* Makes zombie powder and lich powder somewhat more useful
Also makes the scanners act mostly the same with fakedeath
* Makes patches actually apply via touch
I killed myself during testing with bicaridaze
* Make things respect fakedeath
* Some more fixes
* Makes paralysis apply in more places
Also makes paralysis no longer make you unable to see emotes.
Makes it so you can not /me, but you can /subtle while paralyzed
* Adds another method for zombie powder mix
Changes the cost of sizeoxadone from (1 clonexadone, 3 tramadol and 1 phoron) to (1 sodium and 1 tramadol). It still uses phoron as a catalyst but that is not used up in the reaction.
The idea behind this is to eliminate the extremely high phoron cost of making size chems. There's already so many totally free ways to change your own or someone else's size that it makes no sense that you need to deplete half of the chemistry labs phoron stock to flavour that as a chemical effect.
* Upport these
* wtf
* Update negative.dm
* Hard feet into a neutral
* revert
* type-o
* Makes toxin_gut a trait.
Better as a trait than a var.
* Fix these
Was free trait otherwise
* Update negative.dm
* Fixes these as well
* Update low_sugar.dm
* Update vorestation.dme
* Converts these to components
Still needs optimization.
* Makes absorbent a component
* Implements deep sleeper
* Update living_movement.dm
* Update living_movement.dm
* Update negative.dm
* why not
* Adjust these
* Update positive.dm
* Update positive.dm
* Eh, let's lower this some.
* Add singulo mtabolism
* these too
* Make this use bloodloss_rate
* Update negative.dm
* grapples you
* Update mob_grab.dm
* my brain hurts reading this
please leave more comments
* Slippery
* enable
* Remove waterbreather from breathless
Unneeded
* Update negative.dm
* Update low_sugar.dm
* Update snacks.dm
* none shall hide
* agony
* what?
* baddef
* test all
* fix
* all of them
* actually fail
* blocker
* what
* test
* these are hard lockups anyway
* better test
* better
* buh
* nope
* another
* logging
* logging
* I'm a raving madman
* anotherfix
* undef
* lets try this
* how about this
* this it?
* alright this
* oops
* limit log
* force it
* condense
* Condensing more
* another
* wat
* oop
* fix
* test agent
* test 2
* what about this
* testing
* tied this in correctly
* try now
* oops again
* try this
* inhibitors
* virus mix
* move to a real useful signal
* test
* Revert "test"
This reverts commit 40d05e9351.
* order
* unnneeded
* minimize diff
* bunsen burner port
* reacting reagents returns if it did
* small fixes
* new bunsen burner icon
* fixes
* deconstruction fixing
* smaller range
* code review
* first adjustements
* few more
* construct
* next
* next set
* next
* next
* next
* next
* next
* .
* last non modular set
* make it compile
* .
* .
* change that
* synx
* teamush
* override fix
* TEAMUSH
* adds organ sell element
* adds pick color
* get rid of these chompcomments
* removes chomp comments
* Update gaslamp_vr.dm
* zipgun
* zip and synx
* fixes synx
* Update topic.dm
* move the trash verbs
* .
* .
* .
* port
* Update rakshasa_trap.dm
* Update slug.dm
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* Gets rid of hasvar usage
* thiiis
* moves damtype to /obj/item
* throwing
* Move vars moved
* matter as well
Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials
* Update floor_light.dm
* exploitable
* this can be moved up...
* move persist to /item
you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want.
* gets rid of being_used
I added this for xenoarch, that was a mistake
* move these
* move these to the base file
* Makes floorlight autolathe recipe not shit
* Update floor_light.dm
* Update floor_light.dm
* Mechs no longer gib when hitting things
---------
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* Unit Test rework & Master/Ticker update
* Fixes and working unit testing
* Fixes
* Test fixes and FA update
* Fixed runtimes
* Radio subsystem
* move that glob wherever later
* ident
* CIBUILDING compile option
* Fixed runtimes
* Some changes to the workflow
* CI Split
* More split
* Pathing
* Linters and Annotators
* ci dir fix
* Missing undef fixed
* Enable grep checks
* More test conversions
* More split
* Correct file
* Removes unneeded inputs
* oop
* More dependency changes
* More conversions
* Conversion fixes
* Fixes
* Some assert fixes
* Corrects start gate
* Converted some README.dms to README.mds
* Removes duplicate proc
* Removes unused defines
* Example configs
* fix dll access viol by double calling
* Post-rebase fixes
* Cleans up names global list
* Undef restart counter
* More code/game/ cleanup
* Statpanel update
* Skybox
* add
* Fix ticker
* Roundend fix
* Persistence dependency update
* Reordering
* Reordering
* Reordering
* Initstage fix
* .
