Tested on my test server and nothing appeared to be broken. Overlays were showing up as expected.
Ghosts no longer became space/stairs/stole someone's tail
w/ suit only:
temp_adj = (0.3) * ((293.15- bodytemperature) / 6) =
W/ suit&helmet:
Temp_adj only happens at if(thermal_protection < 0.99), which would be false, and it equalizes at the temp of the room plus a bit, so it becomes ~294. With a cooler on it becomes 293.15
var/relative_density = environment.total_moles / MOLES_CELLSTANDARD
bodytemperature += between(BODYTEMP_COOLING_MAX, temp_adj*relative_density, BODYTEMP_HEATING_MAX)
When thermal_protection = 0, no overheating
When thermal_protection = 0.7, overheat
Env moles = 103.984
#define MOLES_CELLSTANDARD (ONE_ATMOSPHERECELL_VOLUME/(T20CR_IDEAL_GAS_EQUATION)) // Moles in a 2.5 m^3 cell at 101.325 kPa and 20 C.
CELL_VOLUME = 2500
ONE_ATMOSPHERE = 101.325
T20C = 293.15
#define R_IDEAL_GAS_EQUATION 8.31
SO THAT GIVES US
(101.325 *2500/(293.15*8.31))
253312.5/(2436.0765)
103.9838
Which means
relative_density = 1
temp_adj = (0.3) * ((293.15 - bodytemperature) / 6)
bodytemperature += between(-30, temp_adj, 30)
let's say bodytemp = 313
0.3*(-3.308)
= -0.9925
body temp goes up by ~-1 per tick when they are hotter than the environment
with a voidsuit on with no helmet
but that's not the case
and I don't want to touch the finetuned body heat accumulation formula
SO let's just increase tesh level 1 overheat temperature by 10 since with a voidsuit but no helmet on your temp goes to ~327.
If someone wants to figure out the fucking math behind this bug and fix it then, by all means, go ahead.
I also tested by having them at 330 and in space and naked and they overheat as expected.
If you want to fix the bug the bug is somewhere in here knock yourself out 460858d704/code/modules/mob/living/carbon/human/life.dm (L875-L886)
- Sanitizes some more things so you can't put HTML into it.
- Utilizes TGUI better to show the user the max they can post.
- Limits some things like circuits so you can't insert 50000 characters.
Admins are going to more than likely want to aghost if they slam the ghost button and then the enter key.
Players trying to ghost might not know better, so let's default to 'Stay in body' so they don't slam enter and make a mistake. Make it so they have to consciously click 'Ghost'
🆑
- tweak: Made it so the ghost command defaults are less disruptive.
/🆑
Pakkuns now occasionally try to rest!
When they rest, they set their digest mode to unabsorb! So, if you end up absorbed you can still escape eventually.
Resting Pakkun also have their AI set to sleep, so they will not engage, so this may be able to be used to sneak past, or up to them!
Also makes it so that when you help click them while they are resting, they will wake up! and re-enable their AI, if they have one.
They also turn their digest mode back to the default setting when they stop resting.
All of this of course, only happens when they don't have a client.
- 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.