Spruced up some flavourful abilities for alraune.
Added a new "Poison Fruit" ability to Alraune. It applies any poison that can be used by the injecting venom ability to fruit grown from the Alraune. There is a notice attached to the selection that states this is intended for scenes and to not leave the poisoned fruit out for people who do not OOC consent, as well as admin logging when this fruit is produced.
Added a new thorns ability for alraune that will cause anyone touching them, or simple mobs attacking them, to take a small amount of brute damage. This starts off and can be toggled off and on at will.
Added variables to seed harvesting so that code can force them to spawn with specific reagents inside.
Allowed alraune to change the type of fruit they spawn more than once.
* Techwebs
* Add basic stock parts
* Techweb production machines
* Circuit Imprinter
* More work
* More designs
* More designs, nodes'
* More more
* Better sorting for designs
* Add the exosuit fab'
* More conversions
* More and more and more
* mechfab parts
* Modsuit Designs
* Pinnace baron
* Equipment
* more mechfab
* vehicles
* more mecha
* Micro mechs
* Update mechfab_designs.dm
* no time
* zero
* Update mechfab_designs.dm
* Prosthetics Fabricator and fixes
* Update maps to use new parts
* Whoops, fix a few maps
* Fix lint error
* Port scene tools
* Fireworks~~
* Don't label the sex toys as sex toys
* Fixup maps in TGM format
26517b7122: maps/virgo_minitest/virgo_minitest-1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Significant portion of designs converted
* Fix paths
* Fix tgui lints
* Just a whole bunch of designs
* Almost doneeee
* ALL DESIGNS CONVERTED
* Merk all of the old stuff
* Fix a few errors
* Fix more errors
* MORE FIX
* Make server control work
* Undo changes to archive
* Fix a TODO
* Make disks work
* Start the long process of finishing the node tree
* One more oops
* All mechfab designs
* Add departmental protolathes
* Down to 200 designs unsorted
* FINISH TECHWEBS
* Fuck whoops
* Remove the debug verbs
* Little map tweaks
* Fix mousedrop
* More map fixes
* Upstream bug lmao
* guess CI hates this
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-03-surface3.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* I gotta stop committing this
* Change scree requested
* Make science able to print implants too
* Fix ghost spawns
* Move NSFW gun
* Merk partbundles, make janus module work
* Pretty animation when you complete the tree :)
* Don't display designs you can't print
* Move security protolathes to warden's office
* Make servers recover from power failure gracefully
* Make fabricators drop their mats on the ground when destroyed
* Ore Silo
* Make CI happy
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-05-station1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Fix MC crash
* Make experiscanner work for borgs
* I REALLY gotta stop committing this
* Make scientists and the RD spawn with an experiscanner
* Lock NIFs behind scanning mice
* Make Biome happy
* Allow scanning Cocoa and Kendrick in case they can't find mice
* Change from Kendrick to Ratthew, ;help maint, or Brick
* Change the name of the /rat/pet class so the experiscanner is more helpful
* Add departmental_flags to a bunch of things
* Remove a few things from security's techfab
* Add a second engineering lathe to atmos
* Fix runtime recycling rig modules, add name to cost sequence
* Add a discount experiment for scanning slime cores
* Change some fluff and shuffle chameleon clothes to bluespace yadayada
* Make closets alt click immune
* Do a bunch of sorting
* Silly
* Hopefully fix all infinite material bugs in techwebs
* bad merge
* quick ai fix
* fix some robot stuff
* axe downlaod fully
* list
* no ref
* easier readable
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Added pathfinding circuitry that can acknowledge obstacles.
* Add ability to ID lock assemblies.
* add ID card holding circuit.
* Add an optimised movement function
* remove unnecessary block..
* Remove a comment..
* Remove bad code for now
* More GM tools
Added a few new GM tools:
Added the ability to use alt-clicks in advanced build mode to open VV or call proc.
Added the ability to spawn someone with a custom job title from Spawn Character.
Added the ability to give ColorMate to Simple Mobs or Borgs through player effects.
* Added a health scan button
* Adds medical issues
* Implement circuitry bug assembly
* Add distant ref grabbing support to circuits
* Set circuitry clothing wearer var for some functionality
* Add silent, built-in speaker to circuitry ear piece.
* Communicator support and reference grabber circuit
* Add toggler circuit to easily toggle functionality
* Allow reagent using circuits to use reagent storage.
* update .dme
* 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
* makes it a TG pref
* Update emote_vr.dm
* shadekin removal fix
fixes bug where shadekin elements did not disappear upon removal of the component
also makes retreat round persistant
* nutrition toggles
* gives it a subsection
* Update ShadekinConfig.tsx
* shadekin ability stuff
no memory leaks
* Update ShadekinConfig.tsx
I was so caught up in testing the complicated stuff that I neglected to properly test some of the symptoms and got my mins and maxes confused!
Fixed some symptoms doing doing nothing and added a couple more options.
* WIP medical issue GM tool
* Progress
* Basics are now working
* Surgery!
Needs more testing for each step, but the few I tried worked fine.
* body scanner complete
* Completed and tested!
* Fixes my terrible TGUI stuff
Fixed an exploit that allowed dense objects to be pushed in front of the containment field when it was already active. It already had a check on startup to prevent starting with a dense object in the way, but did not check afterwards. It now instantly shuts off when a dense object crosses over it.
* Fixes fleshmend not giving text that it's active/deactivated
* Better warnings
* Replacing floor tiles
* i forgor this
* fix this exploit...
* a
* sc
* ban panel as tgui
* can't be null anyway
* fix missing return type
* dependencies up
* player notes
* ehg sanitize
* player notes update
* .
* literals
* simple ghost spawn rewrite
* neutral
* .
* don't close
* migrate vore spawn
* use a searchable list
* move some more verbs
* allow special role spawns
* add key
* .
* fix that part
* announce for logging
* filter those
* typ o
* .
* .
* Update SelectionList.tsx
* .
* that
* .
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* modifies how punchdamage is handled
sets simplemobs to receive punchdamage with proper modifications
adds punchdamage traits
* forgot to modify stomps
* non-hulks no longer yell over common when breaking cuffs
* oop! didnt save that
* disables for virgo
---------
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Transformation fixes
Fixes#17943Fixes#17942
Removed copying of bloodtype from vanity TF procs, as if the user actually has blood it will cause organ failure.
Added secondary ears to copy form ability.
* Makes hanner not get outed by medical scanners
* Preserves bloodtype for resleeving but fixes it for TF