* bunch of issues
* .
* fix those properly
* safety else none at all
* .
* workaround for a byond bug
* .
* invis robot weapons
* light needs to be reset
* .
* use proper datums
* fix sorting here
* only store non vital
* .
* Update organ_external.dm
* Initial work
* small fix
* another fix
* this better?
* proper type
* condensing this a bit
* functioning
* death reporting subsystemed
* fixed
* cleanup
* use proper sql sending
* listvar
* add more climbable things
* moving things while climbing them is considered shaking
* tabbing fix
* knockdown should stop climbing
* no need to bother
* spaces
* more climbable objects
* fix
* small fixes
* office climbables
* yet more stuff
* engineering things
* a few more
* it's funny
* fixes
* additional
* Moved to element
* some more stragglers
* unneeded
* more graceful
* cliffs require special handling
* don't do dumb init things
* unneeded sanitization, mass insert sanitizes
* some small condition fixes
* return if climbable
* incorporeal check
* stop using numbers directly
* .
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* inflation handling
* lets not allow that
* some fixes
* additional sanity and sanitization
* borg connector, refactors
* type correction
* reagents to bellies become belly reagents
* handle prefs
* pref handling expanded
* pain tweaks
* need to handle it this way
* multiple fixes
* proper belly interaction
* belly update belly update for vore
* mostly working
* fixed stacking stuff
* some updates to fix weird behaviors and add more clarity
* weakref and colors
* fix He3 reagent tank
* organization
* cleanup hose disconnection
* hosed chemsprayer behaves
* doesn't need to be 100
* fast processing needs even less
* organization
* no react in hoses
* forensics datum initial work
* typo fix
* glove recursion fix
* missing bloodtype on organ data
* removed frustrating and unneeded b_type var from humans
* no leaky
* listcheck
* documenting
* documentation
* spooky
Adds horror organs and reworks the redspace effect
Proper organ names & tweaks
- Lowers time of the internal organ surgery steps. Min&max is the same
- When going to remove an organ, it now shows you the name of the organ instead of 'what it is'
- Removes the inability to put dead organs in bodies...Even if it's dead, you can still physically put it back in.
Fixes everyone that was missing spleens
Fixes worm meat not runtime when cut
Stumbled across these...Fix them to forcemove
* LINT
* fine you win DM
* Secret~
Added a new event collector objector that is designed for events where players have to gather items to complete a recipe. Has a lot of customisable options to create various types of machines with different functions, including one subtype set up for a near-future event.
* Addictions
* improvements to addiction code
* some small revamps
* some polishing to reagent code
* some more fixes
* wiki updated for addiction
* proper addiction sync on respawn
* final cleanup, config
* coffee handle addiction proc
* fixed global var
* Addictions and
Gives alcohol special effects
Disables the harder addictions
Gives nicotine an a special effect
* remove >0
* safety
* Update medicine.dm
* Update medicine.dm
* Update food_drinks.dm
* update lazydefines
* disable alcohol addiction on virgo
* use lazylen, proper addiction end messages
* cure message bugfix
* use right args
* proper macro
---------
Co-authored-by: C.L. <killer65311@gmail.com>
* makes spicy food not kill spicy characters
* whoopsie
* using preexisting capsaicin code instead of applying a band-aid fix
* makes it into a proc!
* ope, extra space there
* AllergyPen and autoinjector costs
Added a new AllergyPen autoinjector, available via the loadout (1 point) and medical vendors. Basically the same as the inaprovaline injectors that everyone starts with anyway, but with a new sprite and text to theme them around characters with allergies.
Reduced the cost of large autoinjectors in the injector maker from 1500 to 300. The small ones cost 30 already, and the large ones are definitely worth way more but getting more than one per sheet of plastic would be really nice! Hopefully will make the injector maker more used.
* Update injector_maker.dm
* Fixes some bad Destroy()s
Fixes some bad destroys on request of Kash, will need checking over that I've not misunderstood the instructions! This is all I had time to look through for now. Checked around 200-ish files.
* The rest of them
Found a quick way to look through them all
* Update chicken.dm
* fix that
* don't abuse destroy
* .
* move this up
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Defib and tank
* Defib, CPR, and stabilizer changes
qol: Defib now informs you WHY it's failing, so you can properly fix the problem.
balance: CPR can now REVIVE people if their HP is below a threshold with a 10% chance per CPR usage.
balance: CPR will cause the recipient to metabolize reagents.
balance: CPR now has a small chance of causing brute damage and rib fractures to the chest.
balance: Patient Stabilizer will cause the patient to metabolize reagents if dead.
* Broken bone fix
A fracture has a random chance of shifting around inside the first time you break it.
* shadekin runtime fix
* tgui
Adds two new TGUI states - living and living_adjacent
Fixes tram to allow mobs (and robots)
* Vital Organ chance fix
* flip flop
* conflict test
* crash fix
* test bad chem
* tweaked
* is this even working
* what?
* is this broken?
* test fix
* force reactions
* Another attempt
* oop
* another
* oop
* actual check
* inverted
* distilling pain
* backward
* attempting again
* slime rules
* wrong path
* fix for slime
* no test chem
* oops lol
* inhibitor test
* var
* another fix
* what is going on
* oh that's how that works
* this?
