fixes
* Stutter
* text
* classic_baton rework
* attack silicons still, and only show charging for new baton
* Properly attack/stun silicons where appropriate
* . list
I added empty boxes to cargo, I decided to follow the restriction
stated in the file and set the price to 700, but my original intention
was to have it be 500 so it isn't a completely horrible loss to the
QM, which a more experienced contributed can do if they like. Allows
Cargo to store bulk items easily after they inevitably sold every
crate in the station.
* QoL and location bugfix
* QoL and bugfixes
* Further fixes
* Name fix
* Text changes
* revert delay
* Same fix for returning
* description update
* New TC generation
* Slight delay for ransom cut, so they can hear the beep
* Give a written guide
* Third item
Alright I'm sold, let's try it
* Forgot to add text changes in line with the new item
* Merge conflict
* In datum
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too
* Makes the source argument come after message, since it is optional
* Removes excess </span>
* Emag bounty computer to show contract connection
* Corrupted text helper
* WIP on corrupted text
* Randomly corrupt text when looking at connect screen
* Barebones accessible Syndicate bounties screen
* Contract barebones and Synd UI work
* Further text changes, antag checks
* Further UI changes, full contract generation with areas/target
* dropoff point checks, and move to uplink item for requesting bounties
* WIP contract uplink item
* Contract uplink and continued contract improvements
* Completed contract uplink, and continued contract work
* Droppod WIP
* Further droppod work
* Mob WIP
* Further mob WIP
* No mob
* Callback for putting in mob
* Further WIP with pod checks
* Better location picking and signal fix
* Further pod changes, WIP of payouts
* Overall finished payment/contract system
* Code cleanup
Revert changes to bounty console
Remove debug messages
* Small refactor
* Add kit with set and randomised items.
* Fix box
* Very minor flavor text for inserting into pod, plus roundend text
* Pod return sound
* Contract uplink slight styling changes
* We don't keep giving telecrystals until they literally can't hold anymore
* Ship them off to ninja base instead
* Nerf bring them dead, but give a nice boost for bring them alive
Overall this is a nerf, so we also throw in an agent card to the bundle
* Ship them back
* Minor text changes and slight TC change
* Always give the black and red variant space suit
* Error sounds
* Dropoff area locator
There's sometimes duplicates, i.e. security office - but only one of them will work. This shows you where to go.
* Small fixes
* Bugfix, further changing of TC
* Ransom wip
* Ransom system
* Few changes
* Properly pay for ransoms and appropriate logic for dropoffs
* Terminal sounds
* Talk on command channel when ransom is given, or if they were too late
* Change to announce system
* Announcements/auto pay ransom
* Proper wait
* Name pods properly
* Don't send blacklisted items
* fix
* Improvements
* Announcements are less huge...
* Not a file...
* Improvement
* Drop them not in a wall
* Halves eye blur and styles payment vend
* No memes allowed
* corpse flower init
* icons
* fixes some bad math
* removes istype helper
* play test changes
* examine text
* .
* found where the conflicts happened
* same
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
cl Tlaltecuhtli
fix: cargo ripley can be actually constructed with what you get from the crate
fix: adds the right crate type to monkey cube and hydroponics refill crates
tweak: readds the bulk wt550 ammo crate
tweak: conveyor belt crate has 15 instead of 6 belts
tweak: adds a laser pointer to the bureaucracy crate
tweak: changes med supply crate to have rng medical things
/cl
single packs are bad when you have an emergency and you use the rockets
* Initial changes
* I need my scratchpad for another PR real quick
* Access and code shuffling
* First pass at small_item markers
* Second pass at small_item markers
I think I did this right...
* Maybe I should save the files I have open
* small pack additions
* Update tgui.js
* Removing some (imo) redunadant packs.
* removing 1911 pack
press F to pay respects
* missed a debug
* reorganization
* bit of cleanup
* removed some leftover disabled code
* That red X is bullshit and you know it
* tweaks the EVA suit crate and miner starter kit crate
🆑
tweak: the eva suit crate now will have 1 space suit and 1 jetpack
tweak: the miner starter kit will be the same as the ones miners can buy
grammar: changed the description of the medical refill crate to rapresent whats inside
/🆑
those crates were dumb and unintersting maybe now someone may buy em
* Update code/modules/cargo/packs.dm
Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* e
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
## About The Pull Request
Allows admins to make shit enter the station without pussy supplypods, instead they can just fucking flying in from the heavans
## Why It's Good For The Game
Cus it looks badass as fuck watching mechs just yeet in, also admins can spawn themselves in by literally falling from the sky which is funny
## Changelog
cl MrDoomBringer
admin: Admins can now use the Centcom Podlauncher to launch things without the things looking like they're being sent inside a pod.
/cl
* reeling it in
* Revert "reeling it in"
This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.
* adds the room
* makes the boobs more seeable
* WHAT IS CONSISTENT PROC NAME FORMATTING FUCK FUCK FUCK
* adds fluff sign and fixes map a tiny bit
* small updates
* fuck FUCK YOUR MERGE CONFLICT FUCK
* Mime-related Tweaks
Improves upon the standard beret sprite, aswell as the rest.
Changes the sprite of the french beret to the classic maroon colour, matching the mime's suspenders.
Remove's the mime's pocket protector as it's either rarely used do to the lipstick being nearly useless to mimes, since they spawn with a mask or alternatively, removed.
* Removes the standard beret from the standard costume crate.