Commit Graph

2689 Commits

Author SHA1 Message Date
vuonojenmustaturska
cfd56ec797 Let's cull some more lists (#40246)
* memes

* autolathe, also more debug info

* more stuff, archdrops is big

* remove archdrops, test statelists

* mineralspawnchancelist

* woops
2018-09-16 13:21:02 +01:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
2ca366b942 Merge pull request #2580 from 1fbff5f83b23d39d38b1dfcb4cac8d9b/dis-gon-b-fun
manually mirrored a fuckton of PRs because the mirrorbot is a pile of garbage which should be purged and the whole server rack shredded and set on fire to prevent any other servers from making the same mistake as we did several months ago installing this piece of garbage which pretends to be making our lives easier porting stuff from TG automatically but actually you have to babysit it in case it shits itself and doesn't clean up. Now I don't know if I missed anything and this is probably not going to compile, and ling is on leave again. Fun! Oh, I forgot, no changelogs either.
2018-09-16 02:58:28 +02:00
XDTM
d03b653065 Adds the experimental dissection surgery, a way for medbay to contribute to research (#40158)
* Adds the experimental dissection surgery, a way for medbay to contribute to research

* fix

* different point value for different subjects

* broken defines
2018-09-16 01:08:54 +02:00
vuonojenmustaturska
4b2b3b0b2c Makes sand/snowdigging not rely on archaeology feature for the interaction (#40264)
* the fate of mankind overtakes another feature

* basalt light stuff
2018-09-16 01:05:19 +02:00
kevinz000
bb5cca1893 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 21:58:05 +01:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
73a9115bbf Merge pull request #2540 from yogstation13/upstream-merge-40163
[MIRROR] Saboteur borg module (syndicate engiborg)
2018-09-15 20:36:55 +02:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
7a31b59cbb Merge pull request #2537 from yogstation13/upstream-merge-40105
[MIRROR] Ports paradise's modular buildmode
2018-09-15 20:20:52 +02:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
2d3f67b295 Merge pull request #2531 from yogstation13/upstream-merge-40046
[MIRROR] Adds departmental protolathe items, techweb tweaks
2018-09-15 19:49:17 +02:00
vuonojenmustaturska
b2abb01a74 Saboteur borg module (syndicate engiborg) (#40163)
* wip

* SPRITES

* wops typo

* make it available

* add borg chameleon module (wip)

* we ready boyes

* bump cost

* disable filter for now

* henk

* add to polymorph pool

* borgs don't generally throw their modules

* this too
2018-09-13 12:33:25 +01:00
Crazy Lemon
1bd32985a1 Ports paradise's modular buildmode (#40105)
* Ports paradise's modular buildmode

* Axes logout callback of buildmode

* AnturK's changes

- Code formatting
- Gives mob to throw args
- Selection overlays are on ABOVE_LIGHTING_PLANE to be visible on space

Other:
- Doubleclicks of observers and AI no longer "double-tap" click
intercepts
2018-09-13 09:48:49 +01:00
81Denton
2f6bc6a079 Adds departmental protolathe items, techweb tweaks (#40046)
cl Denton
add: Added new available items to all departmental protolathes. Keep an eye out for the new "Basic Tools" and "Basic Security Equipment" research nodes.
tweak: Made the AI surveillance upgrade available through the "Illegal Technology" research node.
tweak: Created a "Tool Designs" lathe subsection and moved most tools into it.
balance: Made defibrillators easier to print by moving them to the basic biotechnology research node.
fix: Health analyzers are now properly printable once researched.
/cl

tl;dr I've heard a fair amount of complaints about departmental lathes that can be summed up with "cluttered sections, too few useful or interesting items in some lathes".
I'm trying to improve it with the following:

A) Added a new category called "Tool Designs" and grouped all tools into it. That way, they no longer clutter up the Equipment/Medical Designs sections.

B) New lathe contents:

Medical:

    Surgical tools, included in the "Basic Tools" node.
    These fit way better into the Medical/RnD lathes instead of a public one that also prints dishware.
    Basic 50u and large 100u beakers, roundstart.
    Medical spray bottles, printable with basic biotech.
    Compact defibrillators, printable with Advanced Biotech.
    They're fairly expensive, but obviously superior to regular defibs.

