* Make the cache room
* adds alien cache machine
* adds the cache properly
* adds multitile component
* adds terminal building and reward selection procs
* adds laser receptacle file
* Refactors ptl targetting code
* more work on the ptl terminal
* change file name to laser_terminal
* changes area to powered makes laser terminal work properly
* makes a new pickweight function because the old one is bad
* Update alien_cache.dm
* Update canister.dm
* Update alien_cache.dm
* adds a template of the ruin
* adds some spawners to the reward pool
* adjusts agent b amount
* adjustments to loot table and changes to spawner comments
* new placeholder sprite for the cache
* randomizes reward spawn location and makes a PTL terminal sprite
* updates alien cache sprite and examine proc
* Adds overlays to the cache to indicate the current progress
* fixes mob capsule spawner and laser terminal
* Adds animations to PTL terminal
* new box part of the sprite for the PTL terminal. Adds glow
* fixes untargetting the PTL terminal and adds a little light overlay to the receiving dish
* changes PTL terminal id generation slightly
* adds simon says. incomplete
* Update paradise.dme
* simon says works now
* adds more rhythms
* Adds success and failure sounds
* Makes the ptl terminal board printable
* Update secure_alien_airlock.dm
* undo changes to preferences.dm
* undefs things
* removes identical to parent vars
* Update alien_cache_random_spawners.dm
* replaces animation end loop flag so open dream CI doesn't give errors
* changes centre platform colour and adds a fan to the entrance
* more pads more sounds
* better sprites
* remove old sprite
* adds the cache to example config
* makes it not always spawn
* Update simon_says_32x32.dmi
* adds some flavor to the ruin
* Update alien_cache_site.dmm
* adds a signal to the ruin
* Adds reinforced APCs and frames for them.
* farragus WIP
* more farragus stuff
* more faragus stuff
* more farragus
* uses plastic for insulation instead
* box and faragus changes
* Box changes
* cerebron changes
* more meta updates
* fixes short on box station
* fixes shorts on meta station
* delta changes
* adds reinforced apcs with bigger cells
* emerald things
* more diagoras
* cleaning up cables in diagoras
* switches elecmaints smes to the engineering type on diagoras
* adds more grid monitors to cyberiad
* various corrections
* 2 doors on cyberiad electrical maints
* boxstation fixes
* Kerberos fixes
* cerebron fixes
* some faragus fixes
* more cyberiad fixes
* meta fixes
* more kerberos fixes
* faragus and cyberiad fixes
* emerald fixes
* farragus fixes
* emerald fixes
* farragus fixes
* emerald fixes
* diagoras fix
* more map fixes
* more CI fixes
* final fixes I hope
* Update emeraldstation.dmm
* finish merging metastation
* reset meta to master version
* redoing some of the meta changes
* Update metastation.dmm
* clear merge conflict
* Update metastation.dmm
* Update metastation.dmm
* Update metastation.dmm
* meta resolution
* emerald resolution
* delta resolution
* fartgas resolution
* box box
* stay out stay out
* metastation fixes
* faragus fix
* delta fix
* meta changes
* Starting over with farragus
* Starting over in faragus
* faragus changes
* Update cerestation.dmm
* Update cerestation.dmm
* Update cerestation.dmm
* Update cerestation.dmm
* Update cerestation.dmm
* resolving some faragus conflicts
* resolve faragus conflicts
* resolves delta conflicts
* resolves cyberiad conflicts
* resolves emerald conflicts
* fixes cables in faragus
* fixes meta cables
* fixes delta cables
* more meta fixes
* more farragus cable fixes
* more cable fixes
* meta and faragus fixes
* box and delta fixes
* more mapping fixes
* hopefully the last fix
* Update metastation.dmm
* Update metastation.dmm
* fixes shorts on cyberiad cerebron and farragus
* CI fixes
* Update cerestation.dmm
* resolve faragus conflicts
* resolve emerald conflict
* fix some faragus cabling
* more cabling correction in faragus
* more cable fixes
* Update cerestation.dmm
* remove doubled scrubber pipe on tile
* resolves faragus conflict
* changes the default power input of engineering SMES to 200kw and 80kW respectively
* connects power monitoring computers to the grid that weren't
* meta station elec maints improvements
* adds missing power monitoring computers on box and delta
* removes dirt from wall
* corrects area boundry on meta
* adds missing cable on box sci
* removes dirt from wall on box
* connects cyberiad bridge to the rest of the powernet
* connects box brig to powernet
* Adds catwalks to box maints
* adds catwalks to meta
* Adds catwalks to delta
* Update deltastation.dmm
* adds ability to insulate cables
* Moves stations to using extra insulated cables for high power network
* Removes catwalks from meta
* Removes catwalks from box
* Removes catwalks from delta
* resolves box conflicts
* Update cable.dm
* remove floating request console
* corrects position of fire alarm and removes extra intercom on metastation
* resolves faragus conflict
* fixes a stray light bulb and light switch in maints as well as a doubled power
* wires kerberos security checkpoint to the grid
* Update cerestation.dmm
* Removes stray extinguisher cabinet from meta station
* resolves area conflict on faragus
* resolves more faragus issues
* fixes faragus cabling issues
* Update cerestation.dmm
* removes another stray fire extinguisher cabinet
* insulates the APC in delta PTL room
* connect delta fore starboard solars to the high power grid instead of the low power
* Update deltastation.dmm
* deconflict
* solves some unconnected cables
* connects delta customs to network and finishes resolving conflicts
* Update deltastation.dmm
* adds the new cables. needs coils and mapping
* moves connection perms to the heavy duty cables. toggled with engineering permission ID. box gets new cables
* sorts cables on stations
* faragus cable connections
* cable corrections. Adds heavy duty cables to the autolathe
* CI fix
* more fixes and makes the new cables show up on t ray scanners
* box station mapping fixes
* delta mapping fixes
* meta fix
* Update deltastation.dmm
* delta and faragus fixes
* Update emeraldstation.dmm
* adds diagonal sprites to heavy duty cables. allows sillicons to toggle them and
* Makes borg versions of the heavy duty cable coil
* palete consolidation
* Improves visibility of high power cables
* fixes a wrong wire under the pet store maints door in delta station
* resolve conflicts
* migrates new cable type to new attack chain
* Update cable_coil.dm
* begin the burndown? (y/n)
* okay update requirements?
