Most items in the codebase have a slowdown multiplier of one, when slowdown is handled species-side in multiples of 0.5. This makes the effect of species slowdown almost non-existant when item slowdown is involved, and makes species that have item slowdown reduction (such as Unathi) unnaturally fast.
Do note that I also went through and removed odd slowdown numbers as well, as, due to the way slowdown is tied to tickrate, it should be done in intervals of 0.5.
I tried to view things on a case by case scenario but there will probably be changes that will need to be double checked.
Some items will be handled differently, I will list the exceptions below.
Boots of Speed: Kept at -1, it is boots of speed after all.
Chemistry Bag: Increased to 3. This should not really be toted around outside of chemistry.
Hybrid Tools: They already have a lot of other disadvantages, and are kind of hard to get, and 0.1 is a weird number for slowdown.
Site Manager's armor: Already 1.5
Unathi Breacher modules: These things are overpowered and Unathi already have a racial trait to virtually remove slowdown.
Voidsuits: Already done in intervals of 0.5, no change.
RHR Accellerator: This thing probably has appropriate slowdown values for what it is.
Utility suits: Already done in intervals of 0.5
Clothing/suits/armor: Already done in intervals of 0.5
armour plate and armour plate inserts have the same sprite, name, and examine text in game. I can fix two of three things. You need to do stuff with amour plate inserts to make it fit in a plate carrier wile amour plate just will never fit
* Adds linter defines to repo.
* Uncomments linter defines already in the code.
* Resolves unreachable code linter errors.
* Nukes decade+ old syndie specops code except for computer since that's mapped in?????
* Resolves procs has no parent linter error.
* Proc signature fixes
* Bad comments
* "In" danger
* Type safety
* Implied nested list abuse
* Top level ..() usage
* Sleepy coder typos
* Invalid kwargs calls
* Pointless returns
* Linter hacks (see full message)
Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.
Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.
* WHATEVER THIS IS
* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars
* Fix list decoration syntax - Its a list, not list of lists
- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`
* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.
* Fixes unwrapped negated object in list linter error.
* Resolves colon-like list accessing linter error.
* Turns linter on in linter config.
* Fixes closet indentation properly and cleans up suit storage unit switch.
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
* Adds a modular armour version of the explorer suit.
* Adds material armour building steps for plates, arm guards and leg guards
Adjusts chitin hardness and weight (weaker and lighter)
* Maps a drying rack and washing machine into the planetside outpost
* Fixes QDEL issue, adds sprites to the specialist armours, and adjusts the cargo crates to match.
* Changes map format to TGM
* Removes flashy pixel on south facing leg sprites
* Adds proper returns, removes copypasta, fixes labeller & pen interactions
* Sideports a couple of init unit tests from Neb.
* Trying to unfuck initialize logic.
* Removing del()s.
* Adjusting return values to Initialize().
* Moving some dangerous object logic from obj onto the two types that use it.
* Rolling back some init changes and commenting out initialized atom unit test.
* this comment formatting is a minor war crime
* Removed sleep() from signaler circuit Initialize().
* Additional Init fixes post-rebase.
* Uncomments subsystem test since that's passing.
* Adds material-based whips. The chain of command, as a whip-a-like, has reach 2.
* Adds the Whip to leather-crafting.
* Fix Inhands
* Don't test at night kids.
* Tweaktweak
* Map
* Span
* Don't spam more than one message on harm.
* Ranged Disarm now only occurs in logical context. (Aiming at arms or legs)
* Begins the Project
* Move things to where they belong, if viable.
* Merge and move those files.
* Finish filenames, fix Taj ears.
* Tweak to Ater's Requests
* The Great Mergening with 03_body.
* Per Requests
* Continue per request. Plot nefarious plans to make Saviks usable as battlemounts.
* Smarter Proc Use
* Tweaken
Changelog Notes:
- Tweaks bike kickstand usage message to give the name of its user rather than a public weirdness of "You put down/up the kickstand".
- Snowball compacting message tweak to have a to_chat as well as a visible_message. (Not sure if this will work probably.)
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness
* Adds Imperion sprites.
* Adds more Xenoarch sprites (most from Schnayy)
* Adds Precursor tech and Anomaly tech.
* Adds Precursor and Anomaly machine components. Machines tweaked to allow usage.
* Bioprinter can print random-species organs with Precursor tech.
* Adds Verdantium, Lead, and Marble to mining.
* Marble rebalanced to compensate.
* Tweaks Xenoarch find spawning
* Xenoarch can now find Imperion circuits (useless for now).
* Xenoarch can now find boats, and sometimes an oar, of a random material.
* Particle smasher added to make Morphium, Valhollide, and Supermatter.
* Morphium and Verdantium coins added.
* RnD machines can accept more materials. No recipes tweaked.