Port of https://github.com/tgstation/tgstation/pull/51817
Adds a mech vs mech combat system for the toy mechs earned from arcades and found around the station. You can initiate combat with yourself by hitting a toy mech with another toy mech, or fight another player if you attack a player holding a mech with a mech.
Each mech has its own health stat and special ability that they'll use in combat against each other. How exciting!
Also slightly refactors toy locations and changes toy mechs from being JUST prizes to their own proper toy subtype!
Refactors ore eating to facilitate the ethical consumption of refined materials, easily obtainable on station. Suggested by the kobolds.
Also fixes the material name of Plastitanium glass throughout the codebase.
Shuttle tiles, default floors are still "regular".
Lava, sand, water, grass, beach, mining turfs all have sounds playing now for each footstep. <3
Massive credit to @Arokha for helping me figure out the floor system and sitting through getting it put together. <3 <3 <3
- Refactors First aid kits to be mostly autoinjector and pill based. No syringes, just autoinjectors and pills. Health analyzers are also removed.
Regular First Aid Kit: 3x Gauze, 2x Ointment, 1x Paracetamol pill bottle, 1x Inaprovaline pill bottle
Toxin First Aid Kit: 1x Dylovene Pill Bottle, 6x Dylovene Autoinjectors
Burn First Aid Kit: 1x Kelotane pill bottle, 6x Dermaline autoinjectors.
Oxy First Aid Kit: 5x Dexalin Plus autoinjectors, 1x Iron pill bottle, 1x Dexalin Pill Bottle
Adv First Aid Kit: Replaces Autoinjector with Assorted Pill bottle (3 Inaprov, 3 Dylovene, 2 Iron, 2 Tramadol, 3 Hyronalin, 1 Spaceacillin pills)
- Buffs default pill bottle contents. This narrows the effectiveness between autogenerated pills and pill bottles, and those brewed up by players.
- Splits Miner autoinjector into four seperate autoinjectors, one for each damage type. Reduces the price in the mining/exploration vendors.
- Tweaks Pill contents for a bit better consistency. Biggest change is that dexalin pills are 7.5u each.
- Changes Vermicetol chemical color to something more reddish.
- Overhauls Internals closet, removed O2 kits from them, adds more emergency spacesuits.
- Removes Organ Kits, Combat First Aid Kits now have a pill bottle with assorted organ repair pills.
- Surgical kits now have a regular health analyzer, and can hold health analyzers.
- Adds an adminbus archeotech military dropship
- Renames the cruiser to the NDV Daedalus
- Removes the Daedalus' Vault, replaces with a engine room consisting of four nuclear reactors. 800 kw safe output
- Replaces the hull material of the Daedalus with something destructable
- Thickens the frontal hull of the Daedalus
- Combines shelter_atoms.dm and shelter_atoms_vr.dm into shelter_atoms_vr.dm (Polaris never ported Shelter capsules from us)
- Moves shelters.dm to shelters_vr.dm
- Fixes scanner readout of the Escape Pod
- Adds Surfluid Escape Pod Capsule
Adds one to the cruiser
Updates some contents
Adds Support for unique deployables
Removes redundant global vars
Better error message
Sets a var correctly
It can now be effectively granted to non-humans, who can now eat ore if they click it while NOT on help intent.
Additionally, you can now feed ore to mobs that can eat it.
Using the verb with nothing in your hand brings up a prompt to select an object due to the argument in the verb.
This resolves the issue, instead just showing the "nothing in your hand" message as intended.
Taking the ore eater trait, you only gain nutrition from ore.
The amount varies, mainly based on the rarity/quality of what you're eating.
5 raw diamonds or verdantium will feed you well, while it'll take a handful of hematite or carbon to do the job. Better stick to the good stuff - it's in your best interest!