* Fixes monkeycube size and organ callback and microwaves (#54095)
* fixes
* dumb runtime
* fixes eggs
* Fixes monkeycube size and organ callback and microwaves
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Heretic tweak patch: changes a few false descriptions and balances a few things. (#53952)
* Heretic tweak patch: changes a few false descriptions and balances a few things.
Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
* Merge pull request #54101 from Couls/silence-wench
unbinding movement and communication should work now
* unbinding movement and communication should work now
* Update preferences.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Merge pull request #54099 from Hamcha/skirt-dyeing-fix Add jumpskirt dye flag to all jumpskirt
Add jumpskirt dye flag to all jumpskirt
* Add jumpskirt dye flag to all jumpskirt
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Crystal invasion no longer random event but delamination event (#53921)
This PR makes the crystal invasion event a delamination event only, so no more random events (can still be admin triggered).
The chance for the delamination to trigger the event depends on the power of the SM, the closer it is to the tesla delamination (near 5000) the higher the chance.
* Crystal invasion no longer random event but delamination event
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Space Cops now spawn with a Disabler alongside their existing weapon, and no longer have Gang HUDs. (#54068)
Space Cops now spawn with a Disabler alongside their existing weapon, and no longer have Gang HUDs.
* Space Cops now spawn with a Disabler alongside their existing weapon, and no longer have Gang HUDs.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* replaces the two "sorry, you don't get to have fun this round" revenant fluff objectives with better ones (#54077)
* replaces the two "sorry, you don't get to have fun this round" revenant fluff objectives with better ones
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Merge pull request #54049 from kriskog/auxbase
Adds separate aux base access
* Adds separate aux base access
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Merge pull request #53983 from nightred/chemmaster
ChemMaster does not need beaker to destroy chems
* ChemMaster does not need beaker to destroy chems
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Nice, Corgi Pinning Action for the whole family. (#53913)
Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.
Are you a bad enough dude to pin the tail on the corgi blindfolded?
Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.
Also, the tail pins are harmless embeds. I'll leave that here for you to think about.
* Nice, Corgi Pinning Action for the whole family.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes up addictions reporting on scanners, and admin full heal (#54056)
* Fixes up addictions reporting on scanners, and admin full heal
Co-authored-by: NightRed <nightred@gmail.com>
* adds a new default "dance" suicide. (#54040)
About The Pull Request
This adds a new default help intent suicide, a dance.
Why It's Good For The Game
I think fondly of our suicides getting more and more fun over time, and even the defaults go from "bites his tongue" to now "getting high on life" and I think this is a fun new default suicide.
Changelog
cl
add: adds a new default suicide, a dance.
/cl
* adds a new default "dance" suicide.
Co-authored-by: anconfuzedrock <anconfuzedrock@users.noreply.github.com>
* Communication hotfix of a hotfix (#54091)
remove an endless recursive loop
* Communication hotfix of a hotfix
Co-authored-by: Couls <coul422@gmail.com>
* newly added keybinds no longer need savefile updates (#54050)
Keybinds check if there are any new keybinds when loading preferences now
If there's a conflict it doesn't bind the key to anything
* newly added keybinds no longer need savefile updates
Co-authored-by: Couls <coul422@gmail.com>
* Merge pull request #53937 from Rohesie/damage
Turns simple mob vars into string lists and fixes string assoc lists
* Turns simple mob vars into string lists and fixes string assoc lists
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* JATUM (#53831)
Adds the JATUM serialization system. Inspired by @ RemieRichards. Allows for easy serialization and deserialization of trivial datums.
Also adds a missing html_encode.
* JATUM
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Restyles Stat Panel, Adds Subpanel Sub-Categories (#53947)
I re-styled the CSS for the stat panel in hopes to make it look nice, and I also added the ability to use sub-categories (currently a single level) of verbs using a . (period), an example being Admin.Fun instead of the previous Admin - Fun. This now results in a sub-category being automagically generated in the stat panel.
* Restyles Stat Panel, Adds Subpanel Sub-Categories
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Conveyor switch tool interaction (#54022)
Adds conveyor belt switch interaction with screwdriver allowing to construct one way conveyor belt switches
and interaction with wrench allowing to reverse direction of conveyor belt switches.
Those options were available only in map editor, now you can use them in game.
Examine message is adjusted to show which tools you can use.
* Conveyor switch tool interaction
Co-authored-by: antropod <antropod@gmail.com>
* Scales ethereal power capacity and interactions upwards (#53984)
Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.
Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).
All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).
Also some minor code and grammar improvements.
* Scales ethereal power capacity and interactions upwards
Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
* Atmos Machinery Variants (#54015)
Adds variants for a bunch of atmos machinery that were missing them:
unary tanks
atmos filters
atmos control computers (and circuit boards)
atmos tank turfs
atmos tank outlet injectors
atmos tank siphon vents
gas miners
* Atmos Machinery Variants
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Reimagines Venus Human Traps (#53880)
Venus human traps now have a new sprite, new sprite for their bud, new sprite for their vines, their bud has icons according to how grown it is, they get sounds for hitting, getting hit, and dying.
oh yeah and I renamed the path flower_bud_enemy >flower_bud
* Reimagines Venus Human Traps
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Cross server evacuation messages now include the evacuation reason (#53980)
Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
* Cross server evacuation messages now include the evacuation reason
Co-authored-by: Hulkamania <39933245+JetBrody@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
* Fixes whiteship console losing GPS signal (#53998)
Deconstructing and rebuilding the whiteship console will switch it back to the GPS-less subtype. Added a new board and assigned it to the whiteship bridge console to remedy this.
* Fixes whiteship console losing GPS signal
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* ash!mansus grasp now blinds people instead of yeeting them (#53396)
* pokemon
* pocket sand
* halved the blind time
* accidentally added a return
* ash!mansus grasp now blinds people instead of yeeting them
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>