* .
* Reorder
* Reorder
* Circle
* Mobs
* Air
* Test fix
* CI Script Fix
* Configs
* More ticker stuff
* This is now in 'reboot world'
* Restart world announcements
* no glob in PreInit
* to define
* Update
* Removed old include
* Make this file normal again
* moved
* test
* shared unit testing objects
* Updates batched_spritesheets and universal_icon
* .
* job data debug
* rm that
* init order
* show us
* .
* i wonder
* .
* .
* urg
* do we not have a job ID?
* .
* rm sleep for now
* updated rust-g linux binaries
* binaries update 2
* binaries update 3
* testing something
* change that
* test something
* .
* .
* .
* locavar
* test
* move that
* .
* debug
* don't run this test
* strack trace it
* cleaner
* .
* .
* cras again
* also comment this out
* return to official rust g
* Update robot_icons.dm
* monitor the generation
* .
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* bunch of issues
* .
* fix those properly
* safety else none at all
* .
* workaround for a byond bug
* .
* invis robot weapons
* light needs to be reset
* .
* use proper datums
* fix sorting here
* only store non vital
* .
* Update organ_external.dm
* Addictions
* improvements to addiction code
* some small revamps
* some polishing to reagent code
* some more fixes
* wiki updated for addiction
* proper addiction sync on respawn
* final cleanup, config
* coffee handle addiction proc
* fixed global var
* Addictions and
Gives alcohol special effects
Disables the harder addictions
Gives nicotine an a special effect
* remove >0
* safety
* Update medicine.dm
* Update medicine.dm
* Update food_drinks.dm
* update lazydefines
* disable alcohol addiction on virgo
* use lazylen, proper addiction end messages
* cure message bugfix
* use right args
* proper macro
---------
Co-authored-by: C.L. <killer65311@gmail.com>
* conflict test
* crash fix
* test bad chem
* tweaked
* is this even working
* what?
* is this broken?
* test fix
* force reactions
* Another attempt
* oop
* another
* oop
* actual check
* inverted
* distilling pain
* backward
* attempting again
* slime rules
* wrong path
* fix for slime
* no test chem
* oops lol
* inhibitor test
* var
* another fix
* what is going on
* oh that's how that works
* this?
* again...
* better inhibitors
* fixed order
* clear beaker
* lets try this, plus cleanup
* comments
* another test
* fix
* stale ref?
* more logs
* round and round
* keycheck
* reverse lookup lists
* chemanalyzer update
* addiction code commented out
* span cleanup, downstream code commented out
* debug cleanup
* reaction fixing
* reduced scale again
* another wrapper
* more info in test
* document reagents
* scaling dynamic
* check single inhibitors too
* oop
* using unittest data signal
* fixes
* this is still needed
* broken reactions, and bad id reactions
* oops
* this too actually
* single chems are illegal
* validity on lists
* oops again
* invalid key check, fixed invalid reactions
* test remove
* pretty chat messages
* spanred
* slimecore results
* grinding unit test and grinding results in chem analyzer
* ore check
* fluid pump info
* correct id
* enforce id case
* compliance
* it makes no sense that this machine gives no feedback that you need to reanchor it after construction
* lets not unseal either
* display chems produced
* notify players of belly liquids, as they do not react with anything
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* initial port
* first ignore batch
* second exclusions
* Tequila fix
* Fixes Changeling Sting
* Virgin Mojito fix
* fixes Love Potion
* Rest of love potion
* Various fixes
* tweaks to unit test
* fix for decl
* get decl properly
* fixie
* put the box back
* tequila fix
* fixes tequila
* check dispenser carts too
* name not id
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
Added a new dispenser to cafes on each station, the syrup dispenser. These just add flavoured syrups to your drinks, but don't do much unique by themselves. This allows people to customise their coffee more.
Added a whole bunch of flavoured syrups, such as pumpkin spice, chocolate, irish cream and more.
Added new coffee recipes, including things like americano, macchiato, breve, cappuccino and mocha. Unfortunately flat white and latte would cannibalise other recipes if they just used milk and coffee, so they use drip coffee instead.
Added a few new coffee reagents, drip brewed coffee and milk foam.
Changed coffee cups to now include the name or description (in the var cup_prefix) of certain additional reagents. For example, if you have a cup with 25u of mocha and 5u of pumpkin spice, it will take the name "cup of pumpkin spice mocha". A lot of existing reagents have had these added too.
Added a wall locker with additional cups to every station cafe.
Added pineapple juice as an option to the soda vendor.