Commit Graph

65 Commits

Author SHA1 Message Date
DGamerL
db578cdc6f Makes food not a subtype of reagent holders (#23379)
* I am suffering

* Alright this should be all now

* Fixes CI

* I hate the online merge resolver.

* This got lost in the merge master

* Updatepaths fixed + new added

* Contra review

* Fixes desserts

* Oops

* This should fix it

* Maybe?

* Attempt 3

* Missed conflict

* Update code/modules/reagents/chemistry/machinery/reagentgrinder.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/food_and_drinks/kitchen_machinery/kitchen_machine.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/food_and_drinks/food/foods/pizza.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Fixes grinders

* Adds comment

* Warrior review

* Warrior + Sirryan review

* Update code/modules/food_and_drinks/food_base.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2024-01-21 19:00:02 +00:00
Qwertytoforty
50b6b5e7d1 Changes power gloves to a bio chip, buffs it. (#23622)
* wip

* it works yipee

* Update code/game/objects/items/weapons/implants/implant_shock.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Did you know, in terms of making me suffer, full conflicts

* Update code/_onclick/click_override.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* yes

* Update code/game/objects/items/weapons/bio_chips/bio_chip_shock.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-01-14 12:27:37 +00:00
Cocacolagua
4b3a720d96 Removes boxes from the uplink PART 1 (#23189)
* removes boxes part 1

* shorter desc for nano injector

* yeahsure1

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* yeahsure2

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* yeahsure3

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* ok no more kit

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2023-11-24 15:33:25 +00:00
Venuska1117
d24f77400e Space Ruin: Rework Syndie Research Base (#22721)
* Rework Syndie Research Base

* Fixing

* Fixing..

* work you cu-

* SPAACE

* Pack of changes:
- Removed Toilets and replaced them with "Dressing" room.
- Added Genetics, because person on discord wished for it.
- Placed Atmos pipes (scrubbers and supply)

* Changes:
- Added Pathing for ed209 (syndicate)
- Removed random_spawners custom spawner made before.
- Added "security" room with allow you to control turrets and see all base cameras.

* Fixing turret control panel

* Fixing turrets.. again

* huh?

* Changes:
- Decreased Beacons amount from 20 to 10 (they give same path, just less stops).
- Added special room to "store" ed209 syndicate, if you want to activate it: View Variables -> patrol = 1.
- Added light switches everywhere.
- Added Air alarms and fire alarms everywhere, and made sure there are fire doors to stop potential fires.
- Added 2 more areas, Genetics and "control room".

* Placed Power Cables.

* Added disposals
Lets fuckign Gooooo

* Changes:
- Made button from drive actually open doors and shoot stuff to toxin range.
- Added emergency PACMAN generator, in case someone join late and whole base will be de-powered.
- Added CCTV to caves, now you can see intruders.

* Added 2 more boxes of plant disc.

* Changes:
- Added new variant of free drobes, now syndicate can get drip for free.
- Added "hidden" safe at vault with contain 10000credits and stethoscope nearby to help, its only for syndicate researcher, if explorer steal it, they should get bounty on them by syndicate.
- Added a lot of vendors refilling units, to make sure that you cannot run out by "accident".

* Changed Toxin Test arena to indestructable walls.

* Bunch of Changes:
- Replaced "grenade casings" (with are foam grenades) with new created "Foam Grenades Box" so its more oblivious what it is.
- Added paper note near PACMAN Generator with contain basic instruction how to use it.
- Added missing fire doors for "drooms".
- Added fire extinguishers EVERYWHERE so syndicate OSHA will be happy.
- Changed "genetics" room, now instead of supporing 4 people, it support now only 2 in exchange for "faster" DNA researching.
- Added "Foam Grenades Box" around base and in storage, so if there any breaches just throw kanu- grenades at them.
- Named and connected disposal to "toxin launcher" so now you can disposal your constractions inside.
- Added 4 buttons for "Chemical" testing room (with is not for explosives) so now you cannot get trapped inside.
- Made special disposal Ride for genetics "monkeys" to turret so they will be killed (its made this way to avoid researchers spacing themselfs allowing them to escape)
- Increased Toxin Storage room, by increasing oxygen and plasma tanks amount by tanks 2 each.
- Moved AIR container to engine, now they are replaced with "tank container" to storage... custom plasma mixes without destroying main plasma containers.

