* reagent based cooling for heaters and coolers
* UI and wiki
* some adjustments
and fixes coolant tanks lol
* adds coolant tank to cargo
---------
Co-authored-by: C.L. <killer65311@gmail.com>
* Begin godmode
* Adds signals to a LOT of things
Also makes godmode signal based.
* Delete life_signals.dm
* better like this tbh
* this toooo
* logic is hard sometime
* Info and moving that detach
* Unreg these
* Organs
* yeh
* BESPOKE
* emp
* robutt
* YEEE HAAA
* Instant Damage
* these should be updated as well
* Update human_damage.dm
* eh lets move this as well
* Initial
* signalis
* Update robot_simple_items.dm
* wordington
* these too
* more gripper fixes
* Adds station hardsuits and additional modules to RND. Fixes a protean bug regarding pressure and thermals not being correct when assimilating a suit.
* Created new sprite state for the Faraday Protection Shield
* Code style adjustments for vision.dm and passive_protection.dm
* Removed Research requirmement, but upped the cost and made the research a discount.
* fix these while we're here
makes it so science mechfab can make it
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Constructable honey extractor + floral disk printable
Making the Honey Extractor buildable with a circuit in the autolathe and the floral disk for xenobot is now printable when floraguns are researched.
* Update beehive.dm
* Update .gitignore
* Update _map_selection.dm
* Update beehive.dm
* Update beehive.dm
* More honey_extractor changes.
– made the honey_extractor anchorable.
– ensured the honey_extractor can’t run when the maintenance panel is open.
– honey_extractor can now lose power and can’t run when so.
– honey_extractor will now use power 5*200watts for processing 1 honey_frame.
(can be easily changed if needed)
– appropriorate messages for the new states.
– appropriorate icons and overlays for the new states.
* changes to make the maintainer happy
put the circuit board in the appropriate place and changed some grammar and code to ensure smooth sailing.
---------
Co-authored-by: antokamire <140556309+antokamire@users.noreply.github.com>
Co-authored-by: Luther <221619555+SaintLuther@users.noreply.github.com>
* Invisibility GM tool and Glamour Mob
Added a new plane for event use, with the intent of making it so that only specific players can see things on it.
Added two new buttons to player effects, one to make something move to the new invisible plane and another to allow a player to see things on that plane.
Added a new mob that takes advantage of this new plane to be only visible to one player at a time.
* Wrong way round.
* Catalogue
* Fixes some medical issue stuff
Fixed medical issues not proccing for species that can't be infected.
Fixed medical issues so that they can be cured by ingested reagents too.
* Make the symptoms less frequent
* Transfer Liquids with Prey and Ethanol Bellies
Added the ability to use "Transfer Liquids (Vore)" with prey inside of your bellies.
Added ethanol as an option for liquid belly reagents.
* Constant
* [WIP] Alternate base sprites for zorren
Currently does not work, may need some help to figure out why.
The idea is to change the default base sprite of the zorren to a much lighter one, as many people complain about the dark greyscaling on the original. However, to preserve people's characters who incorporate the current sprites, I wanted to make this an option that could be selected through the custom species icon menu.
If I disable the "selects bodytype" var for the species, then the new light version appears as you would expect and everything works fine.
However, if I enable the new zorren define for selects bodytype, it gives you the two options in the menu as you would expect, but the appearance for both types is the dark version ingame. Basically, this does not seem to work and I can't get my head around why.
* Actually works now!
* dizzy and jitter component
* no need for set_jittery
* minimize proc differences
* not needed
* jitter
* match old behavior
* jitter medical issue fix