Service:

    Botanical tools, printable with Basic Tools.
    Spray bottles and bear traps, printable with sanitation tech.
    Basic 50u and large 100u beakers, roundstart.

Security:

    Seclites, pepper sprays (empty), energy bolas, zip ties, evidence bags, flashes. Printable with the new "Basic Security Equipment" node.
    I've had a look at weapons as well, but the ones that aren't printable/ingame yet are either ballistics or unbalanced.

Science:

    Mechanical/electric tools, printable with Basic Tools.
    Illegal technology unlocks the AI surveillance software upgrade.
    Installing it on an AI lets it listen to conversations through cameras.

Engineering:

    Artificial bluespace crystals, alien alloy.
    This is neccessary in case engineers have to rebuild a teleporter, but miners haven't brought back any bluespace crystals.
    Mechanical/electric and atmos tools, printable with Basic Tools.

All lathes:

    Hand labelers, destination taggers and wrapping paper.
    This lets crew mail packages when the mail office isn't manned (which is 24/7).
    Illegal technology unlocks Donksoft refill packs.
    You can't build the Donksoft vendor without refill packs; not including them was an oversight in my earlier PR.
2018-09-12 23:31:11 +01:00
subject217
f1f4b4e964 Clown Car balance changes (#40222)
balance: The Clown Car can no longer move unrestricted in zero gravity environments.
balance: The Clown Car now costs 20 TC to purchase.

This PR was done at the request of @vuonojenmustaturska. I renamed entered.dm to sealed.dm because it's where the sealed subtype is defined and it's primarily used for procs specific to sealed. The balance changes were Naksu's idea. I definitely think not being able to move freely in space is a good change. I'm ambivalent about the TC, but the item felt like a gimmick that you should fully commit to like His Grace, and the free space movement + 4 TC space suit was a bit cancerous.
2018-09-12 23:22:41 +01:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
9c48f8ba43 Merge pull request #2455 from yogstation13/upstream-merge-39459
[MIRROR] Remove SSminimap
2018-09-05 19:50:47 +02:00
Tad Hardesty
4242b43d55 Remove SSminimap (#39459)
Return of #37112.

@Carbonhell from Hippie reported an SSminimap crash on 512.1440 due to accidentally leaving the config on.

Nothing uses this subsystem, its maps look terrible, and it still after all this time is prone to crashes. If someone actually wants to start using these maps again they can just add the SS back in when they do that.
2018-09-05 12:15:48 +01:00
AnturK
d7b0119d2e Outfit copy helper. (#40027)
* Outfit copy helper.

* Let's go with vv dropdown for now.

* this is unnecessary too

* This is human only.
2018-09-03 18:35:57 +01:00
AnturK
306fa2546c Adds radial menus. (#39991)
* Adds radial menus.

* inb4 review
2018-09-01 00:31:35 +01:00
AnturK
dff4a0096e Adds some event/mapping props. (#40016) 2018-08-31 12:19:10 +01:00
Emmett Gaines
455fd9e7d1 Standardized vis_contents overlay system + better computer glow (#39973) 2018-08-30 01:21:46 +01:00
Francesco
44800bb040 [READY] Overthrow gamemode (#39876)
* Overthrow gamemode, again!

* Fixes objectives even more, especially AI one, removes boss antag subtype

* Fixes and refactors objective code, especially AI

* Expands greeting msg, fixes AI getting storage implant, rewords objectives to make it clear that they're teamshared objectives

* Resets gamemode required players to production values

* Lowered the number of teams existing during highpop

* refactors code a bit, fixes special_report to not use roundstart list, renames converter

* Cannot convert mindshielded people anymore unless you remove the implant

* Changes the Nothing explanation_text of head objective to hint at autoupdating, updates greet()

* Fixes define compile error
2018-08-29 01:34:23 +01:00
nicbn
afab24733f Adds footsteps (#39389)
Walking instead of running will reduce the noise, making it now more useful to gameplay.
Plating and wood makes a lot of noise, floor and carpet are quieter.

Range and volume may need to be balanced later on.

