* Spring cleaning
* The great virus reclassification
* Add severity comment to Fake GBS
* Fix Jungle Fever being uncurable
* Fix Shock causing fainting slightly too often
* Makes Brainrot kill more reliably (yes, it already did)
* Make Wizarditis replace clothes a bit less eagerly, cleanup
* Buff Wizarditis effects' probabilities
* Add a bit of variety to Wizarditis flavor messages
* Clean up, nerf, and add some variety to Lycancoughy
* Refactor Spanish Inquisition Flu
* Refactor and slightly rebalance ICE9 Cold
* Fix DROPDEL items not GCing properly sometimes
* Lightly overhaul Pierrot's Throat
* Remove unnecessary `null` declaration assignment
* Deduplicate Critical disease properties
* Spring cleaning 2: Electric Boogaloo
* whoops
* Fixes DROPDEL items not GCing properly someothertimes
* Make Wizarditis clothes DROPDEL too
* Lewcc review
* Deduplicate Pierrot's Throat symptoms
* Spread out Cold9 and Spanish Flu's damage
* Clean up Adv. Kingstons
* Fix Adv. Kingstons *healing* brute damage
* makes action buttons bindable to keybinds
* i'm just based like that
* zamn
* fix
* More alterations
* bruh
* runtime fix
* fixed up the jank
* Update code/_onclick/hud/action_button.dm
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
* Update code/modules/input/keybindings_procs.dm
---------
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
* Woooo
* I forgor
* Changed
* Agent gets thermals again
* Adds back suppressor to agent
* Removes methdonks from metroid
* Update code/game/objects/items/weapons/grenades/syndieminibomb.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Moves the AI detector to the belt
* Goodbye Donks
* Fuck it ship it (Fixes CI and makes the pen more noticeable)
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Part 1
* Testing 1
* Revert "Testing 1"
This reverts commit fc06554b28.
* Part 1.1
* Part 2 - UI Style List
* Preferences lists
* Preferences lists - DONE
* More inputs
* MOOOOOORE
* UI style else
* Last ones
* Double name fix
* Pre-selected Search
* Return Pick Darkness
* Return Pick Darkness
* Missing users
* Some review changes
* Revert MULE lists
* I just hate MERGE CONFLICT label
* List window tweaks
* I think there it is
* why i am stopid
* Update tgui.bundle.js
* Part 2 - feeding others doesn't work as intended
* Part 3: fixing force feeding
* Fixes patches being wack
* Makes this less ass
* Adds patches to the chemistry bag
* Update code/modules/mob/living/carbon/carbon.dm
* Update code/modules/mob/living/carbon/carbon.dm
* Some missed patches
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Fixes IPC logic
* Henri Review
* Add updatepaths
* Jimkil review
* IPCs now aren't allowed to eat pills and get patch
* Update code/modules/mob/living/carbon/carbon.dm
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Update code/modules/reagents/reagent_containers/patch.dm
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Update code/modules/mob/living/carbon/carbon.dm
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* solong
* test
* update
* fixififixx
* ok back to barbers
* spring cleaning
* i hate you safety scissors, genuinely
* space fix
* reviews
* Update sechud.dmi
* Update card.dmi
* 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
* assigns the item_state var the same color assigned to the icon_state var in the lighter/random/New() proc
* fixes the typo in deployable.dm
* oops
* changed the code in get_part_rating() so that non-full restock values get returned
* Changed vending_items.dm so that the vendor restocking unit's description isn't always full
* Update code/game/objects/items/weapons/vending_items.dm
lewcc suggestion
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Converts isHoly into a trait
* Moves holy from body to mind
* Uncurses the source of curses
* Updates source to roundstart trait
* Contrabang fixes
* Forgot one
* Add trait mind helper
* Request changed Dgamerr/Contra
* Fixes issue
* Nullchecks minds
* this was just going to be a plasma cutter change but no had to make it look good, whats next, ai sat turrets (yes)
* ai turret
* Coca cola, don't forget the ice. Or the pulse
* almost done, pull master than map edit
* we ball
* ah, chasms.
* it's for the best. Fuck should not sleep checker though
* hitscan reflection limiting system
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* c-c-c-changes
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Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>