* 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
* 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>
* 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>
* initial port
* first ignore batch
* second exclusions
* Tequila fix
* Fixes Changeling Sting
* Virgin Mojito fix
* fixes Love Potion
* Rest of love potion
* Various fixes
* tweaks to unit test
* fix for decl
* get decl properly
* fixie
* put the box back
* tequila fix
* fixes tequila
* check dispenser carts too
* name not id
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
Added a new dispenser to cafes on each station, the syrup dispenser. These just add flavoured syrups to your drinks, but don't do much unique by themselves. This allows people to customise their coffee more.
Added a whole bunch of flavoured syrups, such as pumpkin spice, chocolate, irish cream and more.
Added new coffee recipes, including things like americano, macchiato, breve, cappuccino and mocha. Unfortunately flat white and latte would cannibalise other recipes if they just used milk and coffee, so they use drip coffee instead.
Added a few new coffee reagents, drip brewed coffee and milk foam.
Changed coffee cups to now include the name or description (in the var cup_prefix) of certain additional reagents. For example, if you have a cup with 25u of mocha and 5u of pumpkin spice, it will take the name "cup of pumpkin spice mocha". A lot of existing reagents have had these added too.
Added a wall locker with additional cups to every station cafe.
Added pineapple juice as an option to the soda vendor.
* [WIP] Entrepreneur Expansion
Added a whole range of unique items and load outs to each entrepreneur alt-title.
Intending to give them some station location too.
* Completes outfit expansion
* Making it compileable
* Adds Tracy & Fixed missing compat in sorting code
* CI workflow using "Stable" beta version
* Tracy define
* Fixes
* Update GC from TGStation
* fixes
* Appease linter
* begone custom_items.txt
* Making it compileable
* Adds Tracy & Fixed missing compat in sorting code
* CI workflow using "Stable" beta version
* Tracy define
* Fixes
* Build dependencies at 514
* Asset delivery/GC/515 megapatch
* fix runtime
* Appease integration tests
* More runtime fixes
* Attempting to resolve runtime
* Update spacemanDMM
* icon2html revolution
* icon2html part 2
* fixes
* Attempt to appease linter
* More fixes
* Final fixes (hopefully)
* operator keyword moment
* minor fixes and additions
* undo extra tgui files
* switch to QDEL_IN_STOPPABLE where necessary
* Pain
* GPS runtime
* dropped(null) fix, + chompedit the fixes just incase.
* Fix chat tags
* Update _build_dependencies.sh
* runtime in orebag, duplicate in computer/ship/proc/look, runtime in zoom
* tweak zoom change
* another registersignal override runtime
* 1
* Revert "1"
This reverts commit 43f619ca6c216c2bc41b8f7a346069f99591261b.
* various qdel ref fixes
* newplayer and observer harddels
* disposalholder logging remove, gargoyle hard del + typo
* retouch atom/movable destroy to be TG-like
* potential edge case ref in manualfollow
* extra following potential ref
* global list refs tweak, new_player undo a thing
* /mob/new_player qdel fixes
* undo some things
* revert atoms/movable/destroy
* revert mind and new_player panel changes
* atoms and atom/movable reversions
* bring back datum/mind and panel fixes
* projectile optimisation
* Reverts useless edits, clothing hood runtime, projectile runtime
I tried a lot of things which do not help, and i reverted a lot of it here.
* a few more reversions of useless changes
* Begin getting rid of CHOMPedit comments
* Nuke remaining chompedit comments
* Revert "undo extra tgui files"
This reverts commit f3bdcde8cb.
* fixing oops
* line ending shenanigans
* More GC cleanup
* Optimisations to test/trace projectile, turrets. Tweaks.
Turrets now only trace when they are absolutely sure they want to shoot. disposalholder, effect master and artefact qdel refs changes.
* bad usage of the check_trajectory proc
check_trajectory returns a list of objects hit along it's path to it's target, not a boolean of the target being hittable. a couple places in code assume this, so here they are fixed.
* puts legacy globals into GLOB datum for debug use
* fix upport oopsie
* fix
* Move recursive listening to component
* Minor fixes and cleanup
* undo my temp solution
* tweaks + a missed thing
* recursive_move sanity checks and safety cases
* Catch null initialisation cases + fix borg creation
VV edit spawns the object in nullspace then directly sets it's loc, which means the movement is unregistered. The spawn(0) delay should hopefully mean that setup_parents happens AFTER any unregistered movement.
* circular inventory check, make checks better
* better handling of safety reset cases
* Add logging to safety checks
---------
Co-authored-by: Selis <selis@xynolabs.com>
Co-authored-by: Selis <sirlionfur@hotmail.de>
Co-authored-by: Raeschen <rycoop29@gmail.com>
Adds another drug called lipostipo, which increases your weight without adding nutrition. Made using lipozine, nutriment and fluorine. Essentially acts as a reverse of the other drug, adding 3lbs per 1u, same overdose. Max of 500lbs.
Also changes the name of Lipozine Plus to Lipozilase, on account of it still sounding fantasy, it cleaving away fat and being fun to say. Lipostipo comes from the latin for "stuffing full", so stuffing full of fat and is equally fun to say.
Both changes tested locally and work fine.
Adds a drug called Lipozine plus, made with lipozine plus diethylamine. Causes both a nutrition drain and a steady drain of actual weight from the person who has drunk it. Drains weight at a rate of 3 lbs per 1u. Does not check for weight loss rate, as it's pretty much a scene tool used to modify weight directly.
- Makes low levels of radiation slower and more insidious. (Low levels of rads only have effects every 5 life ticks.)
- Makes high levels of radiation have varying effects and be much more lethal. (When above 600 rads, effects are done every life tick)
- Makes radiation have lingering effects that can be treated with normal radiation chemicals.
- Adds 'Prussian Blue' a chemical made with '("carbon" = 3, "iron" = 1, "nitrogen" = 3)' that temporarily stops radiation effects to allow for medical to treat a patient.
- Makes medical scanners able to give a definitive answer as to how much rads someone has.
- Makes cryopods handle radiation sickness. Maybe now they'll see more use than just genetic damage.