Stores 4 inside the implanter, so medical people can just carry one with them if they want. Added more to the vendors to offset the smaller number per thing (7 per box vs 4 per implanter). The sprite is unique, and represents how many are left on the outside. Orange means just one left, flashing red means empty.
You can take the implants out if you want, swap them between implanters, etc. This one is self-cleaning, and can't cause infections, yay. So if you have to leave one in the lobby for people, now you don't have to feel bad about horrible cross-contamination?
Turn it on, keep it in hand or pocket, and it'll translate languages for you (not signlanguage...).
It doesn't bother displaying languages that you speak. I assume your character doesn't look down at the screen if they understood what was said (it's mostly just to prevent spam when only 1 in 4 people standing around talking is speaking another language).
There's one on a desk in the security locker room and one in the medical breakroom. I figure these two departments have the highest need of translations. R&D can make more. The design is fairly cheap.
Adds it to science. Has a high materials and research cost, and is considered ***contraband***, as it says in the description.
Also included in this PR is device_alt.dmi, a bunch of alternate device sprites which can be fun for stuff.
Now you can start with them in loadout. They are no longer SUNglasses though, so they won't protect you from flashes.
There are several models, the loadout ones are the civilian ones.
- Civilian: Displays job ID icon based on the person's ID, and shows a health bar only if they are injured.
- Medical: Same as civlian, but displays advanced status (virus, borer, etc) along with backup implant status, and allows medical records access.
- Security: Same as civilian, but displays warrant and arrest status, and will automatically darken (electrochromic) in response to flashes, making the wearer immune, plus security records access.
- Engineering: Same as civilian, but will automatically darken to protect one's eyes during welding.
- Research: Same as civilian, but has a trendy goggle form factor for SCIENCE reasons.
- Omni: Has the combined features of all of the above. The only pair available spawns in the CD's office. (CC officers also)
* The parts lathe can print tech level 1 stock parts (matter bins, capacitors) required to build basic unupgraded machines.
* This is a separate machine from the autolathe to ease any concern that the autolathe would become OP.
* ALSO, it can be hit with a circuit board and will conveniently display the parts required to build that board's machine.
* Added circuitboard and design for constructing a parts lathe.
* Protolate lid no longer bounces back and forth througout the whole build cycle.
* Autolathe lid no longer closes, snaps open, and then -nothing- until item spawns.
* Instead, the lid closes, stays closed while the item builds, then opens again.
Polaris added an item with the exact same path, hence the weird behavior of the EAL implant teaching you every language. Two items with the same path = weirdness. Should be better now.
Circuits generate a research design datum when the game starts up instead of me having to manually define them every time I make a new circuit. Hopefully this reduces missing circuits due to mistakes. The circuit box also spawns specific circuits using a similar method for similar reasons.
Other things this does:
Splits the reagent related manipulation circuits to their own category, which cleans up a few repeated New()s.
Separates the 'count and assess everything' stuff to it's own datum, called the metric datum, which I plan to add on to in the future to make counting and metrics easier.
Makes decision process a bit more weight-based, will probably continue tweaking later.
Makes the admin debug UI have links to change settings easily.
Adds replacement for grid check event, which works similar to the old one, but is now based on a physical machine in the game world, that Engineering can hack to make the event end faster, if so desired. Note that the machine is not mapped in, and won't be mapped in until the event system is ready for launch.
Adds grid_check variables to SMESes and APCs to make them stop doing work without draining the battery.
Grid checks in the new system are caused by a "power spike" which originates from the engine and will cause bad things, should no grid checker machine be connected to the power-net. These power spikes occur when the GM decides that a grid check is a good event to have.
The grid checker can be built and deconstructed using the standard machine construction methods.
Drone assembly can be made in RnD now.
Adds injector component, which does what it implies, and injects a reagent into someone or something nearby.
Adds reagent pump, similar to the above but meant for moving reagents around different containers, inside or outside of the machine.
Adds adjacent locator, which can find specific objects next to the machine.
Adds two flavors of the reagent storage component, which does what it says. The second variant is a cryo-beaker version.
Ports PsiOmegaDelta's port of integrated circuits, which has several improvements in code quality.
Ports a few small things like the weakref datum and some macros.
* Elevators aren't bottomless voids!
* Updates changelog
* Sombrero Code
* Fixes#2365
* Adds changelog
* Sleeper is evil.
* no message
* Changelog
* Stops observers from leaving prints on the ground.
No more spooking the mortals, ghosts.
* Allows autotraitor in secret to start with 0 players
* Adds changelog
* Makes diona slightly less slow
* Adds changelog
* Bowling Shirts
* Updates changelog
* Adds a missing description
* Flat Cap Changes and Hair Bow
* Fixed Error
* Adds an in-hand
* Lower Torso cannot be amputated
* Smoke works, adds changelog
* Updates changelog
* Makes Unathi Voidsuits Less Fat
* Medical related fixes
* Fuzzy Cuffs
* Tube Top
* Made Icons for Security Suit Less Gaunt
* Revert "Medical related fixes"
This reverts commit d7c59520e6.
* Just the fix to random med item now
* Adds organ fixing
* Fixes Evening Glove Coloring
* HAZMAT Suits
* Changes Unathi sprite slightly
* Tweaks skirt pathing
* Corrects changelog
* Adds changelog
* Construction Voidsuits
* makes people bleed real good
* adderino changeling
* Biohazard Voidsuit
* Revert "Revert "Adds hub passwordu""
* Explosive implants should no longer gib on limbs.
* Adds space penguins and space geese.
* Revert "Revert "Revert "Adds hub passwordu"""
* Makes flash rounds respect eye protection
* Water > Fire
* There's plenty lying around, I think
* Naming inconsistencies fixed
The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.
CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.
Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.
Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.