Oh, I reorganized some sound files too - the ones beepsky and medbot uses.
2018-08-26 12:40:52 +01:00
Qustinnus
c9330feebc [READY] New clown traitor item: The clown car (#39317)
I've been wanting to add this for a while, and now I have. The clown car is a vehicle you can use if you're a traitor clown to run people over, shove them into your compact trunk, and take them for a ride. If you drive into any walls however, you and everyone you kidnapped, fall out of the car, leaving you somewhat vulnerable.

It also comes with a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride.

You can also honk your horn or drop all of the drivers if you would like to.
2018-08-26 01:40:33 +01:00
81Denton
48ef159efc Adds missing lavaland/engine exports, minor refactor (#39686)
* Adds missing lavaland/engine exports

* refactors lavaland loot exports

* thanks cobby

* fixes HECK names

* adds prison cube artifact

* removes broken H.E.C.K. export printout, adds 10k ash drake armour export

* reduces drake/legion export value, adds ruin loot

* adds new arguments from #39749
2018-08-24 12:48:46 +01:00
AnturK
106955e427 Refactors exports and pirate loot gathering. (#39749)
* Pirate export

* Stuff

* ATTEMPT TWO

* Vault area was removed look for control terminal here.

* Fixes and improvments

* cb stuff
2018-08-24 10:50:25 +01:00
vuonojenmustaturska
162146ec2e Bring a beloved feature back to the codebase (#39863)
Waddling is now available as a component
2018-08-23 20:11:33 +01:00
XDTM
b4b543e111 [Ready] [Reviewed] Nanites 2 (#37922)
* Adds programmable nanites to robotics

* Oh yeah i might want to actually PR the files

* nanite injectors, nanite printer, nanite analyzer

* We're back

* remove some reagent stuff

* more removal

* those too

* cool icons!

* might pass travis now

* lotsa code

* tgui fixes/misc fixes

* WE'RE FUNCTIONAL BOYS

* some ui stuff

* Misc fixes, cloud update, access nanites

* activation check

* stuff

* preparing for new chamber sprite

* Physical backups, sensor nanite programs

* techweb sensor nanites

* fix

* include

* fix again

* revert

* blinding nanites

* minor change

* minor tweaks

* makes minor shocks interfere with nanites

* fix

* split trigger file into the others, for consistency

* cleanup, added mindshield nanites to techwebs

* include n all

* how'd that even happen

* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program

* cost tweaks

* better term

* new icon! by MrDoomBringer

* icons/tweaks

* tgui build

* boards

* fix

* fixes implants not updating mindshield status

* move implant hud to living

* new remote sprite

* scanner sprite

* biotype checks

* some nerfs

* new open chamber sprite

* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors

* correction

* nerfs antistun nanites

* fixes scanners and minor tweaks

* fixes revs with mindshield

* oh yeah haha

* Fixes wonky techweb

* Moves pyro program to weapon node

* Adds defib program and some investigate logging

* mistype

* fix

* fix2

* save your files before committing

* emps can desync from cloud

* pretty outdated

* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.

* UI fix

* more fix

* okay fix for real

* tested and working

* Extra Settings rework, sensor nanites vastly better

* non-unique glitches

* Public chamber, extra settings rework, new sensors, speech program

* Mute and mind control nanites

* mind control into hazard

* better description

* fixes

* fixes relay nanites

* fixes TK access

* mind control costs less

* UI update

* removed pointless code bit

* tgui build

* compiles

* dammit

* paralysis keeps victim upright

* Adds sounds to consoles

* some feedback for some subtle effects

* new chem lore

* Viral nanite customization

* fix

* tgui build

* Added mitosis nanites

* removes glitched nanites from techwebs

* Added flesh eating nanites, poison nanites, hallucination nanites

* ,

* #traviscoding

* Adds memory leak, renames nanite roam node to nanite smart

* Voice sensor + some techweb desc tweaks

* hallucination and Hear() fix

* changes signal registering to the new method

* 75% done, i think

* should be all

* more fix

* more changes

* okay should be fine now

* ninja

* inheritance

* i don't care about originality!

* line endings

* line endings 2

* maybe

* fixes program installation

* new review

* line endings?

* line endings??

* line endings???

