* Stops carpotoxin from removing temporal scars. (#59382)
# About The Pull Request
Hopefully simply removes the feature of carpotoxin where it deletes temporal scars.
# Why It's Good For The Game
We already have a "Clear Slots" button in the character setup window that lets you delete temporal scars for the given character. This is just meant to prevent accidental scar removals so people don't lose them by, for example, accidentally drinking a spiked drink.
* Stops carpotoxin from removing temporal scars.
Co-authored-by: rasepretep <85033934+rasepretep@users.noreply.github.com>
* makes invisible powder white (#59356)
messing with alpha made you invisible and it didn't wash off
* Restores old mime crayon functionality
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Stops giving you organ damage messages if you arent conscious (#59311)
* Stops giving you organ damage messages if you arent conscious
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Balloon alerts - Text for minor actions w/o other feedback (#59130)
Currently only applies to beakers changing amounts as a proof of concept of an action that we can't really provide any non-text feedback on, as opposed to something you could have different sounds for.
Inspired by SS14.
Why It's Good For The Game
In the right place, balloon alerts will let you keep your eyes on the game itself, rather than constantly looking at the chat. This is especially important when chat messages will collapse into each other. This is in most cases warranted, but can make other cases (such as changing beaker amounts) confusing.
Changelog
cl
qol: Changing a reagent container's transfer amount will now give you feedback in the form of text on the container itself.
/cl
* Balloon alerts - Text for minor actions w/o other feedback
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix invisible powder breaking color blending (#59188)
Fixes a bug where egg glands (eggs with a random reagent) would runtime if they combined with invisible powder.
Invisible powder was setting their color to null, which broke everything. This doesn't change any behavior as invisible powder hardly works anyway.
* Fix invisible powder breaking color blending, fixing a spurrious CI failure
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)
* AAAAAAAA
* Update spellbook.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Lighter Grammar Fix (#58813)
* Sing -> Singe Replacement
Self explanatory. Replaces sing with singe
* Removes Scorch, Just In Case
* Lighter Grammar Fix
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* Heavily nerfs corazargh to a 1u/cycle metabolization rate (#58771)
Currently, corazargh's the best-in-class weapon for chemical syringes. 0.01u metabolization rate, kills in 6 seconds, easily manufactured.
4u of it with any chem really designed to knock out or stun an enemy leads to them dying of extreme bloodloss. It's hilariously overtuned, and while thalpy/fermi/bramble works on a more permanent solution, this thing's definitely worth pushing out a temporary fix to.
https://cdn.discordapp.com/attachments/625471067900608512/836730021090557973/unknown.png <- the conversation with thalpy about making this change while he works on a unique solution for corazargh.
* Heavily nerfs corazargh to a 1u/cycle metabolization rate
Co-authored-by: Omega_DarkPotato <66705879+OmegaDarkPotato@users.noreply.github.com>
* Prevents lithium from glitching you out of a mech, while leaving your camera on the mech (#58762)
Fixes#57757 (being high on lithium while in a mech causes weird shit, like the camera being stuck to the mech while the player moves)
Lithium used step() without regard for the thing you were in
Prevents lithium from glitching in and out of things, (especially useful for objects that take control of your camera).
* Prevents lithium from glitching you out of a mech, while leaving your camera on the mech
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* reagent transferring now logs purity (#58694)
fixes#58571 (Combat logs do not show chemical impurity's or inverse regents and just lists it as the base chem)
* reagent transferring now logs purity
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* 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>
* Make mindbreaker cure RDS (#58671)
Currently, mindbreaker toxin is supposed to suppress hallucinations, but the reagent itself still applies hallucination to the user which is counted towards handling hallucinations before it gets purged by the quirk.
It's annoying that the one thing advertised that should fix hallucinations with RDS doesn't work.
* Fix mindbreaker toxin not completely stopping Reality Dissociation Syndrome
Co-authored-by: Urumasi <Urumasi@email.cz>
* Nerfs addiction withdrawal time (#58172)
Currently takes 1 second before withdrawal starts, which is enough to start withdrawal while still using the drug. I changed it to 1 minute before you need your fix again (old addiction was 30 seconds but could be microdosed).