* fixes

* Changed Genetics:
- Now genetics layout got changed, now instead of supporting 4 genetics people it only support 2 in exchange for more efficency in making DNA syringes.
- Now you can dispose bodies for turrets to shoot holes trough... its funny.

* Added Mirrors to dressing room-
And Fixed hallway curve

* Made cryo and sleepers face themselfs

* Added RPD for toxin launcher room
- now if you run out of valves, you can just "spawn" new ones.

* Used merge conflict fixing tool
- and for *some* reason it keep showing merge conflict? (whot)

* Requested changes:
- Replaced NT machine with syndie cigarette machine.
- Removed random blueshield note.
- replaced syndie donk machines to secured variant.

* Changes full build consoles to unbuild.

* Fixes:
- Fixed storage, somehow one rack with mats got exaporated.
- Added tachyon-doppler array for tracking explosion size.
- Removed duplicated buttons from toxin mixing room.
- Removed console and placed in storage.
- Storage now have items with offsets so they are more visible in stack pile.
- Removed Air alarm from toxing testing arena, considering it dont have pipes.

* Add RPD in toxing mixing

* batch of fixes (?)
- Changed Art vendor and critter care to free variant.
- Fixed spelling on paper to requested one.
- Now syndicate researchers spawn with 100 credits in their backpack for claw machine, if you run out, ask your coworkers to borrow more cash on game.

* batch of changes:
- Did most requested changes by S34N (except defib one)
- Added APC to hallway, so now hallway use power too.
- Made new subtype of syndicate APC's with offset depending on direction.

* fix stripes issue

* Removed random stripes and syndie having cash
2023-11-04 11:31:41 +00:00
matttheficus
7e7f03c906 Elite Tactical Magboots (#22968)
* here we go

* notes

* sprites

* this is needed

* some tweaks to gear

* nit

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* fix this

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2023-10-31 18:35:05 +00:00
Luc
327add6348 Converts two-handedness/wielding to a component (#21619)
* initial checkin

* Add everything but maps

* update paths

* Patches some minor bugs across twohanded things

* remove a stowaway

* Update code/__DEFINES/dcs/signals.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Contra review

* Fix kc

* hopefully fix file perms

* Fix file perms

* revert line-endings

* uh?

* Trying once again to fix file formats

* henri review 1

* henri review 2

* update from master

* Removes override that breaks modsuits

* re-add reference

---------

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
2023-09-01 22:06:59 +01:00
Qwertytoforty
76a845d380 Modsuits. Ready for review, sorry for the ammount of files changed 👉 👈 (#21147)
* biting off more than I can chew, but I feel like hurting myself

* more shit

* progress continues, moral stays sameish

* bite of 2587

* mod_theme down, but probably broken

* 385 errors, 16 warnings, zero tgui interactions

* 292 19

* final strech to buggy mess, break time

* it compiles. It almost fucking certainly doesnt work, but it compiles

* fudhsciffubgsbgpgb actions not working as should for modules

* fuck it we'll just open the pr as we work on it

* icons work now

* tgui stuff

* more progress

* JUDGEMENT

* IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother.

* jetpacks, gps, and go do what exo-suits yourself

* almost ready

* sorry to whoever has to review this

* should work™️

* should be good now

* pushing changes so I can do reviews next

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* lore™️ Adds illegals level to modsuit parts from syndicate.

* early returns

* and these illegals

* no uplink reference idiot

* mod inhands are a good idea

* this is needed for inhands nerd

* Bomb detector working, modsutis cover ears. skin things

* overslotting removal, cyborg charging, ert loadout for gamma

* duplicated signal

* modsuit themes, removes broken mister / bad base type module, 2 cores in robotics.