* wait do i even use this

* fixes public nanite chamber cloud id

* maint overlay for chambers

* args doesn't work well here

* antiabuse checks

* compile tho

* fixes locked remotes

* disk renaming

* skull echo nanites

* self scan program

* Condenses a lot of sensors into a few generic but customizable versions

* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.

* forgot to save

* empty

* metastation nanite lab

* Removes duplicate APC

* fix for nanite chamber

* Raise max programs

* UI Tweaks, aggr. replication rebalance, minor fixes

* let's not do that again

* Fixes nanites meta merge conflict

* Merge conflict v2

* fuck this HDD is slow

* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.

* Adds virus symptoms that interact with nanites

* Fixes spreading nanites being more infective the more protection the victims have

* Review plus public chamber tweak

* . = ..()

* ball

* cloud

* . = ..()

* always press save all before committing

* missed a couple
2018-08-20 12:45:39 +01:00
Tad Hardesty
05335f1c86 Validate map templates uploaded by admins (#39674)
* Move the preloader datum to its own file

* Prettify some of the map loader docs

* Use src rather than usr in map template verbs

* Cache parsed templates between upload and first use

* Validate map templates uploaded by admins before use

* Add href token to validation report links
2018-08-16 09:09:15 +01:00
Nich
305616f417 Merge pull request #2166 from yogstation13/upstream-merge-39660
[MIRROR] Move gas reaction defines to their own file
2018-08-14 15:15:36 +02:00
81Denton
c1251df803 Botany+Medical bounties, tweaks (#39658)
* Botany+Medical bounties, tweaks

* Adds foodtype var for flavor text, removes duplicate bounty
2018-08-13 22:06:52 +01:00
cyclowns
97ea6a0ff0 Move gas reaction defines to their own file (#39660)
* move gas reaction defines to their own file

* eof

* ditto
2018-08-13 10:15:36 +01:00
Mickyan
43323ee90d Drink quality affects mood (#39628)
Time to get fancy, bartenders. The harder it is to make a drink, the stronger
the effect, usually. There are exceptions, but quality tiers look something
like this:

  1. any mixed drink
  2. 3+ ingredients, at least one alcoholic and non-alcoholic each
  3. either takes some particular effort to make to make or requires exotic
     ingredients
  4. requires exotic ingredients and take some effort to make

I also slightly lowered the strenght of the drunk moodlet to encourage using
mixed drinks, though getting drunk out of regular drinks is still quite
effective due to how long lasting it is.
2018-08-12 09:50:42 +01:00
Ling
8f51e31dc5 Merge pull request #2114 from yogstation13/upstream-merge-39181
[MIRROR] Movespeed Modification System
2018-08-12 10:50:10 +02:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
c0ec44a713 Merge pull request #2126 from yogstation13/upstream-merge-39615
[MIRROR] Fixes items with broken lists defined by varedits on maps
2018-08-11 15:12:42 +02:00
Ling
3f8c6b03bf Merge pull request #2123 from yogstation13/upstream-merge-39567
[MIRROR] Refactor the map loader
2018-08-11 10:41:49 +02:00
ShizCalev
8bc3635844 Fixes var set lists on maps (#39615) 2018-08-10 20:35:11 +01:00
Tad Hardesty
33e92f0ab7 Refactor the map loader (#39567)
* Remove duplicate initTemplateBounds method

* Move dmmRegex var to the type that actually uses it

* Keep a single, static map_loader datum

* Combine maploader into parsed_map

* Remove some redundant parameters from parsed_map/load

* Move file2text into parsed_map/New

* Narrow the scope of the map loading lock

* Remove redundant xcrdStart var

* Fix argument names in station reloader

* Move offsets from parsing to loading only

* Tidy argument handling on parsed_map/load

* Store modelCache, track nonexistent atom paths

* Use raw strings to specify the regexes

* Remove cropMap from parsed_map/New

* Don't parse maps twice when checking multi-z validity

Speeds up SSmapping init by approximately 10%.

* Bring the documentation (somewhat) up to speed

* No, I don't know why this fixes it
2018-08-10 20:34:31 +01:00
AnturK
2dee6bb275 Simple zombie for WJ (#39563) 2018-08-10 20:34:23 +01:00
kevinz000
b5e2daa978 Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 21:55:07 +01:00
81Denton
b88b441239 Adds mining and engineering cargo bounties (#39568)
The game can use more bounties that require actual effort and cooperation to
complete, but give far higher rewards than the "collect some glass shards"
Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas.