* change the error name
* there we go
* tweak
* first bit of the burndown
* more
* burndown complete
* return the exit code!
* review
* Revert "first bit of the burndown"
This reverts commit 34155bd991.
* fix
* fixes
* last fix
* remove deprecated avulto stuff
* Initial commit. Event.
* Started converting mobs to basic mobs. Migo and Creature. Needs aggressiveness AI
* Makes CI happy
* Fixes some file names
* Ticks files
* Fixes file again
* Update code/modules/events/demon_incursion.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Announcement sound, spawn adjustments
* Reduced spread when portals multiply
* Elite spawns when portal count gets high
* Fixes missing comma
* Converted migo, blank, and most of hellhounds to basic mobs. Added new controllers and behaviors
* Fixes
* Linters!
* Faithless moved to basic mob
* LINTERS
* Makes skeletons basic mobs
* Fixes, Ranged Attacks, Ranged variants of nether mobs
* Handles portal expansion chance
* Linters
* Fixes mobs not breaking shit
* Fixes ranged attacks
* Fixes ranged attacks
* oops
* Another oops. No config changes are needed here
* Twenty percent chance that a nether mob is a grappler
* Dimensional tear fixes
* Adjusts awaken distance for hostile mobs, makes variable melee attack rate for basic mobs
* Variable initial spawns, variable spread rates.
* Whole lot of fixes from merge, hellhound completion
* Updated lavaland winter biodome
* Makes basic mobs able to hurt other mobs
* Makes spawners properly rally basic mobs to beat up the attacker
* Extra line
* Removed comment
* Makes hellhounds stop resting when attacked or when they find a new target
* Fixed initial portal spawn amounts
* Borgs now affected by basic mobs
* Nerfs portal spawn rate, nerfs portal integrity, nerfs portal max mobs
* Grapplers now teleport to missed turfs
* Removes duplicate notices
* Buff portals a small bit
* Makes nether portals no longer RR - the body is now recoverable from the blank it became
* Makes portals layer above mobs
* Removed excess ranged attack var
* Changes list for determining start count to rely on mobs with client instead of all clients
* Nerfs portal max mobs
* Portals can no longer spread to within 3 tiles of another portal except on initial event start
* Adjusts target portal count for big mobs
* Spawners now properly remove nest values of basic mobs
* Portals now glow an evil red. When portals are destroyed, 50% chance per mob to slay the mob
* add prowling and return to home behaviors
* cut this down
* be a tiny bit smarter
* Some code cleanup
* Removes hostile base type, removing excess code
* Gives /obj/ a basic mob attack handler. Fixes turrets
* Gives basic mobs a HUD
* Fixes skeleton death flag
* Adjusted initial spawns
* Incursion portals now slowly convert turfs, up to range 3 of them, to hellish flooring
* Increases reward per destroyed portal
* Makes the final portal of an incursion play a sound on destruction, couple portal fixes
* Fixes basic mob xenobiology interactions
* Non-shit portal sprites
* Adds hostile machine element, mobs now actively target turrets and emitters
* Properly gibs things when they should gib
* Linter fix
* Portals now layer under living mobs but over dead ones
* Adds blackbox checking for demon incursion portal counts
* Increases mob sight range slightly to account for widescreen, adds alt-color for grappler, delays incursion announcement a bit more
* Portals now are more likely to spread the less there are
* Incursion portals now repair themselves after not being damaged for some time
* Grilles now shock basic mobs
* Portals will now clean up basic mob corpses near them by gibbing them
* Portal spread chance is now exponential regression
* Portal mob spawns now linearly scale in time
* Fixes some skeleton oversights in ruin mapping
* Demon incursions no longer can spread to tiles in a space area, such as near brig plating
* Moves corpse cleanup to mobs via component
* Portals now drop bodies that are being eaten when they're destroyed.
