* Adds Gonbolas
* Gondolafied the status effect a bit more.
* Corrected documentation
* -Restructured status effect handling for better efficiency
-Rebalanced stats
* Fixed qdel
* Radiation toxin damage has been slightly increased.
* Contaminated objects are overall a bit weaker but are easier to create in the
first place.
* Showers deal with high amounts of contamination much faster but aren't that
great at dealing with weakly contaminated objects.
* Atmos holo-barriers have been given radiation insulation like the engineering
ones.
* Adding miasma gastype
* make miasma roll small chance of infecting and corpses rot
* Add dry air sterilization to clear miasma
* make air alarm scrub out miasma automatically
* Storing corpse in morgue/coffin doesn't create miasma
* Added more ways to block miasma and a small notice
* fixing some errors in the rot proc, since I accidentally copied the old bugged version
* Code improvement, now waiting for Travis
* Added more effects to high miasma concentration
* Added delay to miasma production
As a result, miasma production goes up and partial pressure was unachievable back then, so I lowered it for all the effects.
* Formaldehyde stops decay
Also still trying to manage that miasma side effect stuff
* fulfilling some reviews
* Well done Travis
It's 9 in the morning, but I wanna see this through first
* beginning of miasma canister
* Added miasma canister
* Added miasma canister art
* add odor moodlets
* adding moodlets to miasma
* simplifying reagent check
* fixing indentation
* fixing an indentation problem
* Adding miasma tile effect
* adding miasma tile effect
* Deleting file in false placement
* changing miasma partial pressure for carbons
* added effects to lungs
* fixed a few errors
* Update lungs.dm
* Making miasma effect slightly prettier
I am not a pixel artist, but at least I try
* Raising miasma inhibiting temperature to -10°C
Yes, you can now store bodies in the cool room.
* making sure air alarm is set for miasma
since it is a common waste product, air alarms should start with scrubbers having miasma set to scrub
* setting scrubbers to scrub miasma on start
finally found this little setting
* lowered formaldehyde amount needed
* reaction fix
* rebalanced the reaction
Now happens quicker and doesn't produce that much heat.
* remove timeout to stench moods
* Update life.dm
* making mood stop with low/no miasma
AND waiting for travis
* fixing variable naming error
* fixing send signal for lungs
* fixing send signal for carbon
* fixing moodlet
this subsystem sure works in mysterious ways
* fixing lung moodlets
smell u l8r
* removing the 2 ifs
and looking if all moodlets are given to owner, not src
* Trying to balance the sterilization reaction
No more accelerated superburn. This heats *slowly*, as it was supposed to.
* Update vent_scrubber.dm
* improved the disease generation
the random disease's new proc seems more efficient, so let's go with it
* charred corpses don't produce miasma
there's nothing organic any saprophyte could possibly benefit from a carbonized carbon. also, replaced the disease proc, since there's better
* adding disgust system
* rebalancing
looking at the thresholds made me think that it was set too low, see negligible
* Slowing down the bubbling
can we plz move on?
* restoring old scrubber functionality
* mistakenly believed deleting this would only delete my changes in the code
here's the old functionality
* Update and rename vent_scrubber to vent_scrubber.dm
* restituting the spacing
* adding water vapor check
* changed miasma's specific heat to 20
no toxins memes
* lowered threshold, due to near-unachievability of pressure
* lowered threshold, due to near-unachievability of pressure
* there's never going to be a canister onstation
unless it's debugging or adminbus, so you'll need this little bit more
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
add: Show your support for the fine arts with these new quirks:
add: Tagger: drawing graffiti takes half as many charges off your spraycan/crayon
add: Photographer: halves the cooldown after taking a picture
add: Musician: tune instruments to temporarily give your music beneficial effects such as clearing minor debuffs and improving mood.
These should be pretty straight forward, musician is especially interesting because you can share tuned instruments with other players, and think it has the potential for some interesting cooperation. For example, as a musician bartender you may decide to hand your tuned instrument to the mime so they can play music and have your customers not stumble around as much while also making them happier!