I added the following:

Engineering
Various atmos gases, price determined by how hard they are to acquire. I
deliberately left out Stimulum/Hypernobilium, as only a handful of players even
have an idea of how to make them. Plasma tank bounty got removed, since it's
just a case of "put tank into plasma canister and open valve".

Contained Tesla ball. The idea is to build a tesla setup inside the supply
shuttle, then ship it off. This pays a lot, since players have to purchase a
bunch of packs, get them unlocked+approved by heads of staff and finally
construct the whole thing inside a cramped shuttle. Materials alone cost about
14.000 credits for this one.

Tesla containment maintains power during the shuttle ride and it gets deleted
successfully on arrival at CentCom. As a failsafe, I've added both singulo and
tesla as 1 credit exports in case someone ships them over to CentCom without an
active bounty.

Mining
Almost everything you can craft from Lavaland fauna, from lava grilled steaks
over bone axes to goliath hide boats.
2018-08-09 05:12:32 +01:00
kevinz000
9e9995846d Felinid/catpeople are now their own human subspecies (#39513)
* Catpeople are nyow a species

* Fixes a runtime

* Fixes the issues with being forced ears when you chose none

* Neko --> Felinid

* P2

* Update

* Working this time I promise
2018-08-08 18:56:25 +01:00
Shdorsh
ab8eef9afb Add circuits text file in .dme (#39576)
Adds some of the stuff I did last PR. Forgot to add the new file to the .dme
file.
2018-08-06 00:44:25 +01:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
e07f8498ab Merge pull request #2024 from yogstation13/upstream-merge-39472
[MIRROR] Lavaland Syndie base tweaks
2018-08-05 20:34:57 +02:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
2ac76ae9ad Merge pull request #2030 from yogstation13/upstream-merge-39382
[MIRROR] Adds in a new type of securitron
2018-08-05 19:25:55 +02:00
81Denton
7636821f12 Lavaland Syndie base tweaks (#39472)
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:

Chemistry related changes:

* Made the testing chamber airlock heatproof and added scrubbers/vents to
  restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
  Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
  for strange reagent/life reactions. If syndies are clinically bored, they can
  use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
  experiment with more chemicals and gives miners an incentive to come inside.
  Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
  let players build more machinery and beakers for grenades.

Other changes:

* I added a cabinet with syndicate documents to the vault - this is valid for a
  10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
  a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
  gases quickly.
2018-08-05 19:23:18 +02:00
cyclowns
b551f1459e [READY] Fusion: Prepare to Die Edition (and more) (#39499)
tweak: Fusion has been reworked to be a whole lot deadlier!

tweak: You can now use analyzers on gas mixtures holders (canisters, pipes, turfs, etc) that have undergone fusion to see the power of the fusion reaction that occurred.

balance: Several gases' fusion power and fusion's gas creation has been reworked to make its tier system more linear and less cheese-able.


Fusion, even after my rework, is still kinda lackluster in the 'risk <-> reward' department. It's pretty easy to bypass the consequences of fusion as it stands right now, so I wanted to change that. I think you can suspend your disbelief enough for the new effects. Also, there are a couple balance changes to fusion that I'll outline more below that I noticed happening and theorized could happen, so I tackled those here as well.

More specific reasoning for every change:

    Addition of nuclear particles/tesla zap

As said before, I thought fusion should be more dangerous. As to why these specifically, I chose the addition of nuclear particles because I felt like it was at least decently thematically appropriate, and had a lot of potential to look visually interesting. The sprite is pretty much just a downscaled gumball with some added fluff. They all have random colors that are chosen when created, and fire out from the fusion holder's turf in random angles and with a 1 decisecond delay. I chose tesla zaps because.. well, they're pretty cool, felt reasonable enough (an extremely powerful release of energy goes well with fusion) and they mix up the damage types caused by fusion (brute from explosion, burn from zap, tox from radiation/particles). I added TESLA_FUSION_FLAGS because the tesla zaps defaultly just ended up exploding whatever they came out of (canisters usually) and ruined the whole thing.

