Commit Graph

128 Commits

Author SHA1 Message Date
Tigercat2000
57648bd6b7 Fix multiple instances of to_chat not being used 2016-04-23 20:45:37 -07:00
Fox-McCloud
ab16128e7c Updates Mining Loot Crates 2016-04-21 21:37:13 -04:00
Fox-McCloud
afddc2d8f1 Fixes+Cleans Up Cold+Heat Resist Mutations 2016-04-15 00:38:44 -04:00
TheDZD
341034e37d Refactors hostile mob code, unsnowflakes bears, panthers, and snakes
Also fixes some bee stuff.
2016-04-14 20:36:45 -04:00
TheDZD
bb1caa4eea Instances loc setting should now all 🐝 changed to forceMove() 2016-04-14 20:30:34 -04:00
TheDZD
8109a5e1ee to_chat() should no longer 🐝 an issue 2016-04-14 20:30:31 -04:00
TheDZD
eba294357a It's the bees 2016-04-14 20:30:30 -04:00
TheDZD
9cc5dbb812 Merge pull request #4176 from Fox-McCloud/hydroponics-items
Adds some Hydro Items to Autolathe and R&D
2016-04-14 19:13:47 -04:00
TheDZD
d95102b007 Merge pull request #4158 from Fox-McCloud/killer-tomato
Killer Tomatoes Live Up to their Name
2016-04-14 19:12:34 -04:00
Fox-McCloud
4609413c7e Adds some Hydro Items to Autolathe and R&D 2016-04-12 03:58:53 -04:00
Fox-McCloud
d6f33a0127 tweak 2 2016-04-12 03:34:00 -04:00
Fox-McCloud
49f59234e6 tweaks 2016-04-11 22:24:35 -04:00
Fox-McCloud
399813b36c Killer Tomatoes Live Up to their Name 2016-04-11 00:12:24 -04:00
Tastyfish
7d259d35c7 Ports SNPCs 2016-04-09 00:10:01 -04:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
FalseIncarnate
474dbb6b82 Buildable Xenobotany Machines
A long-requested feature, you can now build the two xenobotany machines
- Lysis-Isolation Centrifuge
- Requires 1 matter bin, 1 scanning module, and 1 console screen
- Upgrading the scanning module causes less degradation when extracting
genes, meaning seeds last longer
- Bioballistic Delivery System
- Requires 1 matter bin, 1 manipulator, and 1 console screen
- Upgrading the manipulator decreases the degradation caused by splicing
genes, meaning you can (theoretically) splice more onto a pack before it
fails
2016-03-10 21:46:07 -05:00
FalseIncarnate
7f846845f8 Makes Xenobotany User-friendly
Removes the gene masking from xenobotany in favor of more readable
labels.
- No changes to how things work, just removes the obfuscation that
existed simply to make you push a bunch of buttons before you could do
anything meaningful with them.
2016-03-10 19:39:14 -05:00
Fox-McCloud
bc639a357c more sounds 2016-03-08 22:35:31 -05:00
Fox McCloud
ab490f7fd9 Merge pull request #2903 from Aurorablade/OrganRefactor
[HOLY SHIT!]Charlie, lets go to candy mountain, charlie
2016-03-04 19:51:50 -05:00
Fox-McCloud
33f0d59d9d Ensures there are Potatoes 2016-02-29 07:11:06 -05:00
FalseIncarnate
d2ae37c540 Cocoa Spelling and Relative Pathing Cleanup
Standardized the spelling of "Cocoa", as this was inconsistent
- One spot refers to it as cacao still, but that is because it is in the
legit latin scientific name. Everything else is now cocoa (not coco).

Chocolate now will provide some nutrition (and make you fat if you eat a
lot)
- Cocoa Powder (the arguably main component of chocolate) provided
nutrition, but that nutrition mysteriously vanished when you combine it
with milk and sugar. Now chocolate provides the same nutrition as the
cocoa powder in it

Merged a number of cases where foods had both chocolate and cocoa to now
have just chocolate
- In the case where both were present, the volumes were combined to
maintain food sizes

Renamed cocoa pile to chocolate pile, as this was wrong
- The cocoa pile claimed to be a pure cocoa powder pile, but was
actually just chocolate that was dumped on the floor.

