* Adds roofing tiles
They're used to place plating overhead without going up a floor
And to remove weather effects
Changing a turf will correctly inherit the old outdoors variable, so that roofing tiles can check it when deciding whether to roof an area
* Adds roofing tiles
They're used to place plating overhead without going up a floor
And to remove weather effects
Changing a turf will correctly inherit the old outdoors variable, so that roofing tiles can check it when deciding whether to roof an area
- Ointment now treats 3 burn damage per application
- Advanced Trauma Kits treat 6 damage per application, and have 20 uses
- Advanced Burn Kits treat 12 damage per application
- Medical Rescue Suit injector now has 20 units per chem, and uses Inaprovaline, Dylovene, Paracematol, and Dexalin
- Kelotane effectiveness reduced from 6 damage per tick to 4 damage per tick
- Dermaline effectiveness reduced from 12 damage per tick, to 8 damage per tick
- Dexalin metabolizes at 20% of the rate of Dexalin Plus, stats adjusted accordingly (Natje's suggestion)
- Dexalin is now twice as effective (still pales in comparison to Dex Plus)
- Reduced brain healing of Alkysine from 30 to 8
- Vermicetol now works like super tricordazine, healing all damage types at a moderate rate, while metabolizing slowly. Overdose threshold increased from 10u to 15u.
- All pre-filled syringes start capped.
- There is now a 20-second grace period for infection to start ticking up (Note: Using syringes on multiple people renders grace period null and void)
Firstly it fixes a long-standing bugs with constructable flooring not actually populating on server startup, but instead through a proc that's only called on existing floor tiles.
Second it changes sif wood tiles into a child of wood tiles now that the reason for carpet colors not working is known & fixed.
* adds fireplace, makes bonfire generate heat
kinda, anyways
* adds sifwood tiles, fixes old blue carpets
old blue carpets are now known as "teal carpets." they still come in the
carpet crate from cargo.
* lets you dig up tree stumps with shovels
* changelogs in the house
* adds a delay to digging up stumps
digging up stumps is easier said than done
Ports an item stack that can be used to mark trails, useful for explorers, miners, and anyone else who doesn't want to get lost or wants to make the room more colorful.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
Removes ability to circumvent bandage limits by spamclicking someone. The check if its already bandaged is done twice, once at the start and once after the delay.
Replaces a lot of user << with to_chat().
Ports most of /tg/'s sprites for stacks displaying their contents. I added some of my own as well to fill in materials that we have but they didn't.
Moves all stack icons to their own dmi.
Reworks fifty_spawners to use paths instead of strings, as it prevents bugs in the long term.
- Ports the floor types, structure, and sprites (techfloor) from Vorestation (who ported them from Eris).
- Fixed missing techfloor floortile sprite icons (ported from Eris).
- No actual new floor sprites sans the techfloor. Saving for when we actually change maps to do that.
- In theory, also added a changelog for what I'm doing. Not sure if worked.
I'm pretty sure this is an oversight, rather than a balance thing. Nanopaste is too big to fit in boxes or anywhere else, but seems to be identical to all other 10-stack items like medical stacks in other regards. It should probably be the same size as the other 10-stack items.
Even the icon seems to suggest this, since right now it is just as big as an entire box, though the icon seems to be more like toothpaste-tube and looks awkward sitting in the huge backdrop inventory space.