Why do we have a robot that literally does the entire job. Basically people leave it and it becomes a lag generator forever. Removes farmbot harvesting and removal of dead plants, plus adds an idle timer for 150 process cycles without a target causing it to turn itself off. So basically it will tend the plants and keep them alive, but you need to come harvest them sometimes.
Welding in a RIG/spacesuit is currently broken. This PR fixes it. It was broken for two reasons.
First, the proc to get flash protection assumed the RIG was a clothing item, and as such thought it had variables it doesn't. So it would runtime.
Second, spacesuit helmets lost their flash protection for some reason. This has been reversed.
Ghosts now have a verb "Join Into Soulcatcher" that lists all players, and they can pick one to ask them if they can join into their SC. If they don't have one, it notifies the ghost (this is less expensive than trying to crunch who has a soulcatcher and shortening the list. You can just deal with it okay??). You cannot get backed up if you joined this way, like there's no way to move from being a ghost to being in someone's head to being in a mob. You'd need to ghost and respawn normally. (This is intentional... no sneaky no-manifest people getting in).
And various other SC QOL things:
- Adds NMe and NSay verbs when you get a soulcatcher installed so you can use them in the text parser at the bottom of the window or click them in the verb list like a crazy person. The older emotes also still work.
- Prevents 'loop of madness' where both pred and prey have soulcatchers and it floods your log as it tries to decide who catches who
- Removes minds if the client is disconnected for a long time, or if the player ghosts out of the NIF
This improves the issue of player mobs using excessive CPU every Life() tick.
* Testing determined the worst performance was actually the manipulation of the "healths" HUD doll's overlays.
* Switching to using a mutable_appearance helps quite a bit for little effort.
Or how Woodrat spent too long on something that was supposed to be simple.
- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions
Tested, seems fine. At least in short tests.
* Fixes human HUD init so we still get all HUD variables filled. - TODO - Make our own versions of synthetic HUD for other hud categories if we ever feel like it.
* Re-removed gameticker sound code, this time marked it as VOREStation edit (wasn't marked before)
* Removed duplicate mutable_appearance type now that it is moved to mutable_apperance.dm
Previously, pAI OOC info didn't appear to be getting set correctly,
whether installed through the normal recruit dialog or through an
observer directly inhabiting a loose pAI card.
There was a VOREStation-specific check during pAI creation to copy over
OOC info from preferences, but I tested multiple ways and it didn't seem
to ever succeed.
This change moves that check from creation to login.
The normal ones are in station.dm, ergo the overrides and additions should be in station_vr.dm in the same folder, not in a mysteriously-named file in another folder.