Adds in a new Bottler machine used to combine a set of three ingredients
into a beverage!
Adds a new line of drinks, branded Paradise Pop, to be made with the
bottler. Currently, the possible flavors are:
- Paradise Punch
- Apple-pocalypse
- Berry Banned
- Blackeye Brew
- Grape Granade
- Meteor Malt
These beverages currently have no mechanical effect, though that will be
added at a later date along with additional recipes
The bottler can dispense empty glass bottles, plastic bottles, or metal
cans as well as fill these containers with the result of a processing of
ingredients. Successful processing requires both careful selection of
ingredients AND proper ordering, or else the entire drink is rendered a
horrible and nigh-undrinkable disaster.
Used cans and bottles, both from the bottler and the vending machines,
can be reinserted for recycling even when crushed, so pick up that can!
Clown stole all your cans and bottles for his latest prank? Simply slide
in some sheets of glass, plastic, or metal to restock the machine's
reserves!
Order your Bottler today from cargo for only 35 supply points, and we'll
even throw in a free wrench to help you move it to its new home! (will
map one into the bar later)
Minor other changes:
Sugarcane and grapes received kitchen_tag values, so they may be used in
the bottler
- Also allows grapes to be properly juiced again in a blender
Water bottles from the vendors now are plastic bottles, instead of glass
* Space explorer corgis are now space worthy
Now space explorer corgis can explore space. Don't question how a corgi
is able to breathe without an airtank. The answer is bluespace.
🆑
rscadd: Space explorer corgis can now safely explore space
/🆑
* The space-proofness should now be reset when the hardsuit is taken off
* This is probably wrong, but it works
* I have no idea what this does, but Fox said to do it
* Initial Checkin
- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.
* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge
* Fixes CC jobs not always displaying CC HUD icon for sechuds
* Adds an implant that dusts someone on their death
* Tweaks
Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.
* Deletes CC encryption key
* Switches to using imp_in.dust()
- Fixes investigation logs showing various unused subjects instead of
the ones actually in use
- Fixes runtime when trying to investigate-log
- Fixes runtime when playing the station's "welcome" sound
* bicon regex run
* Remove all \black
* Goonchat from /vg/ / Goon
Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3
* Fixes and changes n stuff
- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro
* whoops
* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)
* Strip problematic tags from tcomm scripts
- <audio>
- <video>
- <iframe>
- <script>
* Fix human examine icon
* Name hotkey elements
* Removed old stylesheet
- Tweaked "Me" verb to allow inclusion of the message when typing
directly into chat box.
- Fixed ghosts, with ghostsight on, seeing emotes twice when near the
emoter.
- Fixed *flip runtiming when used with no target and no grab.
- Fixed scream not displaying any message.
- Fixed double sanitizing in custom emotes.
- Fixed several cases where user wasn't getting passed into proc calls.
- Removed a couple unnecessary periods from dialogs.
* Makes jump actually jump
fixes#4707
sets flying to 1 for the duration of the jump. Means you can jump over
anything you can fly over.
Also fixes a bug with flying that could leave you visually floating
(pixel_y = 5) when you stop flying
* better fix
This changes the captive brain's resist connection back to resist() from
resist_borer() (an invalid verb). Makes it so you can once again resist
borers.
Reposted due to number of files adjusted from merging of conflicting
files and inconsistencies to prevent breaking other code.
🆑 Twinmold
Fix: You can once again resist borer control with the Resist verb.
/🆑
- Admins can now choose the name of evil fax papers. If not chosen,
defaults to: "Central Command - paper".
- Changes processing_objects addition/removal to the methods Fox
suggested.
- Changed if (countdown == 0) to if (!countdown)
- Rebalances firedeath fax to live up to its name, and always cause
recipient to die in a fire.
* Bug Fixes
Fixes#4616
- All ladders are now anchored and cannot be dragged, including dive
points.
Fixes#4663
- Trying to fill a full container from a toilet will inform you the
container is full, and thus fail.
Fixes#4705
- Being gibbed/dusted/melted will unbuckle the victim prior to their
gruesome fate, allowing their spirit freedom to no longer haunt the
buckles that bound their mortal form.
* Because apparently we shouldn't trust people to use "delete" properly
* Adds Error Handler
Adds a /world/Error proc to handle runtime errors. This proc replaces
the normal runtime logging behavior, providing the following
improvements:
- Adds timestamps to runtimes
- Pads or omits certain lines
- Continues logging runtimes after the 99th (with less info, as provided
by BYOND)
- Adds ckey and accurate xyz to usr info
- Continues including usr info after 19th runtime
- Silences spammy runtimes (by default, a runtime that occurs 10 times
in 10 minutes gets ignored for the next 10 minutes)
* Adds runtime viewer
Also fixes a minor mistake in the error handler
* Sanitizes HTML in Error Viewer
Also removes the stray return from the end of the error handler
* Prettifies Error Viewer
Now uses browser datum and some extra bits of formatting, inspired by
the changes made by @PJB3005
* Error Handling Improvements
- Skipped error counts now show up in the error viewer
- Proper runtimes caught by a process are now sent to the main error
handler
- The error handler and viewer can now handle a provided src, such as
one from a processing runtime
- Moved some info generation into helper procs
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
- Prayers no longer trigger the ahelp sound for admins.
- Explosive fax replaced with firedeath fax.
- Memetic kill agent fax replaced with braindeath fax. Effects are
identical, they just have different names/messaging.
- Evil faxes self-destructing after use now produce a more obvious
message.
- Support for corgifying, explosive, memetic, honktumor and demotion
faxes, all together
- Support for evil faxes activating on destruction or timeout (so they
can't be destroyed, or ignored)
- Modifications to fax machine to make faxes always trigger ahelp sound
for admins
- ERTs, prayers, nuke code, honk, and syndie requests do the same
- Added support for message templates in fax replies