* Mining MODsuit Rework (#64688)
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Add new surgery tgui (#64579)
* Move element to component, start UI, move assets into their own directory
* Complete UI
* Stop when another surgery is started
* Set your real zone since I forgot you actually need to start the surgery too
* Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore
* Remove unnecessary constructor I was using for something else
* Fix signal override
* Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* moves blast doors and shutters to a layer above windows and doors and changes shutters cost and build time (#64669)
This PR increases the layer of poddoors to 3.3, above windows and doors. (Poddoors include blast doors and shutters). I tested this PR to see how blast doors and shutters look with the changes, and they look better open and closed with the new changes. I did not see any bad interactions with windows or doors, except the preexisting fact you need to build a blast door before making a door, or you will be unable to link them up. This PR also rebalances shutters to be a cheaper, easy to build alternative to the monstrosity that is a blast door.
Blast doors and shutters (collectively referred to as poddoors) are thematically important parts of the game, providing a level of extra security and reinforcement that is hard to recreate. Somehow, they are below windows and doors, meaning someone with a fireaxe can destroy windows and doors quite easily without scratching the poddoors. It also makes no sense for a poddoor to be under a window, somehow inside a grille or glass pane. This change will make it so someone who wishes to destroy areas must actually first defeat the theoretically first line of defense (poddoors). Shutters now actually have a noticeably different purpose to blast doors. They are still not meant to be anything but reinforcement to existing barriers. This will help encourage their usage over blast doors.
* moves blast doors and shutters to a layer above windows and doors and changes shutters cost and build time
Co-authored-by: MacBlaze1 <33578623+MacBlaze1@users.noreply.github.com>
* Fixes harddels in pinned module code, cleans up a musty pattern that I want to die (#64674)
* Please stop typecasting target, noooooooooooooooooo
* Fixes harddels in pinned module code
The logic for pinned modules was intentionally hanging references to the
mob that pinned the action button. I have depression.
The pinned_to list also was never fully cleared, but that would have
just exasperated the issue. I've converted its use of mobs to refs, and
its use of the module var into something better managed
(Friendly reminder that actions will persist in your nightmares forever
unless they are manually qdel'd, this code wasn't doing that.
Also cleaned up how the pinned_to list is managed, hopefully it's a bit
more action centered now
* Fixes harddels in pinned module code, cleans up a musty pattern that I want to die
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Blacklists all non-basic radios from the Radio Glove crafting recipe (#64641)
Some possibilities without this change were:
Erasing encryption keys
Erasing sec ear-protecting headsets
Erasing intercoms
Makes it so this doesn't happen anymore.
* Blacklists all non-basic radios from the Radio Glove crafting recipe
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* fixes mod core recipes (#64654)
They were the same typepath which overrode each other. That's fixed now.
* fixes mod core recipes
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Updates the icon of the Legion achievement and adds another for the "Look Out, Sir!" one. (#64624)
The guy that resprited Legion forgot about the achievement, because it's still using the old sprite from the previous decade.
Some of the misc achievements are also still lacking their own icons. I don't have the time right now to work on all of them, but I have sprited one (also as a practice) so to make the task easier. It's a bit smaller than other achievements and more soulless, but that's how I wanted it to be.
* Updates the icon of the Legion achievement and adds another for the "Look Out, Sir!" one.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Redoes how merger datums store directions to neighboring members (#64535)
The old logic broke down if
A: there were more then one eligable member on a tile
Or B: if the members were in anything but a line
The old code made the assumption that if a location had been talked to
ever, it was done talking forever. This isn't the case.
Also it kinda pissed me off that cost scaled with objects, not tiles. So
I changed how things were tracked to fix those things.
Makes me happy inside
* Redoes how merger datums store directions to neighboring members
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Splits the Fire Alarm sound into four files (#64324)
* sound fission
* I can't believe malf tools betrayed me like this
* much ado about 0.008
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Pay no attention to this
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Splits the Fire Alarm sound into four files
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Brimdemons (#64592)
Adds brimdemons, these are lavaland creatures firing blood lasers at their enemies.
Brimdemons drop brimdust, which can be used as a botany reagent (it heals the plant, removes weeds and pests and increases potency), and also to craft ore sensors, which are basically primitive ore scanners, on your ears.
Adds tropical lobstrosities to lavaland and removes them from xenobiology, also gives them a crusher trophy that staggers enemies for 3 seconds.
* Brimdemons
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Adds direct support for weakrefs to vv (#64521)
* Adds direct support for weakrefs to vv
* Update code/modules/admin/view_variables/get_variables.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fine, have a readable name.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds direct support for weakrefs to vv
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactors and fixes sound_player (#64443)
idk if this is considered a refactor since its not creating a new component, so remove my refactor label if you believe so.
