Commit Graph

1687 Commits

Author SHA1 Message Date
SkyratBot
41e818a245 [MIRROR] Fixes gib code creating more then one rot component per gib (#5424)
* Fixes gib code creating more then one rot component per gib (#58838)

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* Fixes gib code creating more then one rot component per gib

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
2021-05-03 15:13:22 +01:00
SkyratBot
c15ed4eca0 [MIRROR] fixes poopy bronze tiles sstuff (#5237)
* fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708)

* fixes poopy bronze tiles sstuff

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-02 00:07:16 +01:00
SkyratBot
966873beb4 [MIRROR] [READY] Tile Reskinning 2: Epic Winaloo (#5384)
* [READY] Tile Reskinning 2: Epic Winaloo

* AAA

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-01 14:25:42 +01:00
SkyratBot
d8ee087d8d React optimization + event based processing for tanks, canisters and pipelines (#5352)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-01 14:08:53 +01:00
SkyratBot
7f083e7cb6 [MIRROR] Converts the atmos senstive component over to connect_loc (#5376)
* Converts the atmos senstive component over to connect_loc (#58266)

* Makes all uses of atmos_senstive pass in mapload as context

* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading

* Updates connect loc to match the new arg list

* Converts the atmos senstive component over to connect_loc

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-05-01 09:44:09 +01:00
SkyratBot
5b8a38af3a [MIRROR] Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#5244)
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)

* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.

* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-04-27 01:53:17 +01:00
SkyratBot
803ac55d32 [MIRROR] Stops hangover station trait from making bottles spawn in the walls/windows/dense objects (#5218)
* Stops hangover station trait from making bottles spawn in the walls/windows/dense objects (#58681)

* Stops hangover station trait from making bottles spawn in the walls/windows/dense objects

Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
2021-04-26 12:01:32 +01:00
SkyratBot
2ab15aecb5 [MIRROR] Remove all gamemodes except Dynamic (#5173)
* Remove all gamemodes except Dynamic

* qaaaaaaaa

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-25 21:20:30 +01:00
SkyratBot
c418b139be [MIRROR] Ports Mail From Kiwi Take 2: Arconomy Class Mail (#5172)
* Ports Mail From Kiwi Take 2: Arconomy Class Mail

* Update wardrobes.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-25 21:20:20 +01:00
Gandalf
708c5e42e9 ACTUALLY make latejoin prisoners start in the prison :/ (#5160)
* this time they won't spawn in brazil

* Update prisoner.dm

* 0

* aaaa
2021-04-24 19:01:00 +01:00
SkyratBot
7770901227 [MIRROR] Fixes a bunch of invalid icon states (#5126)
* Fixes a bunch of invalid icon states. There's more, but my brain isn't fried enough for that. (#58608)

gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it  does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have

* Fixes a bunch of invalid icon states

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-04-23 13:50:26 +01:00
SkyratBot
01f0f85c9f [MIRROR] The Hangover station trait no longer makes you drop your held items into the shadow realm on roundstart. (#4920)
* The Hangover station trait no longer makes you drop your held items into the shadow realm on roundstart. (#58331)

* The Hangover station trait no longer makes you drop your held items into the shadow realm on roundstart.

Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
2021-04-15 16:22:09 +01:00
SkyratBot
df584da6c2 [MIRROR] Makes rot more forgiving of slow cleanup (#4847)
* Gives rotting things a timer before they become fully effective to give more leeway for cleanup. Lowers the max values for disease effect and proc chance significantly. Cleans up some silly zone selection code. (#58290)

* Makes rot more forgiving of slow cleanup

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-04-12 13:53:41 +01:00
Gandalf
8d015d6610 TG MAP RESET - MAPPERS READ THIS (#4695)
* aaaa

