* Mech battle system!!
* suicide_act
* sounds
* a few checks here and there + comments
* polish
* restores a deleted attack_hand
* cleans up some indents
* incapacitated people can't have epic fights
* CONTRIBUTING.md compliance that i missed
* fixes doc, suicide, adds a sleep proc for ease
* fixes a minor sin + makes it pretty
* moved file
* anime
* "balancing"
About The Pull Request
The raw vortex anomaly core requirement is fixed so the device accepts proper vortex anomaly cores.
Changelog
🆑 Jay Smith
fix: The Portable Chemical Mixer now uses proper vortex anomaly cores instead of raw ones.
/🆑
About The Pull Request
Removes the research point gen modes from tesla coils and rad collectors.
Someone is gonna take some flak for removing these at some point, may as well be me.
Why It's Good For The Game
THE DESIGN DOC DICTACT-
Nah powergen should be valid on it's own, it shouldn't need to rely on other econs to make it worth the work. We can try that later, but not now.
Changelog
cl
del: Removed the research modes from tesla coils and radiation collectors.
/cl
The sprite of the donut box will now be dependent on what donuts are inside and in what order.
Current donut boxes misinform hungry spacemen, and colorful donut boxes are cool.
Changelog
cl
imageadd: Donut boxes will now accurately show what donuts are inside.
/cl
About The Pull Request
Adds a new traitor item exclusive to Heads of Personnel and Quartermasters that triggers a bureaucratic error
Why It's Good For The Game
Adds a new method for traitors to cause indirect havoc to the station at large
Changelog
cl
add: Added a new traitor item for HoP and QM, the OCD
/cl
* New device: Portable Chemical Mixer
* Added entries to the tech web and the medical techfab
* removed unused icons for chemical cartridges
* small bugfix in build_path of portablechemicalmixer
* changed description and added info message
* Added newline
* Added a functioning newline
* Added a vortex anomaly core requirement
* Replaced old sorting method with sortBy
* Updated tgui.bundle to work with the latest code changes
* Added documentation to all variables and procs
* Small fix in wording
* Removed all non-class level documentation
* Updated tgui.bundle for the newest offical code version
* Updated tgui.bundle to work with the newest code version
* Updated the tgui.bundle to work with the newest version
* Initial commit, updates trays into 2020
* Adds vend-a-trays as a service machine, without it being a machine.
* Replaced the mapped vend-a-trays with service unique versions.
* "YoUr BuIlD DiFfErS fRoM mAsTeR"
* Removes {}s from img, workin on the other part
* All my homies recompile on merge conflict
* Fixes end of line because honestly there must be no god on this green earth
* hopefully this isn't too excessive.
* How's this?
* Applies Anturk's Confirm suggestion.
* Shipped, workshopped with style a bit
* Alright that's probably enough fiddling for now
* Rebuilds.
* You can now fireman carry people onto trays
* Support putting fireman carried people to buckle
* Reverse conditions
* Only attach to bucklables if adjacent, and forcably move to the turf so you don't just drop them
Remake of #50528
About The Pull Request
https://hackmd.io/@tgstation/r1tzxpwPL
Basically that.
Raw anomaly cores
Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are)
Finish the explosive/implosion compressor attackby and implosion procs
Map in the implosion compressor
Map in the roundstart 2 cores each type for science
Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document.
The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius.
Props to @ArcaneMusic for the machine sprite!
Why It's Good For The Game
image
Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?).
Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by).
Changelog
🆑
add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius.
/🆑
Yogstation closed this for some dumb reason so TG gets it instead.
Re-publishes my original under yogstation13/Yogstation#8446
Old way
Context-sensitive buttons!
And you can also alt-click a tape recorder to play it like in yogstation13/Yogstation#8445
UEl2rkUv3y
Changelog
🆑 Hopek
add: Tape recorder has been reworked.
/🆑
* makes decal painter a basic tool
Makes the Decal Painter into a Basic Tool instead of a BEPIS unlock. It's very meh for a BEPIS unlock, especially for the Scientists that'll be using it. Though, it does have a use that some builders might like.
* Update maintenance_loot.dm
* decal painter value decrease
decal painter now contains much less mats since it is a basic tool
* decal painter no longer needs an empty ink cartridge to eject