Commit Graph

6608 Commits

Author SHA1 Message Date
RKF45
c69ddf76ec Reintroducing the dough-based cooking system.
Conflicts:
	code/modules/food/recipes_microwave.dm
	code/modules/reagents/reagent_containers/food/snacks.dm
	icons/obj/food.dmi
2014-02-01 19:22:22 -05:00
ZomgPonies
05149946d6 Remove borken RPD 2014-02-01 04:30:17 -05:00
ZomgPonies
522e153bff Merge branch 'master' of https://github.com/ZomgPonies/Paradise 2014-01-31 22:28:29 -05:00
Rob Nelson
433d7b52dd Fix gene activation logic. 2014-01-31 22:27:46 -05:00
ZomgPonies
5e6b366ce4 Merge pull request #142 from alex-gh/dynamic_event_tweak
Dynamic event tweaks
2014-01-31 19:26:28 -08:00
ZomgPonies
f752fd2aae Some autolathe sorting stuff 2014-01-31 22:08:30 -05:00
alex-gh
f6b16135f9 Added biomass random event 2014-01-31 18:14:26 +01:00
ZomgPonies
7a99402138 Compile fix 2014-01-31 03:19:42 -05:00
Razharas
c72e625e53 Returned to the forces of light thanks to gia
No more text paths, only normal paths
2014-01-31 02:56:40 -05:00
Razharas
5c8d9ede3b Added chem handling and IED recipe
Uh oh

Conflicts:
	code/game/atoms.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/structures/tables_racks.dm
2014-01-31 02:56:27 -05:00
Razharas
17151cd7b2 Some recipes and addable parts
Indeed
2014-01-31 02:51:57 -05:00
Razharas
58cb6a147a Return to the text paths
Yes byond doesnt let me use normal paths as association for numbers
2014-01-31 02:51:36 -05:00
ZomgPonies
88ee7313b5 Merge pull request #139 from SamCroswell/master
Additional Select Equiptment Option, More Areas
2014-01-30 23:46:47 -08:00
Rob Nelson
ec70d13056 SINGULOTH OPTIMIZATIONS - See full commit for details.
* qdel() instead of del(), wherever possible.
* Optimized gravpull logic
* /atom/movables can override canSingulothPull() logic to add gravpull exceptions (unless singuloth is 2fat)
* assigned_role energy boosts changed into a switch() statement

Conflicts:
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/mob.dm
	code/modules/power/singularity/singularity.dm
2014-01-31 02:34:39 -05:00
SamCroswell
0e20cec0d4 Various Map / Ninja Fixes 2014-01-30 23:39:14 -05:00
Rob Nelson
c3b021e246 Added a garbage collector implementation based on rumors from Goon and proc references in released gooncode.
And holy shit it's fast

Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/pipes.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/rechargestation.dm
	code/game/objects/structures/crates_lockers/crates.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mining/mine_turfs.dm
	code/modules/paperwork/photocopier.dm
	code/modules/power/cable.dm
	html/changelog.html
2014-01-29 23:45:21 -05:00
SamCroswell
12ffdb84bd PDA icon fixes, various fixes to select equipt 2014-01-29 17:24:51 -05:00
SamCroswell
76840fae78 Additional Select Equiptment Option, More Areas 2014-01-29 17:03:14 -05:00
Rob Nelson
593cae8ca7 Add more genetics debugging. 2014-01-28 23:34:48 -05:00
ZomgPonies
6dfa08040c Merge pull request #131 from SamCroswell/master
More C4 suicide phrases. For no Raisin.
2014-01-28 20:15:26 -08:00
Zuhayr
8c5ad54e0f Recommitting a ton of files as one commit due to needing to reset this repo to an earlier point in the log. Full changes in PR.
Conflicts:
	code/game/objects/items/weapons/implants/implant.dm
	code/modules/admin/verbs/vox_raiders.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/monkey/diona.dm
	code/modules/mob/living/carbon/species.dm
2014-01-28 15:30:20 -05:00
SamCroswell
71b7d85937 toggle_space_ninja now defaults to ON 2014-01-28 15:13:12 -05:00
SamCroswell
673948a003 Preparing Ninjas to be implemented
Tweaks and fixes, as well as the removal of some of my unfinished works,
to Ninja so in preparation for their implementation. Also a few Telesci
fixes.
2014-01-28 12:38:00 -05:00
ZomgPonies
7014f6f83e More fixes to text2speech 2014-01-27 16:58:52 -05:00
SamCroswell
540a33b5e0 Deadeagle's Changes
Deadeagle made some changes to the map, uploading them
2014-01-27 15:56:54 -05:00
ZomgPonies
5205df0f7d Genetic abilities fixes 2014-01-26 19:10:12 -05:00
ZomgPonies
f4956a7624 Merge branch 'master' of https://github.com/ZomgPonies/Paradise 2014-01-26 14:48:47 -05:00
Rob Nelson
559700a58b Added a bunch of new goon powers.
Conflicts:
	code/modules/mob/living/carbon/human/emote.dm
2014-01-26 14:48:33 -05:00
SamCroswell
beea722e60 More C4 suicide phrases. For no Raisin. 2014-01-26 14:45:16 -05:00
SamCroswell
cf7e3683ec Telescience Layout Change 2014-01-26 03:02:33 -05:00
ZomgPonies
85de812986 Blob zombie fix 2014-01-25 18:58:49 -05:00
Incoming
1ad02af888 Blob Zombies!
Blob spores that pass over the dead will now couple with the corpses to create blob zombies that are stronger and more resiliant than the spore alone. Should the blob zombie fall the original corpse is recovered and just as cloneable as it was before infection. These are simple animals not under the control of anyone.

