Changes hydrogen and tritium combustion gas reactions. Hydrogen/tritium will get consumed at 1 times the burn rate, while oxygen gets consumed at 0.5 times the burn rate, to produce 1 mol of water vapour per burn rate. Significantly changes how the reaction efficiency works. Instead of being an if check on whether there is more oxygen than hydrogen/tritium, then switching between high energy or low energy burn modes, the burn efficiency will instead just be the minimum of half the hydrogen/tritium and 1/20th of the oxygen. The reaction will burn incredibly fast and can end quickly if there is enough oxygen. The energy release of the reactions have been reduced by 90%, which makes them slightly less effective than plasma in total energy gain, but due to their reaction speed, can still be more dangerous and effective for bombs.
As a consequence for the reaction speed, you will collect less tritium when making it as more of the tritium gets consumed before getting scrubbed. The optimal bomb mix has also been changed due to the reaction changes. Generally around 12.85% tritium/hydrogen in a tritium/hydrogen + oxygen mix will give you the best results, filling the tritium or hydrogen to 325.5kPa and oxygen max pressure with portable pump. This does not account of the hot plasma you put in which might change it slightly.
Fixing the stoichiometry of hydrogen and tritium combustion means there won't be weird gas duplication and deletion when you combust then electrolyse them, and will make power balance easier. The weird binary high energy low energy burn modes are a relic of the ancient past, are confusing to understand and is just generally overcomplicated, and doesn't even achieve its job of preventing singlecaps (it actually allows classic singlecaps to be timed). The new combustion formula is much more intuitive to understand, and combined with the lower energy release, changes its purpose in combustion to be a fast reaction that releases energy quickly, rather than just being a better plasma with a weird if check.
Changes hydrogen and tritium gas reaction stoichiometry. 1 mol of hydrogen/tritium and 0.5 mols of oxygen getting consumed will produce 1 mol of water vapour.
Hydrogen and tritium burn rate has been changed to be the minimum of half the hydrogen/tritium, or 1/20th of the oxygen, rather than a binary if check on whether there is more oxygen or not.
Hydrogen and tritium energy release has been reduced by 90%.
Clownborg now calls parent on respawn_consumable, so they will now actually repair their flash like all other cyborgs. I additionally added SHOULD_CALL_PARENT to respawn_consumable to prevent this from happening again in the future.
* First draft on this branch. Should work.
* Whoopsie
* Some fixes
* And again
* Final draft, question mark?
* Please enter the commit message for your changes
* Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* please work
* Saving for the week offline
* Final draft
* Final final draft
* Oh and clean this up
* eah
* Okay, final for real.
* I lied.
* Sure thing boss
* clinclin
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* That's all of em I think
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Adds third kitchen craftable animal - Kobun the bread dog. Currently we have Keeki the cak and Terrygold the butter bear. Keeki is best friend of sec due to frosting and Terrygold seems like second clown with its slips, Kobun is designed as help to Psychologist due to powerfull mood aura. Mood granted by aura stays as long as you are within range of aura and when you step out is expires in 10 seconds. You can trade mood aura for a possibility of wearing Kobun as hat
We already have two crafting animals, one made out of cake and another out of butter so why not add another one made out bread? Kobun was made to help people with low mood by giving it mood aura that will bring them back onto their feets
* Cleans up organ code, removing the EXTERNAL_ORGAN flag, as it can just simply use the external organ subtype instead
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Makes trapdoors player-craftable.
Player-crafted trapdoors have a tiny outline as well as being visible on examine. (Mapped in trapdoors have conspicuous = FALSE by default)
Trapdoors can be made by using a trapdoor kit (crafted via player crafting menu) on openspace.
Trapdoor electronics / assembly can be made via autolathe or engineering lathe.
A preloaded trapdoor remote (optional) can be made by crafting the electronics with a compact remote (from science lathe / circuit lab) and some cable coil.