Removed a fair amount of relative pathing, but there's still more to go.
2016-02-24 16:34:23 -05:00
Aurorablade
25876fd036 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor 2016-02-02 15:35:54 -05:00
FalseIncarnate
70804d49fc Fixes plants attempting to sting ghosts
Fixes #3427
2016-01-28 21:38:54 -05:00
Aurorablade
b2881bdc94 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor 2016-01-26 21:17:25 -05:00
FalseIncarnate
0060942832 Hydroponics Reagent Refactor
Move the hydroponics reagent items (plant sprays, fertilizer bottles,
etc) into a new file: hydro_reagents.dm
- Re-used old file, see next line

Refactors the reagent handling of hydroponics trays
- Now located in tray_reagents.dm (formerly in tray.dm)
- No longer relies on global lists that weren't global and were on all
trays.
- Reagent effects are now grouped together rather than spread across
multiple lists of values with little to no meaning
- Far more readable if you are looking for everything a reagent does in
hydroponics trays
- Included an example entry for future coders who want to add new
reagent interactions to hydro trays

Fixes saltpetre affecting the entire seed datum when added to a single
tray
- Now diverges and makes a new line of "enhanced" products, which is
then modified
- More consistent with how mutagens handle affecting stats, but
"enhanced"

Moved the yield_mod capping to check_sanity_levels() instead of the
reagent interaction
- Cap unchanged, this just moves it to a more standard location in the
code

Small tweak to stat-affecting reagent interaction
- Now checks for a production value of over 2 before attempting to
adjust (previously looked for > 1)
- Couldn't be dropped below 2 anyways, so it was a waste of time to try
lowering it and then resetting it to 2 when it was there already
- Now caps the potency value between 0 and 100, as a negative potency
makes no sense.
- Currently no reagents lower potency, so this is more of a
future-proofing than a correction
2016-01-25 01:43:54 -05:00
Fox-McCloud
83e78de979 removes non-existent knife 2016-01-23 03:15:49 -05:00
Fox-McCloud
f5220f7ce3 Assault Surplus Create and Knife Refactor 2016-01-22 10:04:24 -05:00
Aurorablade
51013b97c0 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor 2016-01-15 08:10:24 -05:00
FalseIncarnate
f36efd3a4a Plant Age, Weeds, and Pest Tweaks
Makes plants die when they get old again.
- Plants begin dying once they age past 5 times their TRAIT_MATURATION
value.
- This means a plant with TRAIT_MATURATION 5 will begin dying when it
reaches age 26 and higher
- Plant death will occur over time as it loses health each process.
- Can be slightly deferred with health restoring reagents, but is
unavoidable in the long run.

Weed growth in trays has been returned to pre-#980 chances.
- Chance for weedLevel to increase is 6% if no seed planted, 3%
otherwise
- With #980, this was unintentionally dropped to 5% / 1%

Pest growth in trays has received a buff
- Now a 5% chance per process to increase pestLevel by 0.5
- Previously was 3% chance to increase by 0.1
- Pre-#980, this was a 3% chance to increase by 1.0
2016-01-05 22:10:10 -05:00
Aurorablade
948adea83b Added Asses as an organ
...made you look...
seriously though, refined some surgery datums/steps and commiting so i
can go bugfix some stuff...and a sidequest...i need to adjust return
values.
2016-01-04 08:25:39 -05:00
FalseIncarnate
4806834674 Lastproduce Fix and Aging Consistency
Fixes #3062

Also adjusts how plants age (mature)
- Previously was RNG based.
- 30% chance per cycle to age up
- Now more consistent and predictable
- Every 3 cycles for the tray, the plant will age up.
- Average maturation time should be comparable, but will no longer
occasionally result in hyper-growth or snail-speed growth when RNG is
feeling fickle.