Overhauls how sound_player works, and makes it actually work.
* Refactors and fixes sound_player
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes a few runtimes with armor, spatial grids, and notes (#64514)
* Atoms (mostly new players caused by logout) can get deleted before spatial grid initializes.
* Fixes images when viewing your notes before SSassets initializes.
* Fixes abandoned crate runtime.
* Fixes armor runtimes on eating clothes (this really needs alternative solution)
* Fixes a few runtimes with armor, spatial grids, and notes
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Bounty Hunters as ERTs + Flame Id (#64083)
About The Pull Request
Bounty Hunters can now be called as ERTs, to which they will spawn at centcom with proper access. Also, the bounty hunters now get flame ids, because they think they're that cool.
Why It's Good For The Game
Bounty Hunters are really fitting for admin erts, but I never bothered to throw them in until now. Also, it was a good opportunity to fuck off with all that id label BS
Changelog
cl
admin: Bounty Hunters can now be called via admin ert
expansion: Oh, and they have cool flame ids as well!
/cl
* Bounty Hunters as ERTs + Flame Id
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Fix runechat height-offset only reading your own offset value (#64507)
#63848 reads owner and not target
* Fix runechat height-offset only reading your own offset value
Co-authored-by: ghost sheep <donniescatch@gmail.com>
* Fixes balloon alerts sourced on turfs (heavy rain edition) (#64472)
Balloon alerts sourced from turfs will now properly only show on one turf.
get_atom_on_turf() will now CRASH() if passed a turf instead of an atom/movable. I look through all uses and made sure any place that may send a turf won't, but it SHOULD be fine.
* Fixes balloon alerts sourced on turfs (heavy rain edition)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition (#64351)
* Revert " Properly speeds up a lot of things, mostly mobs (#64270)"
This reverts commit a836574388.
THE BYOND REF WAS A LIE, THE PLAYERS ARE FOOLS, HELP, HELPPPPPPP
It turns out that despite what the byond ref says, the walk proc's delays were not in fact in ticks, but in deciseconds.
This means when I "fixed" mob movement by doubling all walk delays, what I actually did was double the speed of anything that used walk()
I have a feeling that the actual issue players were seeing was just move_to having fucked up distance logic, and the movement of slow mobs being smoothed out. I've changed that, so hopefully this puts a seal on the whole problem
I've had a request put in to make beepsky faster, but I think that's best done in a seperate pr
* Adds a flag to disable smooth moveloop movement
Applies it to hostile mob's Goto()
Backports the fixes to move_to and move_away from the previous pr
* Actually fixes strange mob delays: BEEPSKY IS TOO FAST edition
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Turns blood walking into an element (#64162)
Refactoring things to elements/components is better in general, and I thought this was a perfect thing to turn into one.
* Turns blood walking into an element
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes the fucking 20 second stunlock rng from tourettes because it's fucking stupid and I just had the most agonizing thirty fucking minutes of my goddamn life, holy shit (#64416)
Removes the 20 second stunlock from tourettes
* Removes the fucking 20 second stunlock rng from tourettes because it's fucking stupid and I just had the most agonizing thirty fucking minutes of my goddamn life, holy shit
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Removes an unused var on Armour (#64370)
Blame says it was added in a PR to prevent moths eating special clothing. They probably went with a different system and forgot to remove it.
* Removes an unused var on Armour
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* APOTHEOSIS! now forces you standing when you're in the death animation as a plasma skeleton. (#64189)
* oops
* APOTHEOSIS! now forces you standing when you're in the death animation as a plasma skeleton.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds items that boots and clown shoes can hold.(#64056)
Adds items that boots and clown shoes can hold.
* Updates items held by boots and clown shoes.
Co-authored-by: Yung-Foot-Lettuce <73044077+Yung-Foot-Lettuce@users.noreply.github.com>
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes (#64276)
Snack time
* Semkis and Pistachios! Come get your snacks + Snack Items Name Fixes
* Fix (#10960)
Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
* Makes a projectile shield element for colossus, and makes living bullet_act call parent (#64164)
Moves colossus projectile deflection to an element
* Makes a projectile shield element for colossus, and makes living bullet_act call parent
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Heirlooms now reveal themselves on examine regardless of role, status or ownership. (#64310)
* Heirlooms now reveal themselves on examine regardless of role, status or ownership.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds documentation the tippable component (#64312)
I forgot to add this in my PR.. sorry :)
* Adds documentation the tippable component
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>