* Addresses code review
* Docs some vars
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
* ddsadsa
ddsadsa
* moderate again
* revert
* medical first steps
* more work
* lots more work done
* more progress
* finished up
* attack chain linter
* attack chain update
* attack chain work
* fixes + chemist update
* gives comments
* it doesn't work at all yet
* Update turbine.dm
* Adds throtle control
* Update tgui.bundle.js
* Update turbine.dm
* more changes
* Adds bearing damage and failure
* a couple missed undefs
* Adds compressor grinding
* Adds requested signs to the turbine area
* Fixes button positioning
* Adjust friction from bearing damage and make the compressor always lose energy to friction
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* resolve conflict
* Put the turbine signs back in
* Display A message on the console when bearings are broken
* UI improvements and a small tweak to the temperature for thermal efficiency
* Thermodynamics fix
* more bearing damage
* more adjustments
* Update tgui.bundle.js
* Update turbine.dm
* Update turbine.dm
* adjustments
* More adjustments
* Fixes turbine building and changes thermal efficiency from bearing scaling
* Replaces outlet vents with scrubbers and extends faragus outlet chamber by a tile
* turbine building fix
* Add post burn temp to the UI
* Update tgui.bundle.js
* Fix to broken checking and more balance stuff
* Update turbine.dm
* Changes the scrubbers and pumps on the turbine to be off by default
* Fixes turbine not updating ui when broken/offline, as well as not heating up from friction
* review changes
* Iteration 1
* Add electrical surge event
* checks for Z level for the delam overload
* I have undefitis
* Undo explosion changes
* restore comment
* reverts the hardcap changes.
* Changes the effect of moles on heat damage
* Update supermatter.dm
* updates a comment
* Space ruin: The sieged lab, a submap extravaganza.
* fix airlock access
* fix skiff, make whole lab teleproof for now
* indestructible rivet command room
* add strategically placed helpful items/spawners
* fix gun rack placement
* no butchering on harbinger murder
* small adjustments
* esword drop as a treat, m90 seems excessive
* make boss door obvious
* Lots of map/boss fixes
* Update everything for razor wire, try and unfuck some weird AI behavior
* stupid mines
* sort and fix comments for different ruin categories
* always place ruin for TM
* first batch of fixes
* reinforce hard rock walls
* tweaks
* improve hard rock design
* tiny cleanups
* singleton out med and sci rooms
* kitchen rework updatepath
* run updatepaths
* update maplint exceptions
* present the pre reduction power on the SM monitor
* adds a bit of height to the console window
* what
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* initial changes
* Rad wave is working. now to implement the rest
* Makes the waves square
* Makes wave square
* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now
* Undef thing and apply suggestion
* Make radiation_pulse() not radiate the radiation source and implements contamination
* Adds contamination to uranium walls and meteors
* Fixes stuff
* Handle some contamination on attack still need to take care of meteors
* Fixed the meteor stuff
* Introduce emission types
* moves contaminate_touch to an atom proc and renames it to contaminate_atom
* deduplicates some contamination code
* Move inherent radioactivity to a component and signals from the atom vars and behaviour
* fix some things with the new component
* Update inherent_radioactivity.dm
* implement contaminating things that hit things that are inherently radioactive
* window things
* adds emission type to the rad_act call
* Changes radiation insulation values on a bunch of stuff
* fixes radioactive component radiating the wrong type
* more adjustments
* refactros rad_act
* adjustments to collector power production
* Adds plastitaniumglass windows and makes further adjustments
* Adds sprites to the shards and plastitanium directional window
* Update misc_cleanables.dm
* removes alpha rad insulation from floor turfs
* Fixes a bug with the starting tile of radiation waves
* More adjustments
* Adjusting singularity rad production
* reduces window half life a bit to make power smoother and buffs full window rad conversion
* Strengthens gamma and beta radiation effect on mobs.
* Makes radsuit block radiation completely
* Fixes Geiger Counters
* Fixes contamination not irradiating the contaminated thing
* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained
* Fixes ghost contamination
* Adds info to the collector
* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act
* oops
* adjustments and fixes to alpha rad handling on mobs
* Make collector info more compact
* Core no longer radiates and contaminates from within the nuke until the plates are removed
* Contamination no longer counts as being inside a mob(it is supposed to be surface level)
* Adds inherent radioactivity to a bunch of uranium things. makes it all process.
* Nerf full windows
* Adjustments to collector and fulltile window radiation absorption
* Reduces passive contamination, especially while on the floor
* Adds different rad types to the geiger counter and fixes a runtime
* Makes full tile windows strong again and disallows building them on top of collectors
* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency
* Gives each contamination type it's own color.
* Gives each contamination type it's own color. And makes the rad hud display them separately
* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production
* improves performance at very high rad amounts
* Fixes supermatter sliver box not containing radiation
* Restores supermatter sliver to old behaviour(not inherently radioactive)
* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing
* Removes redundant line from window rad act
* Fixes radiation waves ignoring walls
* fixes it better
* more adjustments to collector stats
* Adjustment to collector gamma absorption
* increases grille beta blocking
* Review changes