* aaaaaaaaa

* Update tilecoloring.dm

* aaa

* fuck this

* Delete outpoststation.json

* Delete whiteship_outpost.dmm

* Update whiteship_ship.dmm

* Update CentCom_skyrat_z2.dmm
2021-04-06 13:23:12 +01:00
SkyratBot
5ed908387f [MIRROR] RCD now rebuilds existing constructs faster and with less resources (#4641)
* RCD now rebuilds existing constructs faster and with less resources (#58029)

* RCD now rebuilds faster

* Reconstructing now costs less

* Fix _

* Remove unused flag, use helper proc

* Add sound

* Remove previously useless, now inaccurate comment

* Add MIN_COMPILER_VERSION warning

* RCD now rebuilds existing constructs faster and with less resources

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-04 15:58:57 +01:00
SkyratBot
76cb038ab1 [MIRROR] Resprites the lightning orb (#4557)
* Resprites the lightning orb (#58065)

* Resprites the lightning orb

* Fixes the lightning orb hud icon

* Resprites the lightning orb

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2021-03-31 18:23:46 +01:00
Gandalf
d14f4ea7c9 Revert "Revert "[MIRROR] Layer overhaul (#4503)" (#4509)" (#4536)
This reverts commit b27ede689e.
2021-03-31 02:08:56 +01:00
Useroth
b27ede689e Revert "[MIRROR] Layer overhaul (#4503)" (#4509)
This reverts commit 8ac892d340.
2021-03-30 23:45:08 +01:00
SkyratBot
8ac892d340 [MIRROR] Layer overhaul (#4503)
* Layer overhaul (#57915)

## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._

* Layer overhaul

* aaaaaaaaa

a

Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-29 16:36:36 +01:00
SkyratBot
cdfbf86d07 [MIRROR] Gibs/Dead bodies no longer produce miasma (#4444)
* Gibs/Dead bodies no longer produce miasma (#57957)

* Gibs/Dead bodies no longer produce miasma

Miasma production as it is now is too little over too long a time span, and it just ends up spreading across the
station and having little effect. My goal here is to remove a source of uninteresting gas from the station's
air, and make corpses and gib piles more infectious.
I've placed the cap on disease payout at a strength of 7, so there's a slight chance of a positive disease, but
I think it's counteracted by the danger presented by just infecting yourself till you get what you want.

I've rewriten the rot component to just run a percent chance to infect someone with a disease based on the type
of rot, and moved almost all of its behavior to signals. There's one portion I can't rewrite without making
significant changes to how I handle atmos sensitivity, so that'll come later.

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Gibs/Dead bodies no longer produce miasma

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-03-27 14:20:55 +00:00
SkyratBot
daec7111cd [MIRROR] You can now put food on plates, and plate no longer materialize out of nowhere as you cook (#4418)
* You can now put food on plates, and plate no longer materialize out of nowhere as you cook

* Update dish_drive.dm

* aaaaaaaaaaaaaaa

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-26 15:40:39 +00:00
SkyratBot
3295778768 [MIRROR] Additional CTF maps (#4400)
* Additional CTF maps

* Update radio.dm

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-26 15:33:14 +00:00
SkyratBot
496df13d30 [MIRROR] Improves status bar coverage (#4394)
* Improves status bar coverage (#57916)

This PR makes sure all MouseEntered() procs call their parent, which handles the status bar. This fixes instances where the status bar was missing, for example when you hovered over the ghost buttons, you would not be shown a name of the button, but completely different object, like "space", which was very misleading. This also means that the new status bar should have better parity the with the old status bar, which also showed these things.

* Improves status bar coverage

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2021-03-25 16:59:29 +00:00
Gandalf
e1456b0cf6 Massive announcer/BSA overhaul (#4254)
* oh yeehaw

* Update default_announcer.dm

* a

* Update sound.dm

* Delete poweroff.ogg

* pref+newshit!