Also buffed junkie pills to 3u and nerfed addiction requirement to 1u, from 2u (effctively still 2u since addiction tends to check after the 2u has already been metabolized).
Also clears disgust from opiods after quenching your addiction, because otherwise you're gonna spent the next 20 minutes being vomitlocked in place
* Nerfs addiction withdrawal time
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Fixes mannitoil runtime (#58321)
* Fixes runtimes in metabolism
* Activate doesn't work as I expected
* Removes bonus false
* One last just in case check
* Why did I even think while was a good idea
* Fixes mannitoil runtime
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Fix for reagents on_mob_life (#58359)
An update stopped reagent on_mob_life from triggering unless the reagent can be overdosed.
This fixes this issue and allows items like milk to be metabolized again.
This also buffs milk healing in bone stomachs as it was really weak, the total milk and the amount you heal have both been increased.
Fixes#58293
* Fix for reagents on_mob_life
Co-authored-by: NightRed <nightred@gmail.com>
* Fermichem 2.5 - Organ(kinda) related medicines adjustments! (#57806)
* Initial dump
* Getting there
* Update impure_medicine_reagents.dm
* Update impure_medicine_reagents.dm
* Adds the reaction mechanics
* Compiling fixes
* Update medicine_reagents.dm
* Updates the debug machine to allow for live recipe edits and tweaks the rest of the stuff
* Few fixes and things I missed
* linters
* Feedback changes
* Apply suggestions from code review. Thanks ATH1909!
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* More changes
* Few more tweaks before component and eyes
* Update chem_recipe_debug.dm
* Fixes loop I think
* I guess I'll just have to hope qdel does it's job
* It really doesn't like nullspace
* Fixes bug in oculine and misspelling
* No obsessed traumas to avoid forced antaging
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Fermichem 2.5 - Organ(kinda) related medicines adjustments!
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Tweaks converoli's threshold to not overlap with it's failure threshold (#58279)
* Tweaks converoli's threshold to not overlap with it's failure threshold
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Fixes oversight with eigenstasium which teleports you before saving your location (when purity is greater than 90% and ingested) (#57986)
* Fixes oversight
* Why is this so convoluted
* Final fix and test
* Expose is strange
* exposure to reagents may result in confusion, bafflement and hunger. If you feel any of these effects, consult with your doctor.
* lil cleanup
* Fixes oversight with eigenstasium which teleports you before saving your location (when purity is greater than 90% and ingested)
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Fermichem 2.6 - Adds the HPLC: a new roundstart method of detecting purity, as well as a method of partially purifying reagents (#57858)
Adds the High-performance liquid chromatography machine - a new roundstart method of detecting purity, as well as a method of partially purifying reagents.
A single machine has been added to each of the 4(5) maps - this lets people determine their purity based off the size of the green (pure portion) to the orange (impure portion) of a reagent's peak shown on the mas spectroscopy display. If a reagent is impure - it will be displayed as red.
In addition to this function, the HPLC can purify reagents by selecting a range of them and pressing the purify button. This will cost some time depending on the mass of the reagent and will purify it up it's default purity (in the tweaked reagent cases - 75%, for the reagents I've yet to get to - 100%). It will also reduce the volume accordingly (so in essence you are reducing the volume of the impure parts).
The sprite itself will indicate when it's running, so you don't need to be nearby it or use the UI to know when it's done
* Fermichem 2.6 - Adds the HPLC: a new roundstart method of detecting purity, as well as a method of partially purifying reagents
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
* Implements Plant Biotype (#57108)
Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.
This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game
There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog
cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl
* Implements Plant Biotype
Co-authored-by: Fox McCloud <Fox-McCloud@users.noreply.github.com>
* expands the list of orderable objects for space-italian and space-french customer_data datums. (#57546)
* expands the list of orderable objects for space-italian and space-french customer_data datums.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Rule Botannia: British Bots for the Restaurant (#57542)
* I hate moths
they're all dusty and shit
* Rule Botannia: British Bots for the Restaurant
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>