* Autoimplanters renamed to autosurgeons; nuke op autosurgeon fix
Fixes#24443.
🆑 coiax
add: Autoimplanters have been renamed to autosurgeons. Currently only
the CMO and nuclear operatives have access to autosurgeons. What is the
CMO hiding?
fix: All upgraded organs for purchase by nuclear operatives now actually
come in an autosurgeon, for speed of surgery.
/🆑
- Autosurgeons now insert any type of organ put in
- Replaced organs are dropped on the floor by default, and if told not
to, will GC, rather than just disappearing through lack of references
- Makes autosurgeons have a `starting_organ` type, where it'll make an
internal organ to be dispensed.
- Autosurgeons now change their name depending on their internal organ
- Nuke ops now just buy the autoimplanter with the organ already inside
it.
* Fixes naming and sprite
* Refactors xeno eggs, and makes glowing resin glow
🆑 coiax
add: Alien glowing resin now glows.
/🆑
Christ, all I wanted was to make glowing resin glow blue, like it says
it's supposed to.
Instead, I stumble onto the horrors of alien egg code.
First fix the spawn, then fix the icon states, then fix var edited burst
eggs, then make fully grown eggs spawned, then fix some weird use of
locate, rather than a var, then make the typecache spawn on initialize.
Should be no behaviour differences. Apart from the glowing resin.
* Art director light approval
* Code review and bug fixes
* I didn't know we had an "integrity failure" var
* Adds new gas interactions to supermatter.
Adds new minor and major failures to supermatter.
Adds highpressure windows to box.
* Shard now announces critical power and critical mass.
* Balance adjustments, some test stuff.
* Higher mole hot setups now scale in damage because they are harder to heat. Low mole setups, like the roundstart shard now cause less damage because they heat up smaller amounts of gas faster.
Actually made windows heat resistant now.
The supermatter crystal now takes damage from heat much earlier.
* Testing and tweaking more stuff.
Added tesla_zap proc.
Added anomaly generation.
Added occasional gravity pull in.
* Fixes anomaly spawner, hopefully fixes lightning bolts.
* Fixes supermatter lightning. Tweaks and balances some more values.
* Resolves conflicts for real now.
* Adds high pressure windows to the supermatter in box, meta and delta.
Fixed supermatter shutter button requiring atmos id on box and meta.
Readded the missing electrical supplies and welding locker to engineering of metastation.
Fixed stuff for travis.
* More balancing and behaviour changes.
* Adds heat_resistance to windows so windows can now survive more than TOC+1600 K if desired.
Also makes high pressure windows able to withstand 50000° K.
* More overcharge tweaks.
* Makes stuff compile and removes extra whitespaces.
* Even more tweaks.
* Rebalances power increase from matter, removes mass paper radiation exploits. Nerfs plasma. Removes mapchanges for the time being.
* Adds high pressure windows to the supermatter engine in box, meta and delta.
* Merge conflicts.
* Requested changes.
* Fixes supermatter zap overriding src.
* Fixes message timing.
* Revert "Lighting micro optimizations and fixes (#24939)"
This reverts commit 78bbbfe20a.
* vg refactor stage 1
* Fix runtime in get_turf_pixel
* fix lighting on turfs
* Fix certain things reading light levels wrong.
* Made SS faster/better by making it split its tick allotment up between it's 3 tasks
* istypeless loops @pjb3005
/proc/typed_loop 6.826 6.830 6.858 190761
/proc/typeless_loop 5.582 5.586 5.620 190435
* lazy init lists
* Mob Initialization
* new_player Repath
* Fix the dme
* Fix the shit
* Fix a loc
* Fix another loc
* But, in my haste, I forgot the cola!
* Another loc
* ANOTHER LOC
* Further docs
* Where'd that s come from
* Fix shit
* Better