Allows all custom names in Character Settings to be reverted to either the default name or a random one, instead of only cyborg and bible names.
Allows picking a random religion in Character Settings. Changing your religion updates your bible and deity if applicable. It uses the religions and bible names that were already in chaplain spawning code. I've added deities to most of them, to save players having to figure them out themselves. I wasn't familiar with a lot of these religions and references so let me know if I've gotten something wrong.
* 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>
A new side-job for cargo. Prepare and launch exploration drones at distant sites to encounter weird adventures, collect loot and expand the station cargo network. Adventures - the main content type here, can be written by anyone without any knowledge of programming. The purpose here is creating an way of interesting way of delivering lore (and adding some new job content/cargo expansion method).
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
We take Gotham from the corrupt! The rich! The oppressors of generations who have kept you down with myths of opportunity, and we give it back to you...the people...Gotham is yours. None shall interfere, do as you please!
Adds a rare, once per restaurant venue, chance for a moth tourist bot to show up. Asks for the hat, gloves, or shoes you have on.
Closes#57541 if this is merged first, somehow. It includes the testing fix (since I needed to multiply all the weights to allow for rare bots anyway).
Wings are randomized.
I thought it was funny, and it's infrequent enough for the gag to hopefully not lose its magic.
Also a good test bench for the code to allow more dynamic customers. A lot of supporting code was added to make more customizable customers without influencing the surface area of the venue code too much.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.
Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
Mr. and Mrs. should be allowed under expressive aphasia, but due to the punctuation and capitalization they are rejected when attempted. So I decapitalized them and cut off the periods.
* fixed conflicts
updated the branch and pasted in all the changes again, conflicts and all roundstart turf diffs should be gone now
* Update MetaStation.dmm
Opened up the cytology lab directly to xenobio, its all one room, with shutters to lockdown cytology in case of an emergency - Nari
* Update MetaStation.dmm
softened some internal walls on xenobio sat, they dont need to be reinforced, added a small weakpoint to xenobio sat, its not a secure area and doesnt need to be a roundstart gigafort, removed the windows the buttons were on for the slime pens, buttons directly on windows looks bad, replaced with a table - Nari
* Remove minor tweak
remove the biobag and labcoat tweak from this branch
* Update MetaStation.dmm
tile under a door had a random disposals pipe, but missing a wire. fixed - Nari
* Update MetaStation.dmm
fixed merge conflict
* Update MetaStation.dmm
why???
* Update MetaStation.dmm
fix?
* Update MetaStation.dmm
cant fix sorry
* Update MetaStation.dmm
trying a fix
* fixed conflicts?
i think this fixes it?? - Nari
* Update MetaStation.dmm
Added experimentor - Nari
re-tiled sec post -Nari
rearranged mech bay so it actually works - Nari
re-did the connection between xenobio and the cytology area - Nari
added a few requests consoles - Nari
added a sci drobe - Nari
removed one of the extra deliveries areas - Nari
* Update MetaStation.dmm
fixed the department request consoles departmentType and name - Nari
* Update MetaStation.dmm
fleshed out the support line for the bomb site - Nari
* Update MetaStation.dmm
removed lattices under catwalks, hopefully this fixes
* Update MetaStation.dmm
fix
Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.
Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.
Finally adds the ruleset to the TGC, allowing players to play the game (in a relatively provisional state).
Cards now have rules and keywords attached, as well as a proper system for displaying information in the sidebar (all the credit for this has to go to @ArcaneMusic, who also contributed a huge amount of the ruleset for the cards).
The full ruleset and keywords can be found here: https://tgstation13.org/wiki/Tactical_Game_Cards
* HARK! THERE ARE SOME MAIDENS THAT NEED SAVING!
* claymores, chairs
* mapmerge, price increase, no losing the flag, no teleporting in, other small stuff
* oldworld language, medieval mutation, reviews
* see desc for full changelog
huge improvements to how medieval speech feels, CTF now fully lit, json beautified, bugs squashed and more NOTELEPORT exploits also quashed. (I NEED TO UNDO THIS FOR ATOMIZATION)
* removes my fixes? also bugfixes and CTF separation
* dumb json mistake, starting work on reality simulators
* BOWS ARE BROOOOOOOOOOOOOOOOOKEN
* br
* getting closer to working
* well, mostly everything now.
* finally ready
* removes languages stuff as it is buggy and does not work, fixes more bugs, fixes more bugs, fixes more bugs
* conflict fix
* linting
* more lint
* bow buff, speech fix, TON of ctf fixes
* oh fuck year
* NO MORE INSTA DELETING CREW
* whoops
* review handled
* pooosh
* conflict fix
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes
I also made some other changes to wounds of various importance. Here's a quick list
-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing
I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
All flyperson organs have the same, generic name and description, and their icon is picked from a pool of gross, blackened organ sprites.
There's also a new organ they have that just does completely nothing. It is also disguised and looks the same as all the other organs.