* Adds simple framework for learnable crafting recipes
* whoops
* Moves teach/check functions to mind
* Code golf
* I just moved these around but fine.
Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
* cool & good new arcade game
* fixes issues, code improvements
- arcade machine board selection now uses pickweight
- the amputation machine actually works and has sound effects now
- removes raregame var and base path for arcade boards
* more comprehensive arm checks
* better arm detection
amputation game will now target the active hand first
arm checks improved to not be redundant
saved a var definition in the prize vending code
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.
Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
will never have the gene naturally
Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
(see above)
Thermal vision is just a strictly worse xray
Adds a new proc to /obj/item/grenade/spawnergrenade called afterspawn,
it is called after all the atoms have been spawned and gets passed a
list to those. Children of spawnergrenade can override this proc to do
things to the spawned atoms, for example emagging bots after spawning.
* better darkmode v1
* ever better colors
* slightly improved tip color + fixed scrolly bug
* updates skin.dmf as well as some small color tweaks
* slightly tweaked more readable info and admin shit
* span_class fix
* merges ooc fixes
* whoops
* MC and ticket screen fix
* no default darkmode
* skin fixes
* more obnoxious adminpm
* more obnoxious adminshit
* skin revert to ensure proper light theme.
* prevents weirdness with default whiteness
Pills are now two spreadsheets instead of individual icons.
This reduces assets sent by about 19-20.
Furthermore tgui has been extended with a new proc ui_base_html which
allows a user to customise the html sent as the base for a tgui window.
This allows someone to provide custom spritesheet css as links in a
specific tgui window without having to add it to the global html.
Stunbatons were invisible because they were pulling from the initial name to
get their icon_state, meaning that their icon_state would be something like
stun baton, stun baton_active, or stun baton_nocell. I chose to do it this
way instead of changing the names of the icon_states because, to my knowledge,
no other sprite names have spaces in them.
Fixes an exploit that allowed for infinite metal/plasteel to be farmed off of
high security/vault door deconstruction. Makes completed airlock assemblies
start with no wire security and adjusts the material costs of both doors
accordingly. As the high security airlock was fortified with normal metal
unlike the vault door this is a slight buff to it, but I am fairly sure it
will not affect the game balance noticeably.
This happened because I neglected to check for other things that used the
sprites I was moving before I moved them in #42437. Oops. If there are any
other places where these are used (I didn't see any, but you never know),
please say so.
Also slipped in a 3 character grammar change while I was here.
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
* buffs the throw speed from 0.2 to 1.5
* Adds variable launch speed and gas leaking to powerfist
* Upgrades failure status with weak punch type things and special messages
* Fixes 0 content punch
* fugitives
* lets make this a bit cleaner
* cultists and the beginnings of security detail, lots of wip
* wip security
* WALDO (and some more work on yalp, of course)
* adding antagonist teams for both hunter and fugitives, roundend report beginnings
* this whole file is shit, but hopefully a little better
* it compiles (+ space police)
* some more work
* S.E.L.F. fluff
* grammar and icon fixes
* lets finish yalp elor, give it the justice it deserves
* moves hunter spawns to ship pods + russians P1
* moves hunter spawns to ship pods + russians P2
* fugitives and hunters now recognize eachother
* hunter spawning finished(?)
* missed this
* ATH's review
* runtime fixed, added yalp's transport ability
* anturk's review
* makes hunter.dm better trust me
* oopsies
* INVOKE_ASYNC
* russian ship + finally a (bad) sprite for the capture machine
* step > pixel, thanks travis
* mooshroom review p1
* mooshroom review p2
* improper use of /improper
* waldo's radio doesn't stick, police id
* candidate picking is more flexible + minor things
* Fusion 6 begins.
* Adds location effects, updates analyzer feedback.
* Fixes a messed up prob statement
* Further work on reaction and some testing stuff.
* The debuggery continues
* Fusion continues
* Removes a check that's not longer relevant
* Tries to make filtering more possible
* More tweaks to make stable fusion more accessible, prevents a rare float overflow issue, makes unstable fusion less rewarding, reduces nuclear particle damage.
* Fixes my really poor implementation of the examine for volume pumps.
* Fixes an oopsie with probability
* Merge, and also tweaks instability scaling