* tether module, orb module, holster stuff

* built in no slip, cheaper 87

* removes modules already installed, engineer ert get jetpack, equip into modsuit storage

* comments spaces and duplicate flags

* Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Compile TGUI, slowdown adjustment, Modsuit to MODsuit

* sonar, do after, more equipment, acid handling

* overlay bugs / ERT / DS suits autodeploy

* middle click action buttons

* traders, sec modsuit energy nerf

* surplus weighting

* Kinesis module.

* Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis

* more power / unused module removed

* name, ds fix, pre equipped to cc suit

* depot / grammer

* ok should be good™️

* overslot, dupe gun, missing suit storage

* stealth nerf, new kit

* gun stuff  / ds theme

* bio armor is gone

* let me push changes please thank you

* makes shocks work right

* copies over some changes TG made to module prices after porting

* Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it-

* sirryans changes

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/telesci/gps.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Control define, ERT / DS have gloves / boots again.

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* More changes

* god I hate tgui. Why do all the bundles live underground, instead of in my basement?

* she updates my master till I testmerge

* modsuits can recharge again

* fixes a lot of shit

* Ready for TM probably

* sure fuck it whatever that makes sense I guess

* the pinpointer works better™️

* Another storage module bug fix

* hair and medical stuff

* fuck fuck fuck

* fixes sonar

* Bag exploit fixes / plasma runtimes / ear nerf

* dna lock improvement / cryostorage

* whoops

* Ball form second cooldown wasn't helping, no more infinite cores

* she springs my lock till I ***SNAP***

* plasmaman no longer die

* fixes modsuit emp issues

* atmos no longer fucking dies

* Fixes, module printing, and a restriction on newly constructed modsuits

* Inventory code my hated

* WOOO PREFERENCE CODE WOOOOO

* icons my hated

* fix for mods / spaceproof shit

* holy shit whhhyyyyy

* backpack first

* Update mod_theme.dm

* prevent infinite gun arms / infinite modsuit cores / syndicate modules

* fixes tm error

* scream loudly if species sprites break. They shouldn't, but, you know.

* deconflicted with luck

* converts to refit for species

* fix pathfinder

* fixes modsuits being funky power wise

* lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit

* nerfs the atmos modsuit

* magboots for ds / CC modsuit

* downside of autosave: typing in wrong window saves bad stuff

* Gamma ERT have internal cameras again.

* spellcheck when

* ah fuck

* yes delete the null that works

* whoops

* fixes error / description

* un vulps your cannon

* fixes tails disapeering on base modsuits

* space to underscore

* tgui fix / tajaran

* springlock buff, cryopod fix

* u helps

* WHO PUTS A GUN IN ITEMS

* tgui moment

* mining modsuit nerf / hidden holster module

* PAIN

* UNATHI TIDE STATION WIDE

* I love special code

* slightly dense

* shark jumpscare

* fixes ghost item, fixes springlock being bad

* YIPPEEEE IT WORKED

* she decons my flict

* pain

* ebbas days are numbered :^)

* hidden

* r-r-r-ebuild

* fixes more bugs

* qwerty, you are dense

* fixes gps

* fix mulebot crate

* level fix

* adds back icon

* moving storage, fix bug, modules activate / deactivate message

* yeah

* yeah

* yeah™️

* steels requests

* windoors no longer make pathfinder module explode

* chat spam

* oil slicks + modsuits

* whoops

* bag check

* ofc

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/datums/uplink_items/uplink_nuclear.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/mod_control.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/mod/modules/module_pathfinder.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2023-08-19 15:36:13 -05:00
Qwertytoforty
55615f762a You may now stuff grenades in plushies. Adds the shark and abductor plushies from TG, non haunted branch (#21769)
* *cocks gun* branch's haunted

* branch is still haunted but we hired ghost hunters
2023-07-21 15:56:00 +01:00
Venuska1117
012e2c3052 Cerestation: Making Farragus Dirty (#21494)
* Making farragus dirty
- Now maintenances are dirty, and doors leading to them have chance to have dirt near them.

* test

* Changes:
- Remove "rare" dirt spawner.
- Add "maybe" and "often" dirt spawner.
- Fix "often" and "maybe" oil spawners sharing same path [...]/maybe, now they have their own paths.

