* Added Post-Drain belly modes
Added "Drain Finishing Modes" that kick into effect once a drain belly has extracted all of the nutrition that it can out of a prey character.
These modes are currently:
Normal: Current behaviour, just stops when it runs out of nutrition to extract.
Sleep: Slowly increases the prey's tiredness until the fall asleep. Be warned that they won't be able to post or see posts when they fall asleep.
False Sleep: Slowly increases the prey's tiredness until just before they fall asleep, darkening their screen but NOT preventing them from posting and reading posts.
Weight Drain: You're done draining their nutrition? Well, time to start taking their weight directly and adding it to your own body. Is dependent on the prey's weight loss % chosen in character setup.
* Added a knockout process option
* I forgot eject all on the previous commit
* Update tgui.bundle.js
* Ports trash throw vore from Chomp
Ports the ability to catch thrown trash directly in your bellies if you have the trash eater trait from Chompstation: https://github.com/CHOMPStation2/CHOMPStation2/pull/5987
This adds a new verb in the abilities tab called Toggle Trash Catching to all mobs who have the Trash Eater trait. This is disabled by default.
* Changes Chompedits to something that won't trigger their mirror bot
- Changes verb obtaining proc to be all staff
- Changes check_rights for R_EVENT
Force pushed:
- adds verb to event_manager verblist as well
- Makes it work with ANY of R_ADMIN|R_EVENT|R_FUN
* Simple mob thermals
Added a verb to all simple mobs controlled by players that lets them see mobs through walls for one minute, with a five minute cooldown.
* Implemented suggestions from Runa
* Thermal vision plus
Added Thermal Vision Toggle, not given to any mobs by default but can be added by admin abilities.
Added a new Kelpie mob, based on the large horse sprite. This mob is significantly more likely to eat people and harder to escape if you have digestion enabled. It has a unique trait of diving underwater with it's prey (if on an appropriate tile), or surfacing when it has no prey.
* Food Preferences
Ported from roguestar, originally made by VerySoft: https://github.com/TS-Rogue-Star/Rogue-Star/pull/37
Numbers have been tweaked, and the bonus significantly lowered.
Added new neutral traits: Food Preferences.
Foods with the relevant allergens present will give you bonus nutrition, approximately a 25% boost on most foods that I tested.
Only one of these traits can be taken at a time.
* stuff
Ports cooker changes from RogueStar by VerySoft.
Added a "Toggle Safety" option to cooking appliances. This is off by default, can be toggled with a verb on the appliance. When on, instead of food burning when it reaches that point, it is instead ejected from the machine safe to eat.
Significantly sped up the speed that machines reach cooking temperature at. Generally reducing the wait time from about 10 minutes to 2 minutes.
Reduced cooking time of most food significantly.
Main goal of this to make it less frustrating to produce large spreads of food.
* Removes update_transform() from mob/
* Adds new file to _defines to hold default scales
* Tweaks atom/movable to use new defines
* Tweaks mob, living, human, species to use new defines for comparisons
* On atom/movable, we check if it is rotated or otherwise scaled and then call update_transform()
* It is now possible
* 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>
Unfortunately, old algorithm would bug out if the GC took its time clearing out the original resonances.
Now, the logic is done entirely in a single proc rather than recursive procedures.
*Adds flag of round_value = FALSE to sensor range on sensor console
*Adds flag of round_value = FALSE to acceleration limiter on helm console
*Adds flag of round_value = FALSE to global volume limiter on engine console
*Adds flag of round_value = FALSE on per-engine volume limiter on engine console
Adds a new operating mode for resonators for mining: a recursively spreading delayed mining "explosion" that drills the tile it spreads to. Confirmed working as intended up to fieldlimit of 9.