Removes a space
2016-01-01 21:38:23 -05:00
Crazylemon
4133e98dfe Port of RemieRichard's infinite antag system
This is just the first chunk, of fixing around the be_special flag stuff
It will probably break everything as-is
2015-12-25 22:51:02 -08:00
Fox-McCloud
ac9b96a432 Death Nettle Fix 2015-12-09 18:53:24 -05:00
Fox-McCloud
34425c71f7 salt petre and holywater 2015-12-09 00:00:22 -05:00
Fox-McCloud
c7073e52b8 glowcaps 2015-12-08 16:44:07 -05:00
Fox-McCloud
cf42d3b037 Re-Adds Weapon Based Nettles 2015-12-08 07:24:43 -05:00
Fox-McCloud
0bbd8ea8d2 Botany QoL Changes 2015-11-30 20:03:59 -05:00
FalseIncarnate
a3570a36c9 Grammar Fixes, Less Shouting (still praising)
Converting a novaflower to it's weapon form now has only a 10% chance to
actually make you shout "PRAISE THE SUN!"
- Rest assured though, that you will still be praising the sun
internally when doing this even if you don't shout it.

Fixes some grammar mistakes on the cashpod results.
2015-11-28 17:22:01 -05:00
FalseIncarnate
f2c530a580 Item Plants, Grown Weapons, Botany Fixes/Changes
Botany plants can grow preset items, mobs, or fruit
- Turns out that the code for mob harvestables could be used almost
unchanged to support item harvestables
- Changed some variable names to better reflect this

Re-introduces the Egg Plant!
- Grow eggs to throw at the security officer who confiscated your
ambrosia!
- Mutant species of Eggplants
- Exactly the same as eggs laid by chickens, except they shouldn't hatch

Adjusts code and logic order to avoid a conflict with TRAIT_SPREAD
fruits that can be converted into other items
- Grass, aloe, and comfrey were either unable to be converted or unable
to be planted outside a tray if they had TRAIT_SPREAD due to logic
ordering
- You must now be in DISARM intent to plant spreading fruits
- Being in HELP or GRAB will attempt to convert the fruit into a
poultice or other item as appropriate.
- If the plant does not have TRAIT_SPREAD, you may also use DISARM to
accomplish this

Adds Money Trees!
- Literally grows money-filled fruit called Cashpods
- Fruit contains gold and silver reagents, or can be turned into space
cash by using it in-hand like grass or aloe
- Value of the resulting space cash is related to potency. Higher
potency = higher dosh!
- Eating the fruit doesn't give you money, but may fill you with guilt
(not really).
- Mutant species of lemons.
- When life gives you lemons...

Adds the ability to convert sunflowers and novaflowers into their
"weapon" forms
- Done exactly the same as converting grass, aloe, comfrey, or cashpods
(use in-hand on help/grab intent)
- Sunflower conversion is silent, though the item description changes
- Novaflower conversion is not silent. You'll know when it happens.
- Hitting someone with a sunflower (weapon form) or novaflower (weapon
form) will assault both parties with a green and yellow message. FLOWER
POWER!
- Hitting someone with a novaflower (weapon form) will increase their
body temperature, and may cause burns as a result
- Picking up a novaflower (weapon form) without gloves will cause burns,
but doesn't drop the flower.

COMPLETELY DELETES the code\objects\items\weapons\hydroponics.dm file
- This file was 90% commented out already, and I moved the remaining
code into code\modules\hydroponics\grown_inedible.dm for organization
- This affects the .dme by removing a single line as the file is no
longer included.
2015-11-28 02:56:59 -05:00
TheDZD
733dcac24a Merge pull request #2663 from FalseIncarnate/master
Weaponized Botany Changes
2015-11-27 12:28:48 -05:00
FalseIncarnate
acc8498d62 Fruit Weapon Targetting Fix
Fixes fruit weapons not properly targeting the intended limb and thus
not properly checking protection from stinging.
2015-11-26 02:21:48 -05:00
FalseIncarnate
7702b5957d Weaponized Botany Changes
HEAVILY nerfs spreading plants!
- Spread chance cut down by 66%
- In general, plants will spread slower, meaning they won't outpace a
goat wielding a scythe and plant-killer grenades.
- Spread distance cut down by AT LEAST 66%
- TRAIT_SPREAD 1 plants (glowshrooms) will spread to a maximum distance
of (TRAIT_POTENCY * 0.1)
- TRAIT_SPREAD 2 plants (kudzu) will spread to a maximum distance of
(TRAIT_POTENCY * 0.6) if they are vines or biomass growth_type (most
common types)
- TRAIT_SPREAD 2 that have the "worms" or "mold" growth_type will spread
to a maximum distance of (TRAIT_POTENCY * 0.3)