* again...
* better inhibitors
* fixed order
* clear beaker
* lets try this, plus cleanup
* comments
* another test
* fix
* stale ref?
* more logs
* round and round
* keycheck
* reverse lookup lists
* chemanalyzer update
* addiction code commented out
* span cleanup, downstream code commented out
* debug cleanup
* reaction fixing
* reduced scale again
* another wrapper
* more info in test
* document reagents
* scaling dynamic
* check single inhibitors too
* oop
* using unittest data signal
* fixes
* this is still needed
* broken reactions, and bad id reactions
* oops
* this too actually
* single chems are illegal
* validity on lists
* oops again
* invalid key check, fixed invalid reactions
* test remove
* pretty chat messages
* spanred
* slimecore results
* grinding unit test and grinding results in chem analyzer
* ore check
* fluid pump info
* correct id
* enforce id case
* compliance
* it makes no sense that this machine gives no feedback that you need to reanchor it after construction
* lets not unseal either
* display chems produced
* notify players of belly liquids, as they do not react with anything
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Sensitive Biochem Fixes & Additions
code: Removes accidental glass endurance duplicate
fix: Makes toxins no longer infinitely multiply in strength
fix: Makes Sensitive Biochemistry make you WEAKER to stoxin and chloralhydrate instead of making you STRONGER against it, like it was intended to do.
add: Adds a moderate and major version of sensitive biochemistry.
add: Makes some drugs like ambrosia extract have stronger negative effects if you have sensitive biochemistry.
qol: Clamps the strength of mindbreaker. No more infinite hallucinations.
* fixes & desc
* more tweaks
* Removes unused IS_SKRELL check. Multiplication instead of division
* Organic only
* no more self callbacks on update fullness
* fix missing code
* Belly test
* import type
* full partiy
* .
* fix preview
* in belly to late join
* robot nutri
* .
* .
* update export
* finish open todos
* code cleanup
* fix some old slacking
* move this to a define
* fixing
* ,
* .
* Creates a Consume Belly Reagents pref (#10)
* Creates a Consume Belly Reagents pref
Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended.
* These changes at least do not cause any problems
* Missed this one
* Reverts reagent_names
* _BELLY versions
* Fixed typo
* .
* fix admin spawn mobs bellies
* also fix that bug
* hints
* fix that
* .
* initial
* should be all
* that is no longer needed
* fluids into hand items
I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted.
ARC = active-hand reagent container. IRC = inactive-hand reagent container.
* some stuff
---------
Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Split NO_SCAN into two flags
* traits
* species flags applied correctly by traits
* fixed species flag toggling for traits
* bold of you
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Update medicine.dm
- myelamine now ACTUALLY heals internal wounds if you take a 10u dose of it. No more 'I took 10u and it had 0.1 damage remaining and I bled out 10 minutes later'
- myelamine has an updated description, informing you that it doesn't heal JUST internal wounds, but it also heals external wounds.
* grep
* Various medical fixes. Kiosk Rework.
qol: Reworks the medical kiosk to have use. It now dispenses small amounts of painpills and medications to help stabilize you to get you to medical before you croak.
qol: Lungs no longer IMMEDIATELY risk popping if you forget internals for one second. You now have gradually accumulate damage over time. Get those internals on quick!
qol: Infections now give you a better alert that it's an INFECTION you have instead of just a random 'you feel itchy' so players are less blindsided by infections.
qol: Adjusts the text that you get when you suffer internal bleeding. Now it sticks out more during fights so you can know you have IB and get to medical quicker.
add: Makes the medical kiosk actually DETECT more issues than before. Now it actually does a full body scan on you to see what's wrong with you!
qol: Crayons and markers are no longer the strongest poison in the game. One crayon won't OD you anymore, but two will. One marker can still OD you with disaster effects if you eat it entirely. OORAH
fix: Crayons and markers get properly added to your stomach
fix: inaprovaline PROPERLY affects internal bleeding now.
qol: Putting pressure on an external wound will put some pressure on arterial bleeds as well, helping decrease (but not entirely stop) bloodloss.
code: Changes a few sections in the code to use REAGENTS_OVERDOSE instead of just a plain number.
code: Gets rid of a few //EDIT comments for better code quality.
code: Moved internal wound handling to handle_blood()
* Flavor adjustments
* words hard
* Fixes CPR as well
Fixes CPR bug
* Vox can be defibbed
Still can't be resleeved, but you can shock them back to life.
* cpr bug fix electric boogaloo
* Mail
* Updoot
* Stuffs
* Updoot
* oops
* Change
* usr + span_notice
* fix
* Forgot the gelatin :(
* MORE gelatin
* Proper Gelatin :)
* Gelatin shall not be a juice
* And gives it an ID of course
* deconf
* adds the missing worn sprites
* enables this since guti's pr gets merged
---------
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
Co-authored-by: C.L. <killer65311@gmail.com>
* some more new to init
* rigs
* rigs
* intellisense moment
* telcoms and landmarks
* fix that as well
* some more minor things
* re add missing message
* fix trash eating...