* Almost forgot plural of Telecomm
* Finalizes work, adds designs to research.
* Press Vest
* Removes Mags/Shells, Adds Recorder and Flashlight
* Fixes spans.
* Raises the number of players needed to start Ninja
* Still needs to fix internal bleeding
* Allows Wirer To Attach to Toolbelts
* Fixes#393
* Tweaks FBP temperature
* Corrects Changelog
* Fixes some Advanced Egun oversights
* Embiggens the laser carbine and the lasercannon.
* Messenger Bags
* Health analyzers detect appendicitis
* Custom Circuit Additions & Fixes
Adds Med Scanner and Advanced Med Scanner circuits.
Clock circuit is now functional.
Five second delay will delay for five seconds and not one second.
Renaming circuitry now respects ability to do so (e.g. being alive).
Firing circuit can now be obtained by science normally.
Examining inside assembly cases now requires adjacency.
* More Additions
You can now cancel inputting on a text or numberpad.
Zero is now displayed properly on the UI and not be shown as null.
The small and medium assemblies now have real sprites.
Total health percentage for med scanners and advanced med scanners now reports a proper percentage and not 1 or 0.
The constant memory chip now can be set by using it in hand, making it usable.
The constant memory chip now accepts refs as data to store. To use, select 'ref' when using inhand, then hit it against the thing you want to store.
* Allows Chemists to View Medical Records on their PDA
* Refactors splinting
* Refactors the forceMove() drop.
Makes dropping a its proc instead, cleaning up forceMove() handling.
* Replaces ORGAN_SPLINTED
* Supportive suits now only loop through bad organs
* Adds changelog
* Lasercannon tweaks
* Bloodloss tweak
* Adds hawaii shirt
Attachable to any uniform, works like suit jackets.
* Changelog cause why not
At this rate I'll forget how to do those otherwise
* Adds randomized alohas
Also some color matrix helpers from TG
* Appendicitis doesn't cancel itself out.
* Removes debug stuff
* Radsuit Sprite Changes
* Allows us to actually use the messenger bags
* Fixes spelling mistake
* Ported ventcrawling from vg.
* Fixes changelog errors
* Updates changelog
* Tweaks vent crawling.
The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes#14081.
* Suit Storage Items
* Adds in IB removal
* More Circuit Things
Adds Locomotion circuit, which makes the machine move in a given direction.
Adds Signaler circuit, which can send and receive signals from a signaler.
Adds a new tool, the Debugger, which lets one directly set data in a specific pin. It can also pulse activation pins.
Adds ability to define custom cooldown times for each component.
Smoke generator now has a 30 second cooldown.
Cleans up some code somewhat.
* Adds design for locomotion circuit.
* Cleans up code
* Even more sprites by Mechoid.
Fixes abs to rel converter.
* Black Messenger Bag
* Powersink fix
* Even More Sodding Circuits
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit. Basic just has a normal light that can be toggled. Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.
* Adds basic circuit kit and spare circuit tools to Tech Storage.
* Part the first
* Changelog
* Allows robots to be constructed with prosthetic limbs as well as borg limbs.
* Map change
* Secbelt can hold stun revolvers and eguns
* Voidsuit Sprite Changes
* Tweaks burst laser
* Lasers, energy projectiles, and muzzle flashes now produce light.
It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.
* Adds bridge bunnies
* Slightly cleans up the occupation screen, adds uniform to locker
* Map Changes
* Adds Changelog
* Fixes stuff
* Allows jobbanning of cargo department jobs
* Re-adds balance changes to heavy lasers.
They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
idiot and forgot them.
* Fixed missing sprite
* Dress Loadout Additions
* I Can't Believe It's Not Circuits (it is)
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far. One being the 'beeper' type, which can do things like buzz, ping, beep, etc. The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.
* Adds EPv2 Circuit
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver. Bonus: Communicators can send text messages to custom machines using this.
* Updates changelog
* Fixes not being able to put things in medkits.
* Technomancer Tweaks
Cost for various spells and equipment adjusted greatly. In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.
* Shotgun Reloading Tweak
Adds ability to hit a shotgun or similar weapon with a container containing ammo, to load said ammo into the shotgun one at a time automatically, instead of having to play inventory tetris, as requested by some people.
* Use sanitizeName for the guest pass terminal name input to prevent excessively long names.
* Circuit UI and Assembly Tweaks
Adds new drone assembly, which has stats between the medium and large assembly. Sprites by Mechoid.
Assemblies now have a light UI when examined while opened, which displays what's inside, as well as how close to the cap for parts or complexity you are getting. Click the names of a component to open the wiring interface for that component. You can also rename each component from the UI. Bonus: Having multiple components of the same name will no longer appear as one component.
Adds ability to rename the assembly, using the new UI.
* Revert "Ported ventcrawling from vg."
* Re-adds a nice, useful macro
* Fixes#2431
* Tweaks Riot armor
* Fixes a typo in the DNA Modifier
* Ripped Jeans (And White Shorts)
* Adds shanking
* Adds changelog
* Removes a stray world <<
* Ported ventcrawling from vg.
* Tweaks vent crawling.
The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes#14081.
* Long, time-consuming not one-line fix
* Makes cigs branded too
Description of cig/cigbutt would reveal its brand for dastardly murdersolving revelations.
* Adding a article
* The door hacker now only pings the user
* Removes implants from Deathsquad
* Adds the ability to apply pressure to bleeding wounds
* Shoes
* EVA rigs should use their default sprites on Taj and Unathi
* Fixing some errors
* Update loadout_xeno.dm
* Delete back_vr.dmi
* Add files via upload
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver. Bonus: Communicators can send text messages to custom machines using this.
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far. One being the 'beeper' type, which can do things like buzz, ping, beep, etc. The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.