tl;dr: we have lists of playermobs on the z-level, which generally have fewer player mobs to iterate through. If we use them, we can get rid of the z-level checks too. On the off-chance that something plays a sound in nullspace, we can skip pretty much everything. The client-check can go too, there are no playermobs without a client.
* 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
balance: Once the blood cult reaches 20% of the active player population, they will receive a notice that the cult is "rising" - and after a moderate delay the eyes of all existing and new cultists will be permanently red. Examining a cultist with uncovered eyes will confirm their supernatural appearance.
balance: Once the blood cult reaches 40% of the active player population they will receive a warning and after a moderate delay will glow red, permanently revealing the identity of existing and new blood cultists.
add: Any non-cultist can now strike a (filled) soulshard with a bible to purify it. Purified shades have a unique appearance and will be eager to get revenge on the cult. Bibles can be printed in the library.
balance: Juggernauts have 25% less HP and 35% less projectile reflection.
balance: Cult mirror shield is slightly easier to break, has less illusions, and has -33% throwing distance.
balance: The EMP blood spell has -1 light and heavy radius.
balance: The revive rune now requires 3 sacrifices per revive, it still starts with one "freebie" revive. Giving "souls" to AFK/Catatonic cultists remains free of charge.
balance: Twisted Construction now has a channel time with added noise/effects when used on doors. It also hurts you slightly more to use.
balance: You can now only hold 1 blood spell without an empowering rune and 4 with one.
del: The Bloody Bastard Sword is no longer available in Blood Cult. It's still spawnable with admin tools.
* Fixes tentacles, also moves throw callback to fire after the throw is fully completed.
* I knew i forgot something here.
* Undoes the callback change since it's fixed in another PR.
* Bluh
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.
This is a shuttle loan event where CentCom asks you to defuse an active
syndicate bomb.
The good part? It pays a lot of dosh.
The bad part? You have a real chance of dying, blowing up the supply shuttle
and tearing a big fukken hole into cargo bay.
Maybe cargo techs will step back for a second and think "is the money really
worth that risk"?
Anywho, I blacklisted syndie bombs from cargo exports (so people can't just
send it back to CentCom) and also moved shuttle loan related items into
shuttle_loan.dm.