* Fixing
-It now actually have changes stated before, for some reason it didn't save.

* Fixes Delta:
- Change 2 "rare" dirt spawners to "maybe" spawners, with remove issue.
2023-07-19 15:53:26 +01:00
AffectedArc07
8d7e066471 Adds OpenDream as a CI lint (#21099)
* Initial Commit

* Makes the CI work (maybe)

* Of course CI has a hissy fit

* Actually fixes the codebase

* Oops 1

* Tweaks

* oops
2023-07-18 20:50:31 -05:00
Venuska1117
b3a5fd773c Fixes (Oversight?) with fungus spawner from #16877 (#21057)
* Changed Fungus
- Now fungus dont spawn wall if roll fails.

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

---------

Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
2023-05-22 22:06:30 +02:00
Qwertytoforty
e40ef20c86 Pizza bombs can no longer be told apart, some pizza improvements (#20191)
* pizza time

* a batch of delicous pizza fixes mama mia

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* bool

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* steels changes

---------

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
2023-02-08 13:07:36 -06:00
AffectedArc07
34ed47ae74 Refactors stack traces, tiny bit of cleanup (#18773) 2022-08-14 02:11:40 +01:00
Viz
949b73acf2 goodbye noobtrap (#18469) 2022-07-21 14:02:40 +01:00
Vi3trice
8753e22a8e Rework toy card decks into standard decks (#17925)
* Go fish

* Keep forgetting about the map

* Forgot about the sprites for the double deck

* Cleaned things up

* Fix icon conflict

* Update cards.dm

* Improper tweaks

* Update cards.dm

* Axing the popup from the toy version entirely, that was a little jank

* Meta remap was merged

* Huh. \improper was the issue.

* Update cards.dm

* Few changes and a fix

* More changes

* Update cards.dm

* Update cards.dm

* Update cards.dm

* Merge branch 'master' into go-fish

* Update cards.dm
2022-06-27 22:38:15 +01:00
S34N
970675a2c0 Refactors rusted walls and their spawners (#17969)
* refactors rusted walls and their spawners

* tidies this up a bit

* moxian review

* Apply suggestions from code review

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: moxian <moxian@users.noreply.github.com>

* Update code/game/turfs/simulated/walls.dm

Co-authored-by: moxian <moxian@users.noreply.github.com>

* more things

* Update code/game/turfs/simulated/walls.dm

Co-authored-by: moxian <moxian@users.noreply.github.com>

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: moxian <moxian@users.noreply.github.com>
2022-06-16 14:47:29 +01:00
AzuleUtama
0f3133eb25 Fixes certain Nuke Ops bundles using the wrong duffelbag sprite (#17717)
* sprites updated

* removes redundant icon/item states
2022-05-03 04:24:16 +01:00
S34N
0cc1ebd46c [MDB Ignore] Refactors spawners, adds unique icons to spawner effects (#17238)
Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com>
2022-01-09 22:10:00 +01:00
Fox McCloud
06df88706f Beginnings of Combat Changes: Ranged Weaponry (#17075) 2021-11-11 21:24:02 +01:00
datlo
d94210031b Refactor C4, subtypes, and airlock ex_act (#16995)
* Refactor C4 and Airlock ex_act

