cl Floyd / Qustinnus
tweak: Bonechill now actually chills you
tweak: Bonechill lasts 2 seconds longer
tweak: RESIST_COLD is checked before bonechill is applied
fix: Changes makeshift vests' name to durathread vest
fix: Cardboard golem can now reproduce himself.
fix: The durathread golem now needs cloth instead of strands
/cl
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.
The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)
interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
* capitalism is the true way
* better sound clip
* there we go
* fixes mine and time-greens copy pasta
* adds the soviet golem to the human file
* capatalist golems now bleed money
* makes it so both capatlist and soviet golems can now use guns
* hec
* makes the song the U.S.A Anthem to please the copyright gods and removes money bleeding cause im to lazy to do a refactor right now
* Update code/modules/mob/living/carbon/human/species_types/golems.dm
Co-Authored-By: fluffe9911 <dablank02@hotmail.com>
* re
* better sound clip
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
* Initial stage
* final changes?
* Tweaks
* removed bad variables
* Fixed more bad vars
* is this map merged?
* spelling fix
* spelling fix
Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>
* Map fix?
* now this is map merger
* Fixed summoning edge cases
* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic
* Added better handling of stored mob summoning
* Removed redundant code.
* Made the jukebox actually accessible
* Tweaked it so that no maps would need to be loaded on Init
* comment commit
* No src
* Fixed spelling and getting trapped in rocks
* Fixed spawned-in hotel checks
* Blacklisted hotel are from blueprints and migrated storage handling from door to area.
* Prevents observing mobs (ghosts, camera entities) from getting stored.
* Condensed an if statement
* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.
* Fixed wrong user getting prompted when hotel was used on someone else.
* Added peepholes to hotel doors that can be used via AltClick.
* For the grammar lovers.
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:
Chemistry related changes:
* Made the testing chamber airlock heatproof and added scrubbers/vents to
restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
for strange reagent/life reactions. If syndies are clinically bored, they can
use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
experiment with more chemicals and gives miners an incentive to come inside.
Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
let players build more machinery and beakers for grenades.
Other changes:
* I added a cabinet with syndicate documents to the vault - this is valid for a
10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
gases quickly.
* Sets notransform on the mob and makes few more things respect it.
* Makes if location contains any indestructible walls. (I need to switch these
to flag instead of path checking)
* Adds it to smite.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Meme removal
* unneeded check with non-shuttles not being in the typecache
* Disallows space Z transit into shuttles/inside walls and rock
* Revert 'remove navigation consoles on wardec'
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
🆑 coiax
add: Nanotrasen Security Division has reported that syndicate comms agents,
both on lavaland and in space, have had training in "Codespeak", a top
secret language for stealthy communication.
/🆑
Why? So they can secret talk with traitors that actually buy Codespeak
books.
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Tweaks space syndie listening post and lava syndie base.
* Replaces sleeper with medicine locker.
* Gives the syndicate fighter pods and the drop ship the ability to dock at the listening post.
* whoops blacklist
* Removes syndicate access requirements on pirate bridge blast door button.
* Places the airlocks above the firelocks on listening and caravan.
* this kills the dirty vars
* the skill that cuts the DIR and LISTENING vars
In addition, makes chasm handling a component, so it could be reused for
chasm-likes which are not quite chasms.
Also fixes a couple of bugs relating to building on top of chasms
occasionally erasing the chasm.