I don't think there's realistically any balance concerns. Most of the debuffs it clears can already be cleared by drinking tea, they're a pretty rare occurrence in a fight and are usually gone before you have the chance or need to do anything about them. At most helps you walk straight while you're drunk, really.
All these quirks make you start the shift with all the tools of the trade, to make them more worthwhile to take and make the player feel like their quirks are part of their character on a regular basis (ex. a player with the tagger quirk is more likely to make graffiti on a whim, a photographer will always have a camera to take pictures of interesting things etc. whereas they would otherwise have to round up supplies at roundstart every time)
* Overthrow gamemode, again!
* Fixes objectives even more, especially AI one, removes boss antag subtype
* Fixes and refactors objective code, especially AI
* Expands greeting msg, fixes AI getting storage implant, rewords objectives to make it clear that they're teamshared objectives
* Resets gamemode required players to production values
* Lowered the number of teams existing during highpop
* refactors code a bit, fixes special_report to not use roundstart list, renames converter
* Cannot convert mindshielded people anymore unless you remove the implant
* Changes the Nothing explanation_text of head objective to hint at autoupdating, updates greet()
* Fixes define compile error
The 50s/5s thing appears to be a mistake, given that 5s is 50ds and fast travel checks seconds against 50 and sets deciseconds to 50 on adjacent lines.
In addition to sending shuttles to docks, three extra modes are added:
Infinite Transit puts the shuttle in transit which lasts until another destination is chosen
Delete Shuttle does what it sounds like
Into The Sunset marks every mind on the shuttle as 'escaped' and then deletes the shuttle
Also puts the mobs in stasis so they won't suffocate, bleed out, etc. before roundend
It is also now possible to change the destination dock of the arrivals shuttle (example: an event where arrivals are sent to the Lavaland Wastes dock instead).
Walking instead of running will reduce the noise, making it now more useful to gameplay.
Plating and wood makes a lot of noise, floor and carpet are quieter.
Range and volume may need to be balanced later on.
Oh, I reorganized some sound files too - the ones beepsky and medbot uses.
> Take 1
> Length of cubes is above 1
> Cut(1)
> Wait that just cut the entire list to nothing
Now the signal should work properly instead of not working whenever there's
more of a thing than the requested amount.
if you supply step_delay_override or use_delay_override as 0 then component
just ignores these new values despite them being valid options
by using isnum() checks, these values can actually be used for this
* Adds programmable nanites to robotics
* Oh yeah i might want to actually PR the files
* nanite injectors, nanite printer, nanite analyzer
* We're back
* remove some reagent stuff
* more removal
* those too
* cool icons!
* might pass travis now
* lotsa code
* tgui fixes/misc fixes
* WE'RE FUNCTIONAL BOYS
* some ui stuff
* Misc fixes, cloud update, access nanites
* activation check
* stuff
* preparing for new chamber sprite
* Physical backups, sensor nanite programs
* techweb sensor nanites
* fix
* include
* fix again
* revert
* blinding nanites
* minor change
* minor tweaks
* makes minor shocks interfere with nanites
* fix
* split trigger file into the others, for consistency
* cleanup, added mindshield nanites to techwebs
* include n all
* how'd that even happen
* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program
* cost tweaks
* better term
* new icon! by MrDoomBringer
* icons/tweaks
* tgui build
* boards
* fix
* fixes implants not updating mindshield status
* move implant hud to living
* new remote sprite
* scanner sprite
* biotype checks
* some nerfs
* new open chamber sprite
* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors
* correction
* nerfs antistun nanites
* fixes scanners and minor tweaks
* fixes revs with mindshield
* oh yeah haha
* Fixes wonky techweb
* Moves pyro program to weapon node
* Adds defib program and some investigate logging
* mistype
* fix
* fix2
* save your files before committing
* emps can desync from cloud
* pretty outdated
* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.