* Update preferences.dm

* Update preferences.dm

* Update preferences.dm

* a

* Update set_security_level.dm

* a

* a

* a

* Update default_announcer.dm

* a

* a

* Update priority_announce.dm

* a

* Update priority_announce.dm

* ERT NOW HAS AN ALERT OPTION

* more changes to sounds! ALERTS

* Update set_security_level.dm

* THSI IS THE WAYSDFSASA

* you think you've seen shitcode? just you wait cowboy.

* a

* Update set_security_level.dm

* Update default_announcer.dm

* Update set_security_level.dm

* Update set_security_level.dm

* Update gravitygenerator.dm

* BSA AND FIXES!

* a

* Update bsa_cannon.dm

* Update bsa_cannon.dm

* aaaaaaaaaaaaaa

* Update bsa_cannon.dm

* Update bsa_cannon.dm

* Update bsa_cannon.dm

* a

* autodocker

* Update modular_skyrat/modules/bsa_overhaul/code/bsa_cannon.dm

Co-authored-by: Azarak <azarak10@gmail.com>
2021-03-23 00:16:26 +00:00
SkyratBot
5764f24f98 [MIRROR] Departmental officers are now put together, rather than separate, if possible (#4285)
* Departmental officers are now put together, rather than separate, if possible (#57685)

Security officers will now be paired up together in the same department, across departments. This means that, instead of 4 officers being split across 4 departments, there'll now be 2 groups of 2.

Late-join officers will be put into any department with only 1 officer. If none exist, the least populous department will be chosen, with their preference having priority.

Updates the maps to have more spawns for departmental officers. Delta previously had none, and now has some. Fixed a bug where MetaStation's security departmental officer was a supply one instead.

Removes the "random" departmental preference. All security officers are now given a department. The "none" preference still exists, but just to show that you don't care which department you're put into.

Updates the config to comment out SEC_START_BRIG. This is what the configuration was already on live servers.

This is something that should likely be test merged, but it mucks with savefiles. Luckily, the only damage it does is changing random departments to none, so if a TM is reverted, only that will have to be changed.

* Departmental officers are now put together, rather than separate, if possible

* Update preferences.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2021-03-21 23:12:41 +00:00
SkyratBot
e043a3a1f7 [MIRROR] Desnowflakes tank integrity (#4286)
* Desnowflakes tank integrity (#56443)

Makes tanks use obj_integrity instead of their own snowflaked version.
Makes tanks check for exploding when they are destroyed, rather than once every process.
Makes tanks always leak their gases when they are deconstructed.
Removes the ability for tanks to seal themselves back up over time.
Makes the bomb spawner actually produce functional bombs.
Removes the extraneous syndicate bomb spawner subtype.
Miscellaneous code improvements to tanks, bomb spawners, and the blastcannon.
Fixes the explosives compressor doubling the power of any bomb you put in it.

The changes to tank rupturing behavior shouldn't effect most tritium fueled TTVs including the 50K recipe. Toxins players don't need to worry about suddenly being incapable of getting points or refining anomaly cores. They should only really effect singlecaps, but I don't know enough about singlecaps to know what recipes I should test. I have confirmation that at least one mix is not effected by this.

The self-sealing properties of tanks have been removed. I'm not sure what the purpose of it was, I have heard that it was used to enable hand-portable plasmaflooding, but I'm not familiar with the practice.

As it turns out, the basic bomb spawners were broken on master! I have made the bombs they produce maxcap instead of just spring a leak. Since they maxcap by default now I have removed the syndicate subtype used to spawn the TTV produced by the cuban pete arcade game and replaced it with the normal timer subtype. Since none of the bomb spawner subtypes were used for anything else this shouldn't have any effect on the game.

On a similar note, I have discovered that the maxcap recipe on the wiki stopped working at some point since it was written. I will replace it with a functioning set of instructions.

Less snowflake code.
Bomb spawners are actually functional now.
Slightly better code.
The explosives compressor accurately reflects the power of the bomb you put into it.

