* Photography Update
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Photos broke, retrying
* Persistence stuff
* I'm almost done I promise!
* Persistence mostly working, compile, etc etc
* Persistence mostly working, compile, etc etc
* Remove something really not needed from the PR
* Prevents duplication
* default to off
* removes check tick
* increase slots in albums to 21
* Allows for singular loading
* Update camera_image_capturing.dm
* Addresses review
* Anturk
* Update camera.dm
* Update misc.dm
* Update datum.dm
* Update camera.dm
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.
The box can be recognized as of syndicate nature due to a red label on its side.
Turns out I forgot that the game uses Kelvin oops
New temp is 300°K which is roughly 27°C
I'm still in favor of removing hotspot_expose for sparks altogether, but that's
out of scope for this PR.
this is why I drink
Redesigned the white ship for metastation, this one's a salvage/cargo vessel!
The salvage pod is currently missing, however, as it doesn't work right now.
I'll add it further down the line. This ship is also filled with a few syndies
protecting it, one of them is ranged, the others are unarmed melee.
Right now, handheld T-ray scanners barely see any use since they have the same
range as T-ray glasses but still take up a pocket/hand slot. Increasing their
scan range will hopefully make them a viable alternative.
New T-ray ranges:
Engineering scanner glasses: 1
T-ray glasses: 2
T-ray scanners: 3
Adds a simple way to quarantine individuals but doesn't make it roundstart, as it has potential to make 2 antags have a very difficult time: Bad virologists and (mainly) sentient diseases. Uses a sliver of silver because of this.
It uses the exact same proc as the MEDHUD, so it CAN be countered by buffing stealth. Virologists can also activate the free-access so long as they do it while not infected with anything bad.
That said, it has a build delay and is relatively easy to destroy. Think of it as a more obvious visual for people without huds to know "hey, I should probably avoid everyone else until I get better" and not necessarily an actual barrier device.
sprites edited by me if you like them, by someone else if you don't!
* Adds juice to picking up stuff
Stolen completely from https://github.com/OracleStation/OracleStation/pull/1072
* perfection
* Pickup animation now tweens to the correct spot if you move
* mutable appearance
* Fixes the item pickup animation
* eh whatever
* Update atoms_movable.dm
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.
new verb for the PDA that toggles the flashlight, moved the toggle code to a
new proc
why: because i'm tired of having to open the PDA menu at the beginning of every
round to turn on the flashlight
Chem grenade casing descs are just "A do it yourself [initial(name)]!", which
means players have to either pull up the wiki or code dive to find out what the
hell they actually do.
I gave empty casings detailed descs so aspiring pyromaniacs can quickly see
what casings do.
cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
Adds an organ harvester. It's a machine. A human goes in, and the machine starts removing organs and limbs and ejects them right next to the machine. The process can be stopped at any time by either disabling power or prying it open.
The machine does not work if the subject has clothes or appears alive. The health scan can be disabled by emagging, but they'll still need to be naked.
It consists of 4 micro-manipulators, each tier making it faster, but it shouldn't ever really go below 2.4 seconds for every iteration, barring magic fuckery
It's basically a slower acting gibber, but it preserves all limbs and organs.
Useful in conjunction with either a limb grower, bounties, extra food, organ replacement or for something yet to come
* Can build on top of windows
-Players can now build things while standing on the same tile as a directional window.
* Changed the check for fulltile
-This actually covers all fulltile windows
* No more stacking windows
-Full tiles can no longer be built on top of directional windows
-Directional windows can still be built on the same tile as long as they dont face the same direction
* Now contains 50% less IF!!
-Put both if's into one
* Still pretty fucky
-If the dir of the constructed object has var fulltile set to TRUE then FULLTILE_WINDOW_DIR will be passed to the method valid_window_location else the user's dir is passed.
* just a space
* Now gets initial dir of object being built and passes that to valid_window_location
If RCDs can be loaded with glass/metal/plasteel, it only makes sense for them
to accept rglass and plasma rglass as well.
Rglass sheets add 6 matter (.5 metal, 1 glass). Plasma rglass sheets add 8
matter (1 metal, .5 glass, .5 plasma).
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.
Fixes#38445
Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
It is my belief that science weaponry should exist but not be "just better energy guns/whatever". Right now, portal guns are actually pretty powerful, as their random teleport can space people (especially if they have bohs), and actually does burn damage, albeit very little. I want to make scilathe weapons into useful utility things that can be weaponized if you use it right and in somewhat niche scenarios.
This PR will make wormhole projectors into more utility than combat.