* UI fix
* more fix
* okay fix for real
* tested and working
* Extra Settings rework, sensor nanites vastly better
* non-unique glitches
* Public chamber, extra settings rework, new sensors, speech program
* Mute and mind control nanites
* mind control into hazard
* better description
* fixes
* fixes relay nanites
* fixes TK access
* mind control costs less
* UI update
* removed pointless code bit
* tgui build
* compiles
* dammit
* paralysis keeps victim upright
* Adds sounds to consoles
* some feedback for some subtle effects
* new chem lore
* Viral nanite customization
* fix
* tgui build
* Added mitosis nanites
* removes glitched nanites from techwebs
* Added flesh eating nanites, poison nanites, hallucination nanites
* ,
* #traviscoding
* Adds memory leak, renames nanite roam node to nanite smart
* Voice sensor + some techweb desc tweaks
* hallucination and Hear() fix
* changes signal registering to the new method
* 75% done, i think
* should be all
* more fix
* more changes
* okay should be fine now
* ninja
* inheritance
* i don't care about originality!
* line endings
* line endings 2
* maybe
* fixes program installation
* new review
* line endings?
* line endings??
* line endings???
* wait do i even use this
* fixes public nanite chamber cloud id
* maint overlay for chambers
* args doesn't work well here
* antiabuse checks
* compile tho
* fixes locked remotes
* disk renaming
* skull echo nanites
* self scan program
* Condenses a lot of sensors into a few generic but customizable versions
* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.
* forgot to save
* empty
* metastation nanite lab
* Removes duplicate APC
* fix for nanite chamber
* Raise max programs
* UI Tweaks, aggr. replication rebalance, minor fixes
* let's not do that again
* Fixes nanites meta merge conflict
* Merge conflict v2
* fuck this HDD is slow
* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.
* Adds virus symptoms that interact with nanites
* Fixes spreading nanites being more infective the more protection the victims have
* Review plus public chamber tweak
* . = ..()
* ball
* cloud
* . = ..()
* always press save all before committing
* missed a couple
removes useless mood events subtypes
fixes mood event timers not resetting when they get triggered again
removes the depression overlay which makes our fruit happy
* Reset the dropdown after an item is chosen
* Immediately update the Marked Object and Var Edited statuses
* Show Deleted in VV and update it upon deletion
* Improve coordinate display when deleting atoms
* Show name of named datums, don't duplicate type otherwise
* Remove a nonsense HTML attribute
* Remove inneffectual href_list modifications
* Live-update dir display when the rotate buttons are used
* Add quick update for editing mob/atom name
* Add live update for ckey and real_name
* Add live update for damage numbers
* Add a missing dir fallback
The turf change signal needed to get moved properly in transfer. It also needed
to have code to deal with the creator wanting to listen to the turf change
signal.
* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()
I've heard of this story where eating mermaid flesh either makes you immortal
or gives you a horrible fate, so I thought, why not apply this to our beloved
gondolas?
Gondola meat contains a reagent that causes the gondola transformation disease
- it will continuously dose the victim with pax until eventually triggering the
transformation. The cure? Condensed capsaicin.
I've reduced the default stage_prob (translates to progress speed) and changed
the cure to condensed capsaicin, so you can't easily fuck over people with
tranquility smoke grenades.
Time to get fancy, bartenders. The harder it is to make a drink, the stronger
the effect, usually. There are exceptions, but quality tiers look something
like this:
1. any mixed drink
2. 3+ ingredients, at least one alcoholic and non-alcoholic each
3. either takes some particular effort to make to make or requires exotic
ingredients
4. requires exotic ingredients and take some effort to make
I also slightly lowered the strenght of the drunk moodlet to encourage using
mixed drinks, though getting drunk out of regular drinks is still quite
effective due to how long lasting it is.
These, like in the other ships, are pretty weak (meta still has the strongest
monsters, but it's also the most well stocked ship). These zombies have no
infection chance, 60 hp instead of 100, and do 11 damage instead of 21 (could
be raised to 15, if you guys want). And like the other ships there are 4
monsters on it.