* Desnowflakes tank integrity

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-03-21 13:58:18 +00:00
SkyratBot
9ffdf58259 [MIRROR] Some explosions code cleanup (#4276)
* Some explosions code cleanup (#57493)

Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf

* Some explosions code cleanup

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-03-21 01:03:36 +00:00
SkyratBot
07331fbd63 [MIRROR] Removes the bugged wanted poster from metasec. (#4221)
* Removes the bugged wanted poster from metasec.

* Update MetaStation.dmm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-18 00:50:03 +00:00
SkyratBot
c2d6dd7d75 [MIRROR] Fixes a ton of harddels (#4215)
* Fixes a ton of harddels (#57736)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>

* Fixes a ton of harddels

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
2021-03-17 20:42:47 +00:00
SkyratBot
e98da90b77 [MIRROR] Making blood less frustrating (#4086)
* Making blood less frustrating (#57085)

Two changes.

1. If a splatter of blood isn't bloody enough, the character will not get bloody shoes.

2. Characters with light steps trait won't get bloody clothes if they step on a bloody tile without shoes.

3. added: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.

Why It's Good For The Game

The entire crew won't have bloody shoes anymore.
Less time wasted looking for showers or sinks to wash their shoes after stepping on a near invisible blood decal.
Characters without shoes (or who don't want to get their clothes bloody after taking them off) will get more use from a near useless trait.
Changelog

cl
qol: Blood splatters only make your shoes or feet bloody if the tile is bloody enough,
qol: Light steps trait prevents clothing from being covered in blood if you step on a bloody tile with your shoes off.
add: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.
/cl

(grammaticly impoved by @ maxymax13)

* Making blood less frustrating

Co-authored-by: Kush1Push1 <78963858+Kush1Push1@users.noreply.github.com>
2021-03-12 00:42:03 +00:00
SkyratBot
83cd53bcdb new station trait: hangover (#4010)
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-03-09 18:10:48 +00:00
Gandalf
a76bc9e278 a (#4026) 2021-03-09 18:00:49 +00:00
SkyratBot
128f504bc6 [MIRROR] Adds a hotkey that puts you in throw mode aslong as you hold it (#4001)
* Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds a hotkey that puts you in throw mode aslong as you hold it

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-08 19:06:03 +00:00
SkyratBot
71efaf0d7a [MIRROR] Put unit tests in a box, fixes sporradic gun test failure (#3896)
* Put unit tests in a box, fixes sporradic gun test failure (#57408)

* Initial commit

* Fix removing old objects

* Remove define

* TGM

* Put unit tests in a box, fixes sporradic gun test failure

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-05 14:06:09 +00:00
SkyratBot
91fa56575e [MIRROR] Mines no longer get triggered by directional lights (#3810)
* Mines no longer get triggered by directional lights (#57349)

fix #55382

* Mines no longer get triggered by directional lights

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-03-03 18:35:25 +00:00
SkyratBot
e63094d9ae [MIRROR] adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#3737)
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-03-01 17:55:55 +00:00
SkyratBot
1f665ef7f7 [MIRROR] Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#3639)
* Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)

Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>

* Beauty is now an element. Fixing an issue with enter/exit area comsigs.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ghommie <425422238+Ghommie@ users.noreply.github.com>
2021-02-25 13:37:25 +00:00
SkyratBot
ed2d89976b [MIRROR] Completely refactors glowshroom spreading and makes them self-decay faster (#3633)
* Completely refactors glowshroom spreading and makes them self-decay faster (#56981)

* Completely refactors glowshroom spreading and makes them self-decay faster

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-02-25 13:34:48 +00:00
SkyratBot
221f6f1a5d [MIRROR] Spider egg cluster selection update (#3625)
* Update eggcluster radial menu (#57125)

- Updated radial menu for spider selection from an egg clusters. It
  will now also include a small button for showing additional information
  about given spider type. No need to wiki dive to find out about what
  each spider type does.
- You can now a choose spider from an egg cluster from a distance
  instead of having to be next to them as a ghost, which was rather
  annoying and confused new players about why they cannot choose any
  spider type.
- "Click to play" button on when spider egg cluster matures will now
  actually give you a selection of spiders to choose from instead of
  doing nothing and being a dead weight in the chat.

