Remake of #50528
About The Pull Request
https://hackmd.io/@tgstation/r1tzxpwPL
Basically that.
Raw anomaly cores
Cargo crates for them (currently 5k credits each, please tell me if this is good I balanced it relative to other crates I have no clue what the current cargo "meta"/power levels are)
Finish the explosive/implosion compressor attackby and implosion procs
Map in the implosion compressor
Map in the roundstart 2 cores each type for science
Current values are set to maxcap at the 8th core, and 4 light radius (1/2/4 explosion required) at the first core. I think this is a bit low but I'm just going off the document.
The implosion compressor consumes the TTV + tanks on an attempted detonation, regardless of success. However, the "bare minimum" of checks are included (it won't let you insert incomplete TTVs. It will however, let you insert TTVs that have no explosive potential (test your bombs like you test your code ;) ), and will not waste the raw core if you fail to make a high enough radius.
Props to @ArcaneMusic for the machine sprite!
Why It's Good For The Game
image
Start of the anomaly core system I guess, gives toxins a use other than doing the quirky 50k maxcap tritium speedrun rush (or was that removed already?).
Yadda yadda allows locking items behind it and another method of getting these other than supermatter overloads (I don't know if that is already gone either by the by).
Changelog
🆑
add: An explosion compressor has been added to science. It makes raw anomaly cores into proper anomaly cores using prepared TTVs of a specific required blast radius.
/🆑
Yogstation closed this for some dumb reason so TG gets it instead.
Re-publishes my original under yogstation13/Yogstation#8446
Old way
Context-sensitive buttons!
And you can also alt-click a tape recorder to play it like in yogstation13/Yogstation#8445
UEl2rkUv3y
Changelog
🆑 Hopek
add: Tape recorder has been reworked.
/🆑
* makes decal painter a basic tool
Makes the Decal Painter into a Basic Tool instead of a BEPIS unlock. It's very meh for a BEPIS unlock, especially for the Scientists that'll be using it. Though, it does have a use that some builders might like.
* Update maintenance_loot.dm
* decal painter value decrease
decal painter now contains much less mats since it is a basic tool
* decal painter no longer needs an empty ink cartridge to eject
🆑 coiax
add: The Nanite Host Scan program can now scan the host for wounds.
/🆑
You can scan for two out of the three things a medical scanner can scan
for, why not also determine how broken your leg is?
Uses the new COOLDOWN_ defines for the penlight's cooldown, which
functions exactly the same as the `world.time` code, but is slightly
cleaner and less prone to mistakes.
* Change BYOND version to 513.1526
* Remove BSQL from docker image
* Add a docker publish action
* Add a docker test action
* Cleanup runtime icons
* Cleanup runtime sounds
* Correct docker workflow names
* Add Dockerfile as an appveyor cache dependency
* Fix build issues
* Copy all dlls
* No need for .dlls in docker
* Minor cleanups
* Makes the supermatter file smaller.
AHAHAHAHHAHA YOU FOOL YOU HAVE FALLEN FOR MY TRAP CARD
* stable build maybe? sm cleanup begins
* The old ones knew
* lemme atomize actually
* I know how to spell ok? OK?
* braindamage
* That'll do it
* That do it?
* There we go
* Wow I should test things
* test?
* I hope that clears it
* Should fix the formatting trouble
* isolates the opening proc
* Lowercase and fixes messed up proccall
* Plant analyzer can scan the health of podmen.
* implements suggested changes
Co-authored-by: Rohesie <rohesie@gmail.com>
* basic health analyzers can't analyze Podmen vitals anymore.
* Fixed some useless parenthesis
Co-authored-by: Rohesie <rohesie@gmail.com>
* Changed a word.
Co-authored-by: Rohesie <rohesie@gmail.com>
About The Pull Request
Ears currently behave strangely compared to other organs, especially their most closely related sensory organ, eyes. They only assign a deafness trait for quirks, mutations, and clothing (which prevents empaths from noticing hearing damage deafness), have lots of unnecessary procs for dealing/assessing damage, and several audible events check istype() for earmuffs specifically for whether a mob can hear something.
This cuts down on all of that. I removed most ear related procs from mobs, tied deafness explicitly to TRAIT_DEAF (and added a new source for hearing damage), and generally neatened up related code. As a direct result, empaths can now detect deafness from hearing damage, as I assume was intended. I also fixed a bug with examining with med HUD's or as an observer not showing a person's quirks, though I'm not sure people will really care about the info with med HUDs. Also, full revives/regenerating organs now remove all damage from existing organs rather than only trying to replace missing ones
In addition, Inacusiate and Sensory Restoration no longer instantly cure all hearing damage when applied, they now rapidly decrease both ear damage and deafness each tick. This isn't really a fix, but I figured I'd throw it in since I think cobby wanted to move away from instant fix microdose chems, and I punted the restoreEars() procs anyway
Fixes: #51435Fixes: #48974
Why It's Good For The Game
Brings ears in line with how other organs operate, makes them easier to understand, and restores (what I assume to be) intended functionality for the empath quirk and medhud/observer examines
Changelog
cl Ryll/Shaps
fix: Empaths are able to detect deafness derived from hearing damage
tweak: Inacusiate and Sensory Restoration no longer instantly heal all hearing damage when applied, instead rapidly removing both ear damage and deafness.
fix: MedHUDs and observers now display quirks as intended on examine
/cl
Added it to a random timer as proof of concept.
