* 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
* .
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Added another 8 space heaters to the SD. Three of them in general maint, 5 of them specifically in a totally forgotten maint corner attached only to atmos.
* Add output prediction to cooking machines
* Add a kitchen to minitest
* Use special UIs for each type of cooker
* Fixup maps in TGM format
07613f5175: maps/virgo_minitest/virgo_minitest-1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Added janicart and keys for it to each station map. This is just in the existing room on SD and RP. On the tether, there is a small garage on the side of the janitors office now, because I thought that would be cute!
* bye
* hello
* hi
* hi
* bye
* hi
* bye
* hi
* Replace em
* bye
* hi
* bye
* Hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* bye
* hi
* hi
* hi
* hi
* hi
* gwah
* Changes knight armour slowdown
Changed the knight armours to have a slowdown of 0.5 instead of 0, and the robin version to have a slowdown of 0 rather than -1. On this server these are mostly used just as fluff items for the fantasy areas, and people have been rushing to the robin armour in the fantasy redgate due to its movement speed boost. Rather than removing the armour from the map, making it not a straight up movement buff and letting people still find it is better, as it's not used elsewhere.
* Fantasy redgate changes
Added new variants of knight armours that have lower stats and small slowdown, but can be found around the fantasy redgate instead of the buffed PoI rewards.
Replaced the murder fire smoke from the burning building with harmless smoke.
* Fixes cave-ins in fantasy dungeon
Fixed cave-ins in fantasy dungeon around the dragon
* Changes knight armour slowdown
Changed the knight armours to have a slowdown of 0.5 instead of 0, and the robin version to have a slowdown of 0 rather than -1. On this server these are mostly used just as fluff items for the fantasy areas, and people have been rushing to the robin armour in the fantasy redgate due to its movement speed boost. Rather than removing the armour from the map, making it not a straight up movement buff and letting people still find it is better, as it's not used elsewhere.
* Fantasy redgate changes
Added new variants of knight armours that have lower stats and small slowdown, but can be found around the fantasy redgate instead of the buffed PoI rewards.
Replaced the murder fire smoke from the burning building with harmless smoke.
* insanity
- Crawling
- Recursive Listeners
- Global Conversion to GLOB.
- Sound channels (and sound (but not looping sound yet))
- Species and gender specific sounds
- Admin proc to enable vore antag on a target
- Dying by being crushed inside of shoes now enables your vore_death flag
- *pain emote
- RNG Spaceslipping removed
- Selecting the groin with help intent will do a bellyrub on the target
- Xenochimera get lick wounds
- Wolves now get stomachs (and stomach overlays)
- Proper vantag handling
- Staff exiting will now notify staff
- Modular computers get a power on sound now
GET IN THERE
* whoops forgot to give it to mobs
* Bellyrubbing is now an emote
* Update vorestation.dme
* some small edits
actually gives voice freq a valid starting selection
makes the default voice less jarring
* Update atoms_movable.dm
* Update atoms_movable.dm
* Initial
* some more
* next few
* only light left
* fix things up
* some rmore fixes
* guh
* Update ai_vr.dm
* comment
* lets try something
* .
* hmm
* .
* .
* hmm
* push that here
* fix layout
* grrr
Moved the medical kiosk from the west side of the medbay lobby over to the east corner, near chemistry. This positioning of the kiosk created a single turf bottleneck in the lobby, which was regularly traversed, especially in medical emergencies.
* 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
* Expanded leisure area on the tether
Significant changes to the tether's pool area. The tiny, highly exposed gym has been moved to the south of the pool, therefore a bit more secluded but also larger and prettied up. The neighbouring toilets now have a locker room. There is a small session room that can be locked on the south side of the gym. There is a very small sauna and massage room on the west of the pool. There are now a few tables and chairs around the pool now, and the old gym has been converted into another, more visible pool-themed cafe/bar (no alcohol!)
Also added treadmills.
* Wires and non-smoking area
* Conflict fix
* Revert "Conflict fix"
This reverts commit e8b98f8c7a.
* redo conflict fix
* Bingle computers
Added a bingle computer to each library and command briefing room. May add more to other places in future, depending on what people want.
* Fixup maps in TGM format
29d373d2b8: maps/groundbase/gb-z2.dmm
29d373d2b8: maps/stellar_delight/stellar_delight1.dmm
29d373d2b8: maps/tether/tether-03-surface3.dmm
Automatically commited by: tools\mapmerge2\fixup.py
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Fixes train redgate ladders
Fixed train redgate top layer using updown ladders rather than just down ladders.
* Revert "Fixes train redgate ladders"
This reverts commit 5f9bc5da34.
* Fixes train redgate ladders
* Makes VR not crash the server
- Makes mouse rays no longer crash the server under certain circumstances
- Makes VR pods no longer crash the server (Method #1)
- Makes VR pods no longer crash the server (Method #2)
- I think there was a third method to crash the server with VR pods. That got fixed too. If it existed.
- Updates TF and makes it no longer cause runtimes & crashes.
- Makes it so you can no longer repeatedly spawn in VR and clog up the server with hundreds of yourself (humanoids are expensive!)
- Adds a greyscale effect for reconverting TF rays
- Added a toggle for VR pods to spawn people with clothing or not
- Ghosts now have a button to enter the VR space if it's spawned in!
- Ghosts can now enter VR if it's spawned in!
- Adds the ability to TF into different creatures while in VR
* turfs
* moving stuff around
also small drippy fix while at it
* shhhh
* Update ar_console.dm
* Redgate Inhabitants
Added a new subtype of maint lurker spawns to each redgate map. These ghost pods spawn you in a similar way, but because they are guaranteed spawns, they do not allow you to use the redgate to leave. Any person with redgate access can give permission to these people simply by clicking on the redgate with an empty hand when they are nearby. This is explained to the redgate inhabitant on spawn and when they try to use the redgate.
* Requested fixes
* 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
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Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>