Also allows unlinking trapdoors via a multitool, decreased trapdoor link range, and made some changes to trapdoor code.
Added change: Trapdoors now don't break with just a crowbar
Why It's Good For The Game
Trapdoors currently can only be added in by mappers and this would allow for a lot of interesting contraptions, while having player-crafted trapdoors be detectable provides some counterplay
Picture
trapdoorlookdemo
Changelog
cl
add: You can now make trapdoors. Craft a trapdoor kit and use it on an openspace tile to make one, then link and activate it with some trapdoor electronics (printable at an autolathe or the engineering lathe) and optionally a trapdoor remote (crafted in personal crafting menu).
qol: You can now unlink trapdoors by using a multitool on them.
balance: Trapdoors now won't break if you just crowbar them. You need to block them from closing, such as with a lattice, cover it up with a wall, or fully destroy the floor tile its on to get rid of them.
/cl
About The Pull Request
second part of #68417, which splits the suits.dmi, but this time focuses on obj items. everything stated in that pr applies to here aswell, it follows the same categorization.
Why It's Good For The Game
finishes the much needed splitting of suits.dmi, easing the minds of spriters everywhere and lowering the probability of future pr conflicts in this area
Adds keyboard shell.
Works very similar to the thought listener component for BCIs
It opens up an input panel when you use it (tgui_input_text)
Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message.
It's printed out as assembled (like compact remote or controller)
It can fit in a bag but not in a box
Has small capacity (SHELL_CAPACITY_SMALL)
Available after researching the Advanced Shells tech node
Can be printed from the component printer or the protolathe
Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell)
Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button)
Icons (screenhots from the dream maker)
* Adds bear hugs to the game
adds a way of bear hugging your friends, also adds two new mood events,
a positive and negative bear hug mood event. (Negative only being
applied to those with the bad touch quirk)
* whoops + forgot to save this file
* first person not third
1- Replaces checks for deafness as a clothing trait, since clothing traits' have a ref to themselves in the source
2- Makes ear healing not NOT heal if you're above 0 ear damage, because that's the point of fixing your ears?
* Makes condiments their own subtype, fixes geese, prepares for merging
* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink
* fully removes Food subtype
* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.
This doesn't compile yet, but I do want to make sure my progress is well tracked.
* remove copypaste code, changes soda cans
* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme
Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.
* Moves all icons into a single drinks dmi
I'm not that great at icon stuff, hopefully I didn't forget/break anything.
* Turns juices into their own subtype
This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.
* fixes compile issues, adds updatepaths
* a better updatepaths
* updates the damn maps now
* properly names the updatepath
* how did that get there
* i suck at handling merge conflicts
* how am i this bad
* code improvement and soda fix
* more fixes
* Don't be a timer
Ports from old food bottles to trans the reagents, rather than add a timer to.
* Merge conflicts and fixes bottle smashing
* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.
* runs updatepaths again
* Event driven table
* Operating computer fix + loosening of check
* Unit testing
* IT NEEDS TO BE FORCE MOVE YOU GOTTA CLIMB TABLES AAAAH
* Migrated patient to carbon instead of human
Has no real bearing on the experiments tbh
* DNAs can be null apparently
* Simplify replacement code
* Move comments
So, you're a mime main and you've just contracted a virus which makes you sneeze, wouldn't be a problem but gasp!, some TG coder 8,000 years ago only made it so you laugh and scream silently, not the other audible emotes, this PR aims to fix that.
Atomized from #68816, with a little addition. Fixes some dumb formatting issues with the lua editor, adds a "jump to bottom" button when viewing the state log, and paginates the state logs.
About The Pull Request
/obj/structure/ladder/unbreakable/rune had a copy+past error, so either all ladders were showing as "warp up / down" or all ladder runes were showing as "climb up / down", I'm not sure which as I don't use screentips, I just saw the dupe definition lint while doing the mapload PR