This is less performant than storing world.time in a variable, but it's a simple, quick, easy and dirty way to add a cooldown to something. Just create an ID and you need do no more besides using the macros.
Helps with clarity and adding cooldowns on the fly.
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Adds the Peackeeper Cyborg plush
adds the peacekeeper plush as an arcade prize and roboticist heirloom
* Update plushes.dm
* added trailing newline
* fixes the pkplush addition to robo heirlooms
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
About The Pull Request
Medbots now only heal brute unless they are built with a special medkit. Thanks to tlal for the simpler alternative.
Brute kits heal 10% more brute than normal medbots.
Advanced kits can be used to build pre-nerf variants of the medbots (they heal all damage types). What they heal each iteration is random though (if you could be treated for brute/tox, you may get tox healed first).
This is specific to the craftable medbots, derelict medbots and beserk medbots will heal "normally" (see above since order has been randomized).
Why It's Good For The Game
Makes the bots hyperspecified to a function which is in line with how other bots function without having to revamp how people use the medbot.
Changelog
🆑 Cobby
balance: craftable medbots now only heal brute unless they are built with specialized medkits.
balance: medbots built with the brute medkit heal 10% more
balance: medbots built with the advance medkit heal all damage types
/🆑
About The Pull Request
Re-PR of #51027 due to a git hiccup.
Adds tarot cards, for business and pleasure. The tarot deck consists of 78 cards, split into 56 Minor Arcana cards (each suit consists of 10 number cards, and 4 face cards) and 22 Major Arcana cards. The deck has new art:
minorarcana
majorarcana
Special thanks to Fikou for deciding which jobs should correspond to each of the Major Arcana.
Why It's Good For The Game
It's a fun distraction from the dull humdrum of station life, and opens up some good RP opportunities.
Changelog
cl Inept
add: The Nanotrasen Entertainment Division has released a new product: Tarot cards! They're available from the Fun vendor for all your divination needs.
/cl
* Adds coupons
* fixes invalid var
* fixes old var name
* test
* does this please you travis?
* is that a prize, or....
* adjusts odds
* fikou owes me $10
* neatens code per review
* corrects bouncy
* corrects some errors
* redisables price gouging on goodies
* here goes nothing
no really this is basically nothing
* dme is less dumb
* aaaaa string files
* Card backend (#3)
* Adds card backend and hotloading
This is a combination of 2 commits.
OH SHIT THE SM IS ON FIRE
WE DONE LADS
* Woop
* Best we'll get
* fixed file system, courtesy of potato
* updated tools (thanks potato), now up to 40 cards
* Adds rarity (#4)
* Adds rarity
* just to be sure
* Adds it to cards
* Didn't read templates WHAT A NERD AMAROIGHT
* Commets
* Woop you'd think I'd know my own system
* There we go
* Fuck you EOF (#5)
* Makes rarity not suck (#6)
* Fuck you EOF
* Makes rarity not suck
* Auto stash before merge of "blueeyedwhitejumpsuit" and "origin/blueeyedwhitejumpsuit"
* Makes rarity work as expected, thanks dogman (#7)
* smolcards
* Adds datum cards (#8)
* Datum cards
* Some docs and a little bit of cleanup
* fuck
* problems be had
* Fuck (#9)
* fucko bungo RELASE ME FROM THIS HELL GIT
* datum FUCKING AHHHHHHHHHHH
* packs and games
* boomer mood (#10)
* Card debugging (#11)
* Adds debug vars
* that's a bit better
* shit
* unfucks rarity
* scales sorted
* That should do it
* Parity
* fun fact
* series 1 json
* and so it is done
* Don't need this, I'm dumb.
MacRo-Op???@?#?@??!#?!@
* BRAINDAMAGE
* resin redux, smaller cards
* shut up shut up shut up IT'S ASSUMED TYPE OK? *it's not all that bad*
* double rarity TABLELS, fixed the silly linter
* flippers and rarities
* guaranteed rarity, rarity tables
* fuck it let's ask
* resinfront
* 2560 core set
* fixes flippers
* template icon, extra variable juice
* ADDS SPEED (#12)
* FUCK FUCK FUCK SHIT I BROKE IT AGAIN
* Kills my dreams in the NAME OF SPEED
* and some cleanup
* Minor changes, some qol (#13)
* couple small changes, moved the datum procs around to make things cleaner, made some comments autodocced
* Let's be more clear,
* and a woooop
* Removing ids, carpel tunnel edittion (#14)
* Subsystem
* Carpel tunnel completed
* woop
* curator is no longer equipment
* I'm not dumb you're dumb (#15)
* minor rarity tweak
ladies and gents, it's finished
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>