    BZ fusion power nerf, nitryl fusion power buff

These go hand in hand. When I first made BZ useful for fusion, I completely forgot (or maybe it just wasn't merged yet, don't remember) that xenobio started with a BZ canister. So, it was super easy to cheese high/super tier fusion by just stealing the canister from xenobio. Thus, I switched BZ's role in fusions progression to nitryl instead, which is harder to make and currently doesn't see much usefulness outside of making it for stimulum.

    Fusion analyzing, addition of analyzer_results to datum/gas_mixture

I quickly realized after my fusion rework that there wasn't any ingame way to really quantify how good a fusion reaction was, which is a mistake on my part. Now, you can analyze the power of a fusion reaction and its tier after it happens. I added analyzer_results, since reaction_results worked in a matter that didn't fit what I wanted (reset completely every react() cycle) and I didn't want to change it. analyzer_results is only ever initialized when it's actually going to be used, which currently is only for fusion.

    Overall fusion code cleanup

Pretty self-explanatory. I moved all the effects (radiation, tesla zap, etc) to one area instead of having it happen separately for every tier. Now the tiers just set variables used for those effects. Apologies if the diff is kinda hard to read.

    Changes to gases created

Low tier is now BZ/CO2, mid tier is nitryl/N2O, high tier is stimulum/pluoxium, and super tier is tritium.
Gas creation numbers are lower across the board, mostly for bz/nitryl/stim.
BZ/nitryl/stim were added in low quantities to the tiers to help with the progression of the various tiers. It didn't really make sense that before, super tier fusion gave stimulum/pluox when the only feasible way to get super tier fusion was using stimulum, and the low tier rewards were straight up useless. Tritium for super tier was chosen because I think it's the gas with the most potential of causing a massive disaster in this scenario.

    Plasma no longer counts towards gases fused

Before this change, I realized that you could just stack as much plasma as humanly possible and a minimum amount of trit to instantly get several thousand moles of BZ and potentially other gases for free. No thank you.

I'm still not 100% satisfied with fusion, so expect more PRs like this in the future.
2018-08-05 11:47:24 +01:00
Kmc2000
3fbfc4fbff Adds in a new type of securitron (#39382)
* foolish jedi

* do not underestimate general beepsky

* adds death handling so you don't lose his eswords :)

* changes .loc to Tsec

* oversight

* src, TRUE, src, FALSE

* src

* Adds a toy sword variant. Fixes formatting

* oops

* fixes stuff for beepsky

* makes grievous beepsky block all projectiles.

* Fixes & cleanup

* cyberboss pt.1

* cyberboss pt2.
2018-08-04 22:49:11 +02:00
1fbff5f83b23d39d38b1dfcb4cac8d9b
faaa97998c Merge pull request #2003 from yogstation13/upstream-merge-38944
[MIRROR] Third time's the charm - Photography update: 7x7 cameras, photo logging with full metadata, persistent albums and wall frames!
2018-08-01 20:07:24 +02:00
kevinz000
ffc9d1695a Third time's the charm - Photography update: 7x7 cameras, photo logging with full metadata, persistent albums and wall frames! (#38944)
* Photography Update

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Photos broke, retrying

* Persistence stuff

* I'm almost done I promise!

* Persistence mostly working, compile, etc etc

* Persistence mostly working, compile, etc etc

* Remove something really not needed from the PR

* Prevents duplication

* default to off

* removes check tick

* increase slots in albums to 21

* Allows for singular loading

* Update camera_image_capturing.dm

* Addresses review

* Anturk

* Update camera.dm

* Update misc.dm

* Update datum.dm

* Update camera.dm
2018-08-01 13:52:17 +01:00
Militaires
d04aaade61 [READY] Agent Stealth Box / Stealth Manual (#39302)
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.

While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.

The box can be recognized as of syndicate nature due to a red label on its side.
2018-07-31 22:34:29 +01:00
Ling
b3a7c96021 Merge pull request #1885 from yogstation13/upstream-merge-39118
[MIRROR] [Ready] Communal Resource Storage II
2018-07-28 21:12:44 +02:00
Tad Hardesty
5fb15c0c22 [Ready] Communal Resource Storage II (#39118)
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.
2018-07-28 11:00:49 +02:00