* update uplink desc

* Replace ismob by carbon, clarify comment

* remove unnecessary ismob check

* replace destroy by qdel, fix comment

* auto doc comments, add else condition

* Add comment to shaped c4

* Shortens shaped boom proc, make airlocks more resistant against light ex
2021-11-05 10:12:09 +01:00
S34N
952cfd7dc4 why was his done this way, wtf (#16877) 2021-10-04 20:17:00 +01:00
AffectedArc07
129318891d Nukes spacepods and associated jobs 2021-10-02 13:16:24 +01:00
AzuleUtama
8cf7051cb9 Energized fire axe rework (#13907)
* Energized axe reworked and now subtype of regular axe
2020-09-16 15:36:39 -04:00
Kyep
85db4bc5a2 Remove fires from depot 2020-05-07 11:20:39 -07:00
AffectedArc07
04ba5c1cc9 File standardisation (#13131)
* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
2020-03-17 18:08:51 -04:00
Kyep
ecd0b80b75 Fixes Empty medkit in depot(#12505) 2019-10-05 19:33:47 -04:00
Kyep
dfd83d822a Depot Fixes & Tweaks (#11677)
* Depot Fixes & Tweaks
2019-09-16 22:55:54 -04:00
Mark van Alphen
e9d39b0d27 Chameleon overhaul 2019-05-01 20:59:41 +02:00
Kyep
3559a77d0f Uplink improvements 2019-03-19 04:35:03 -07:00
Kyep
038fb2ef67 replaces explosive mines with (new) sentry mines 2018-12-07 01:11:15 -08:00
Kyep
2593daac80 reduces pizza bomb chance from 50% to 33% 2018-12-06 19:17:58 -08:00
Kyep
0d91b3b619 deletes trapped syndi toolbox 2018-12-06 19:13:56 -08:00
Kyep
7f3fbcf491 fixes shields-under-falsewall bug 2018-08-18 17:24:55 -07:00
Kyep
27473c3e3e better fix for boss cheese 2018-08-08 23:02:08 -07:00
Kyep
477912dc72 CrazyLemon 2, more small stuff 2018-08-06 21:19:10 -07:00
Kyep
1f65c9a734 CrazyLemon 1, all the minor issues 2018-08-06 21:08:01 -07:00
Kyep
102ff67095 fixes merge conflict 2018-08-01 04:13:22 -07:00
Kyep
7a493a5151 neca-inspired loot list adjustments 2018-07-31 17:48:02 -07:00
Crazylemon64
b2d0bb1c0b Fixes maploading so that the cyberiad and space hotel load cleanly again 2018-07-24 20:58:38 -07:00
Kyep
2e5f6fe6d5 squash 2018-07-07 16:32:00 -07:00
Kyep
f506319d9b Fox 5 2018-07-07 16:30:36 -07:00
Kyep
c3ed490159 Fox 4 2018-07-07 16:15:26 -07:00
Kyep
f7b0e03fc2 Fox 3 2018-07-07 16:14:01 -07:00
Kyep
4308d658f3 a bunch of fixes & tweaks
jaunters no longer let you escape depot, sentry bot can now be deactivated (for alert increase, via ai console), sentry bot no longer alerts when it get stuck - but does log to debug log, calling red alert with comms console depowered no longer spawns backup, armory door sprites improved, syndi depot beacon never enabled during nukeops, loot table tweaks, removed DM spawner custom icons
2018-06-27 11:34:28 -07:00
Kyep
ca51392db0 loot tweaks 2018-06-22 19:32:13 -07:00
Kyep
bc9521f5ca logging, anticheese 2018-06-22 19:26:59 -07:00
Kyep
9a7694771b mob AI, typing, logging, ghost notifications, tile cleanup 2018-06-21 06:55:53 -07:00
Kyep
49db5396a7 fixes and balance
Fixes:

* Depot mobs now generate attack animations when you attack them.

* Depot mobs can no longer be endlessly spammed with melee item attacks. This counters the 'spam attacks till you get lucky' strategy.

* Depot mobs can no longer be harmed by punching them. This counters the 'bypass eshield with punches' strategy.

* Depot mobs will now kill you if you're in crit. This counters endlessly-regenerating diona.

* Syndicate sentry bot will now path through other depot mobs. This fixes the bot getting stuck on them.

Balance tweaks:

* Armory airlocks are now harder to hack.

* Armory is now protected by an energy shield. Killing officers may randomly unlock the shield. This counters people rushing the armory every time. Depot mobs can walk through the shield.

* Depot mobs (except for the bot) now recogize if you've returned from death to attack them again, and increase the alert level further. This counters changelings.
2018-06-19 00:25:09 -07:00
Kyep
8343b6d807 tweaks portal, puts docs in locker, adds rear button 2018-06-17 22:38:10 -07:00
Kyep
9660aac6d2 fix docs, change timing 2018-06-17 21:39:17 -07:00