* Spider egg cluster selection update

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2021-02-24 13:14:10 +00:00
SkyratBot
123225d29c [MIRROR] Adds pulling rabbits from top-hats (#3590)
* Adds pulling rabbits from top-hats (#56773)

This PR makes it so using a wand on a top-hat makes a rabbit appear in
your hand! Fun! There's a 10% chance that instead of a cute bun you get
angry bees though, but a true performer will soldier on anyway. You can
now also scoop up rabbits in your hands, and scooping animals only
requires one free hand to do so instead of all your hands being free.

* Adds pulling rabbits from top-hats

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-02-22 12:06:54 +00:00
SkyratBot
b8c2f72733 [MIRROR] moves gun related icons to guns folder (#3568)
* moves gun related icons to guns folder (#57077)

moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd

* moves gun related icons to guns folder

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-22 02:07:33 +00:00
SkyratBot
9bc6ee7bb5 [MIRROR] improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#3560)
* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#57004)

* improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates

Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
2021-02-21 14:17:12 +00:00
SkyratBot
0a6cc5e475 [MIRROR] cult construct stuff (#3553)
* cult construct stuff (#57027)

edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible

* cult construct stuff

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-21 02:49:11 +00:00
SkyratBot
8cb1c0040b [MIRROR] Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics. (#3512)
* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics. (#56871)

Since reactions now require a bit more involvement from chemists, ghetto chemistry is a bit harder. This seeks to help some of those problems by providing new tools for those without a chem heater/reaction chamber.

Also some of these might be useful for chemists in the lab too!

Here's what you can make:
image
the burners are similar to candles - except they burn their internal reagents. The temperature they heat by is dependant on the flame, fuel and oil burn for a lower amount, ethanol for a higher amount and plasma for the highest amount. They can be put on tables and bonked with beakers for a quick way to heat them (similar to lighters). You'll need to light them with a match or lighter too, though, and can be put out by use in hand.

The thermometer looks like this and gives you temperature readings!
thermom

The pH booklets are the same as before - but you can now craft them by making universal indicator. These are the best way for a ghetto chemist to check their pH, and multiple sheets should be used over a reaction.

The improvised chem heater looks like this, and is a reconfigured space heater, it requires more materials and tools lending itself to a static drug den, but has the best method of adjusting temperature and fighting against exo/endo thermic reactions:
Improv_heater

Finally, the cooling spray lets chemists do the oposite of a lighter on their beaker - cooling the reagents within. In addition, fire extinquishers perform the same function.

In addition ice and universal indicator have been added as reactions.

Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>

* Fermichem part 2.2 Adds new tools, crafts and methods for ghetto chemists to handle the new reaction mechanics.

Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
2021-02-19 19:14:58 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
Swiftfeather
5e216e3110 deathsquads aren't real. (#3473) 2021-02-18 20:00:45 +00:00
SkyratBot
3b85cf1430 [MIRROR] Addiction rework (#3445)
* Addiction rework

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:26:44 +00:00
SkyratBot
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot
18f7ed58eb [MIRROR] Removes older ID consoles from the code, and circuitboards (#3284)
* Removes older ID consoles from the code, and circuitboards

* Merge branch 'master' into upstream-merge-56792

* a

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-16 12:44:12 +00:00
SkyratBot
6f31c971d9 [MIRROR] Glowcap spread endurance loss is 10 times bigger (#3414)
* Glowcap spread endurance loss is 10 times bigger (#56885)

Co-authored-by: MLGTASTICa <ak9bc01d@ yahoo.com>

* Glowcap spread endurance loss is 10 times bigger

Co-authored-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>
Co-authored-by: MLGTASTICa <ak9bc01d@ yahoo.com>
2021-02-16 00:45:57 +00:00