Blob zombies will occur automatically if a blob finds a corpse under it and it's not already a zombie. Blob zombies have a base 80 health (normal blobs have 40) and gain additional health if the host body is wearing armor. They don't however actually gain the normal benefits of wearing the armor.

Blob zombies attack for 10 to 15 damage per strike, as opposed to the paltry 2 to 4 a hostless spore does.

Why this is good for the overmind:
The overmind cannot directly command the creation of zombies but can rally spores to a corpse's location to largely assure it will happen by itself. Blob zombies still follow rally spore commands and still count towards a factory blobs spore limit. As previously shown they're far more robust than spores and also deny the crew the ability to clone the victim until the zombie is defeated.

Why this is good for the crew:
Remember when the warden kamakazied the blob at the start of the round only to be engulfed and killed with the entire armory in his backpack? You can get those guns back now, because the warden's corpse will soon be moving to a very recoverable location! This also promotes not letting people die pointlessly to the blob or at least dragging corpses away from the blob (and hopefully to genetics) so they can't be infected.

Conflicts:
	code/game/gamemodes/blob/blobs/factory.dm
	icons/mob/blob.dmi
2014-01-25 18:35:16 -05:00
ZomgPonies
f084d49d24 Compile fixes 2014-01-25 12:40:47 -05:00
ZomgPonies
2e5fc8a4fc Revert "Display cases now constructable."
This reverts commit 3e210aa75c.
2014-01-25 12:29:29 -05:00
Rob Nelson
22f6bb90be Add additional extinguisher logging, transfer logging framework.
Conflicts:
	code/game/objects/items/weapons/extinguisher.dm
2014-01-25 12:29:21 -05:00
d3athrow
58275e6ddc Fuck you emisune 2014-01-25 12:27:07 -05:00
d3athrow
253035f935 Fixes #452, people who are silenced for whatever reason or miming can't use the megaphone 2014-01-25 12:26:54 -05:00
Rob Nelson
9364a81746 Fix new genetics stealth powers.
Conflicts:
	code/modules/mob/mob_defines.dm
2014-01-25 12:26:34 -05:00
Mark Aherne (Faerdan)
a6b80b8194 NanoUI Gas Cooling/Heating System
* Created Nano UIs for the Gas Cooling System and Gas Heating System
* Standardized the reference structure for procs (they now use use full paths, instead of relative)
* Standardized the names of each machine ("gas cooling system" and "had heating system") for both the object and the UI title
2014-01-24 22:04:53 -05:00
Rob Nelson
3e210aa75c Display cases now constructable.
* Make machine frame
* Add glass (do not wire)
* Add airlock controller board (set perms first)
* Screwdriver

Disassemble by crowbarring when unlocked or broken.

Conflicts:
	get_dmi_header.bat
	html/changelog.html
	icons/obj/stock_parts.dmi
2014-01-24 21:42:33 -05:00
ZomgPonies
d1dc02063c Holodeck update / Holocarp 2014-01-24 17:24:38 -05:00
Rob Nelson
dd7f48c470 More typo. 2014-01-24 12:24:35 -05:00
Rob Nelson
e3a2a9238d Fix typo before someone notices. 2014-01-24 12:24:14 -05:00
ZomgPonies
47e8c640a2 New display case code 2014-01-24 12:23:26 -05:00
Rob Nelson
22dcaec46f Fix lithp 2014-01-24 12:17:40 -05:00
Rob Nelson
1f30243a08 Refactor the fuck out of theft objectives. No more stealing your own jumpsuit.
Conflicts:
	code/datums/mind.dm
	code/game/gamemodes/objective.dm
	code/modules/mining/money_bag.dm
	code/modules/mining/ores_coins.dm
	html/changelog.html
2014-01-24 12:16:57 -05:00
d3athrow
e937bdd4c2 Should in fact, really fix the monkey dna 2014-01-24 12:05:54 -05:00
Rob Nelson
341d210c99 Fix some issues with the radio, like talking on common when calling for command. 2014-01-24 12:04:52 -05:00
Vincent
7b58cc04b2 Gives mobs a "fall" proc for the transition between falling and standing. This is not for the rotation code, which occurs on both falling and rising.
Adds a variable to hats to determine how likely they are to fall off.  Makes them fall off with the given probability when disarmed (some percentage of the time) or when the character falls.  Space helmets, bio hoods, helmets, radiation helmets, etc, are unlikely to fall off

Conflicts:
	code/game/gamemodes/cult/cult_items.dm
	code/modules/clothing/clothing.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/clothing/head/helmet.dm
	code/modules/clothing/head/jobs.dm
	code/modules/clothing/head/misc.dm
	code/modules/clothing/head/misc_special.dm
	code/modules/clothing/suits/bio.dm
	code/modules/clothing/suits/utility.dm
	code/modules/events/tgevents/holiday/xmas.dm
	code/modules/mob/mob.dm
2014-01-24 00:16:46 -05:00
Tenebrosity
f6603faa52 Adds sounds to falling over
Resting and buckling are still silent.

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-01-24 00:01:15 -05:00