* veymed voidsuits upgrade
* unathi streamlined suit polish
* link to #7301
removes the specific checks from SSU.dm and adds no_cycle
* teshari subtype
It is a simple hunk of metal, painted to a moody green or dangerous voidsuits purple and blacks.
It has a lower block chance than the real deal, but it is still a strong help against melee foes and the occasional beam or two. Do mind that those seem to be a lot squishier since the AI update.
And just like any tacticool object, it has a big flashlight stuck at the front to help with visibility, it's not like you can actually see much out of that slit.
You can order two for 80 points at cargo.
It actually starts in the pathfinder locker, meaning they decide whether or not it will be used.
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
- Adds some more uplink stuff based on recent updates
- Purges Xenomorph hybrid whitelist (they are not whitelisted anymore)
- Adds some hybrid cells to the Dropship
- 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.
- Removes all Science access from explorers
- Removes Gateway access from HoS and RD
- Removes Science comms from explorer headsets
- Adds Command comms to Pathfinder headset
- Refactors edited Southern Cross files into _vr files in the main code.
- Moves Exploration Equipment Vendor to the expedition shuttle.
- Moves the Chemical Analyzer in science to Exploration Prep
- Removes general science access from the Xenobiology office and equipment rooms
- Removes RD access to Explorer comms
- Adds Airlock and EVA access to explorers
- Increases number of pilot slots by 2
SOP notes:
- Pathfinder will be able to fire subordinates.
- Pathfinder will not be a full head.
- Field Medic will remain as a hybrid Medical/Explo role.
- Research Directors will no longer be exempted from the general rule that heads of staff should not attend expeditions.
- Exploration is still strongly encouraged to get volunteers from other departments, including Science.
- The Protector is now a minature energy gun, it has 3 lethal, 6 standard stun, and no special stun shot anymore. It retains the alert level lock, there is a version without the lock.
- The energy net gun now gets 3 net shots, but loses its stun alternate fire. It also gets a new sprite from baystation.
- Refactors all Vorestation weapons in vore/fluffstuff to be in their appropriate directories.
- Removes all personalized custom weapons.
- KHI is no longer the manufacturer for the Protector, Net Gun, and AR Glasses. I wanted to make KHI a bit rarer, and their specialty mainly ultra high tech equipment.
- Refactors Expedition Phasers. No practical change, but now there are unlocked versions of all three phaser variants.
- Remove duplicate pick_random_edge_turf resulting from our simultaneous addition of it (in overmaps PR)
- Disable SSgame_master and SSevent_ticker subystems, we are still using the original events subsystem.
- Disable the game_master implementations as we are not using them.
- Comment out references to SSgame_master since we are not using it (yet?)
- Best practice to avoid holding onto references to the subsystem instances aside from the global variables. (In case of restart/recover etc).
- The reference to GM was entirely unused by any event or meta-event. /datum/game_master would work fine using the global refs.
- Creates new advanced shield generators, designed to replace old hull and bubble shield generators.
- Upgrades the floor mounted and handheld shield diffusers.
- Makes underfloor shield diffusers actually constructable.
- Handheld diffusers orderable via uplink.
- Removes supply packs and research datums for the old generators, but leaves their code in place for maps that still use them.
- Integrates with the meteor and electrical storm events.
- Integrates with mob AI (they know how to attack it)
* Basic distillery uses logistic temp change
Basic distillery pings when at temp
Industrial distillery repsects gas laws
* Expands examine text to be informative
Adds verbs to distillery
* Tweaks distillery costs