Buffs spreading plants!
- Spreading plants with thorns or stinging will now properly attempt to
affect anyone who walks over them!
- Wearing shoes gives you a 50% chance to avoid being affected by thorns
and stings

Rewrites stinging plant defenses and logic
- Stinging plants now will target a specific limb/body part and check
for the appropriate clothing coverage
- Spreading plant stings will only target legs and feet
- Picking up stinging fruit will only target hands
- Being hit with a stinging fruit will target the hit limb
- THICKMATERIAL clothing from hardsuits and biosuits will protect from
stings that target areas they cover
- Clothes will protect their covered areas from stings
- Protecting the head requires covering the eyes and mouth with either
the helmet or glasses/masks
- If you aren't fully protected in the target area, you get stung.

Fruit with thorns and/or stinging now properly apply their effects when
thrown or used as melee weapons
- Still requires HARM intent to use fruit as a melee weapon instead of
feeding it to the target
- Stinging fruit will check the hit area for protection
- Stinging fruit will crumble into dust if it uses up all its reagents.
- Stringing fruit still has a chance to break on hit even while it has
reagents left.
2015-11-26 01:27:21 -05:00
Fox-McCloud
a5b9f5f78e Adds in Aloe Vera and Comfrey 2015-11-25 01:37:58 -05:00
Fox McCloud
c7ae3c0233 Merge pull request #2640 from FalseIncarnate/master
Random Chem Blacklists, Strange Plant Fixes
2015-11-24 21:38:22 -05:00
FalseIncarnate
7780b75429 Random Chem Blacklists, Strange Plant Fixes
Revival and expansion of #1002 (thanks Iamgoofball!)

Creates a reagent blacklist for use with random chem stuff like pills!
- Currently blacklists admin-only, antag-only, and other bad-times chems
like mutationtoxin.

Creates a SECOND blacklist for further refinement, intended for use with
strange plants in botany.
- Currently just blocks alcohol / alcoholic bar drinks from the random
chems to avoid "watering down" the selections

Creates a new helper proc/get_random_chemical() to return a randomly
selected chemical/reagent that is not blacklisted.
- If passed with no arguments, will only look at the first blacklist.
- If passed with an argument, will also include the second "plant"
blacklist
- Will attempt to select a random chemical, then compare it to the
blacklisted chems to see if it is acceptable
- If the chem is on the blacklist, it will start over until it finds an
acceptable one

Rewrote the random chemical portion of Strange Plants to utilize the new
get_random_chemical proc rather than rely on a hardcoded "whitelist"

Updates Strange Plants to not only contain Nutriment
- They can now contain Nutriment, Plant-Matter, Protein... OR A COMBO OF
THEM!

Hydro trays and soil now recognize Nutriment, Plant-Matter, and Protein
as actual nutrients for plants, as well as (slightly) improving yield
modifiers.

Extension of #2596 (thanks Fox for the temp-fix)
Fixes #2416
Fixes #2439 (again)
2015-11-23 01:26:11 -05:00
Tastyfish
85d651b781 refactored datum/effect/system because it was a complete mess 2015-11-22 19:43:01 -05:00
Fox-McCloud
2c6c407ada Seed Mutation Chem Removal 2015-11-18 21:15:29 -05:00
DZD
316113b52e BS crystal and tomato fix
No Z2 exploits for you.
2015-10-31 10:20:17 -04:00
Crazylemon
c093a64429 Makes upgraded hydroponic trays actually do something 2015-10-23 12:45:20 -07:00