* Gibs now rot and generate miasma
🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑
Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.
* Rot component, for things that rot
* Whoops
* No longer processes, so doesn't need to stop
Provides an alternative to click-dragging.
The on_alt_click() proc wasn't ever used, but seemed to be ready for replacing
the AltClick() overload from sabre sheath. I kept that part and added
fingerprints to it as well, and it is still good to go (if it really was)
whenever someone bothers.
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl
Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.
They have the following specifications:
They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
They do burn punch damage instead of blunt.
They are weaker to blunt; especially when low on charge
They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
* Add files via upload
* oops
* Species restriction attempt #1
* species restriction test
hope this goes well
* first one didn't work (who'dathunkit)
* Add files via upload
* Add files via upload
* Update code/datums/components/uplink.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update code/datums/components/uplink.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update flashlight.dm
* Add files via upload
* L A M P
* Update uplink_items.dm
* why the hell did it add two paragraph ends
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update uplink.dm
* Update code/modules/uplink/uplink_items.dm
Co-Authored-By: CRTXBacon <34610106+CRTXBacon@users.noreply.github.com>
* Update uplink_items.dm
* Update uplink_items.dm
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
cl ShizCalev
admin: Fixed AI fingersprints not getting logged
admin: Fixed some door interactions not being logged at all.
admin: Turret control interactions are now in mob combat logs
/cl
Fixes#40203
Semi WIP. Good to merge for the most part, but I would like to add logging in a couple more spots.
image
I originally was going to cut stun/paralyze duration instead but since none of them will now hard stun I think it's fair for them to keep their original duration/power as knockdown.
Bare feet and other mobs will now make the correct footstep sounds and added new samples to go with them. Added some helpers to is_helpers.dm, mostly for (future) footstep support but maybe someone else can make use of them.
cl Nero1024
soundadd: Bare feet will now make the correct footstep sounds.
soundadd: Other mobs will make the correct footstep sounds.
/cl
As others indicated in the very first footsteps PR other users wanted footstep sounds for barefeet. I also noticed that do_footstep is in a bunch of other mobs, but Ian and Xenomorphs don't wear shoes so I fixed that too.
* nerf boxes
* uuh i think i see what you mean. hows this
* shuffles it over to mob.dm
* asdf
* hows this
* ooga
* i should probably rebase
* t
* cheaper and stronger unlike me
* aaaaa
* does the thing with the words
This allows us to more easily keep track of speed modifiers which only affect certain move modes. Also cleans up a small bit of movespeed and mood code while I'm at it.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
Attempt 2 at fixing the remaining bugs with orbits
Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.
fixes#40544fixes#40522
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl
Goodbye SSorbit you ticking piece of shit
This also gives update_sight a signal so wisp code isn't hardcoded into it.
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
* Radiation toxin damage has been slightly increased.
* Contaminated objects are overall a bit weaker but are easier to create in the
first place.
* Showers deal with high amounts of contamination much faster but aren't that
great at dealing with weakly contaminated objects.
* Atmos holo-barriers have been given radiation insulation like the engineering
ones.