* bunch of medical adjustments
* or so i thought
* De-death surgery
* Update carbon.dm
* Update mob_grab_specials.dm
* yeh
* Palpation
* internal bleeding
* Update life.dm
* duration increase
* adjust these
* Fixes a bug with defibs that I caused
When I reworked get_crit_point, it caused defibs to DEAL oxyloss instead of HEALING it, like it has been doing for the past 8 years. This fixes it.
* fixcees this
* fixes syringe stabbing
* Converts these to managed global lists
* gets rid of disabilities
* Change injury check to use do_after with delay
* lungfix
* actually remove the necrosis
* Fixes brain surgery
* fix language bug
* Update brain.dm
* ghetto surgery adjustments
Buffs some ghetto surgery
Makes some injuries sustained less gnarly if you fail with a ghetto tool.
Some mild typo fixes.
Basic borg grippers can now use any floor tiling, as well as grab any leather product to enable tanning.
Borg Sheet Grippers can now grab rods to enable reinforced floor tile production.
* Adds item TF functionality to the casino sentient prize handler
* Adds more possible items, moves item selection to a global item TF list
* Formatting fixes
* Extremely minor formatting fix
* Makes weaver TGUI
This all works, just needs to be made nicer looking
* cut down copy paste
* These
* Cocoon
* Update positive.dm
* Visible costs
* weave
* Update weaver.dm
* Update weaver.dm
* Update code/datums/components/traits/weaver.dm
* Update code/datums/components/traits/weaver.dm
* Makes shadekin a component
* Update shadekin.dm
* Update human.dm
* a
* i love typos
* Update life.dm
* guh
* Upports the shadekin stuff
Also fixes an 8 year bug where the ability master would delete itself
* boh
* flashlight flickering
* flickery
* Update flashlight.dm
* i hate lightcode
* no clue
* reenable
* more changes
* evil
* Update living.dm
* simplekin fix
* yeah
* maw fixes
* Combines all the engineering borg tools into one multitool
Sprites from /tg/
Combines:
Wirecutters, Crowbar, Welder, Wrench, Crowbar, Screwdriver
* this is a WAY better way to do it
* a
* dont worry about overlays anymore
* Better grippers and better lists
In which I go insane having to continually patch exploit after exploit in gripper code, resulting in it looking like a mad man's scribbles.
* No deleting shoes when putting them on someone
* empty pocket is now empty
* RENAMING stuff instead of copypaste
* MORE borg stuff
* more bugproofing
* Admin proc
* this
* this
* Framework for TGUI
* Update robot_simple_items.dm
* Fix
* Framework v2
* Update ModifyRobotMultiBelt.tsx
* goooo
* Update modify_robot.dm
* modify
* sub category
* .
* string to define
* some globs
* more
* .
* .
* .
* add sanely
* push that real quick
* .
* sanity
* .
* .
* .
* .
* .
* .
* .
* Cut
* .
* gives to those that need
* push
* clean up
* auto fix
* .
* .
* .
* getmodule
* Update robot_simple_items.dm
* .
* untyped
* Update stack.dm
* .
* .
* .
* .
* -
* .
* Update _map_selection.dm
* Update _map_selection.dm
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Added IDs to the list of edible trash eater items. Just like PDA's they require the owner to be watching when they're eaten.
Fixed PDA eating warning messages not being visible.
* 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
* Adds Trait Genetics from Outpost21
Adds trait genetics from Outpost 21
- Tried to update each file it touched to be equivalent to their Chomp specific variants in order to maintain functionality and make sure no oddities would happen due to code differences. (Some things like the eardeaf loop were left there but commented out)
* Morph trait
* Fixes a server crashing bug with flip
aa
* flip
* Makes morph superpower better
- Makes it use the appearance_changer instead of 1000 different procs
- Makes cocoon weaver able to change eye and skin color.
I did NOT select you. BAD
* begone
* fix dna modifier
* Fixes massive memory leak
* Brain Runtime Fix
* There was no reason for this to be a spawn(0)
And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png
* revert
revert the dna changes there
* Deconf
* gets rid of unused proc vars that did nothing
* expects enough free slots
* glob
* fixed and added two other tests
* another few tests
* this is a list
* fixed bad injector
* lets wrap these for sanity
* better feedback
* wrong name
* don't allow multiple occupants into the dna pod
* future traits will have activation levels instead of binary on/off
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* [WIP] Entrepreneur Expansion
Added a whole range of unique items and load outs to each entrepreneur alt-title.
Intending to give them some station location too.
* Completes outfit expansion
Makes it so that nurse spiders can't spawn from any random sources, such as spider egg clusters, spider spawners, and capture crystals.
GMs and map makers can still put nurse spiders out if they want to, but this should stop any UNEXPECTED nurse spiders from appearing, and stop spiders from snowballing quite so hard when the conditions are right.
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
This update adds even more speech bubbles. These include a 4 animal themed ones: latte fox, blue fox, red panda and blue panda. It also includes 9 occupation themed ones. I know that some people consider speech bubbles to be accents (not that there is anything prescribing them to this), but these can also be used to represent speaking in certain capacities, such as with the authority of a doctor or officer, or performing an investigation. Mostly though, they're just for fun.
With paper.
Also adds two Southern Cross areas to the lists.
Also makes some global procs for ultra-quick area generation that anything can use and badmins can call.
https://i.imgur.com/wnm3joF.png
Removes a debug message