About The Pull Request
Well known statics rejoice! You can now choose to have random name/body/age/gender whenever you roll roundstart antagonist.
Since player mobs are generated before antag datums are handed out, I added a list that collects minds chosen as antags during pre_setup() to keep track of this.
"Other" was also missing from the random gender, added it.
Wizard, clown op, nukeop, latejoin and midround antags are excempt.
Why It's Good For The Game
Some static namers get metagamed to the extreme when antagonists, this should help alleviate that while allowing them to keep static naming for the RP. Keep in mind all conversion, midround and latejoin antag rolls are excempt, this is not a guarantee someone is a non-antag.
Changelog
cl Skoglol
add: Random name/body/age/gender when roundstart antagonist preference added.
add: Random gender will now have a chance of picking "Other".
/cl
About The Pull Request
Less uranium in the material box due to radiation. Suit helmet has had geiger sound reduced to 0, and a manual geiger counter added to the box. Also added a death wand for easier and cleaner killing.
About The Pull Request
This PR allows people with the split personality trauma to communicate with the stranger and vice versa through an action button. I also considered adding an option for the active player to release control but I felt that would be breaking the spirit of brain traumas a bit much.
Why It's Good For The Game
Split personality has always been a situation where the second player's only real option is "How many times can I shout "I'm Gay"/WGW over radio and try and avoid surgery until I inevitably get removed?" Don't get me wrong, you can still do that, but I aim in this PR to give players another option to get some of that sweet RP in. The main argument I can see coming up against this change is that traumas are supposed to be negatives, but how I see it, this doesn't make Split Personality a positive trauma so much as it allows roleplay similar to how you can roleplay as a paraplegic war veteran or as an ex-security officer who developed a phobia following an 'incident'. I'm happy to add a cooldown to the action if it proves to be an issue.
Changelog
cl
add: Split personalities can now communicate with an action button
/cl
About The Pull Request
With the end of summer rapidly passing us by, and the recent advent of the GRILL approaching, I felt like this was long overdue.
This introduces BBQ sauce, a new condiment created with 1 part ash, 1 part tomato juice, 1 part black pepper, and 3 parts saline glucose. You can add BBQ sauce like any other condiment, or you can use it to make the new BBQ ribs, made with BBQ sauce, 2 rods ("bones"), and 2 steaks.
BBQ and Ribs
(Left to right, Beaker with BBQ Sauce, BBQ Ribs, BBQ Sauce Packet, and the BBQ Sauce Condiment bottle.)
Why It's Good For The Game
Thought it'd be thematic and fun to go along with #46844 while opening up the possibility for other BBQ style recipes.
Changelog
cl
add: Added a new condiment, BBQ sauce.
add: Added a new recipe to make BBQ Ribs.
/cl
About The Pull Request
Title
Why It's Good For The Game
Since the introduction of the n2o decomposition reaction it has been essentially impossible to get nitryl gas, because all the n2o you add as a catalyst burns away stopping the reaction. In this one line PR I swap out n2o for pluoxium, which makes nitryl slightly harder to get, but makes it actually possible to get more than single digit mole counts in the first place. If swapping n2o for pluoxium adds too much difficulty, the required temp could be dropped a bit to compensate.
Changelog
cl
tweak: The nitryl gas reaction now uses pluoxium as a catalyst
/cl
About The Pull Request
Removes medical analyzers from medkits.
Removes the ability to print medical scanners from the autolathe.
Why It's Good For The Game
Medical analyzers are currently probably one of the common items in the game. Not only do mappers place them all over their maps but they are also in every medkits, which, funnily enough, are also fucking everywhere.
This leads me what I call the Cobb's Assortment of medical scanner quality:
Tier 1: Ghetto tier. Click your healthdoll, see if you burned for fingers on the kitchen plate.
Tier 2: Normal Analyzers. Somewhat restricted but still fairly common. Almost every department has one but you won't find on randomly in the hallways.
Tier 3: Advanced Analyzers: The shit medbay can print after research, nuff said.
Changelog
cl
balance: Removed health analyzers from medkits. Removed the ability to print health analyzers from autolathes.
/cl
About The Pull Request & Why It's Good (Italics)
closes#46808
Seiver (NEW, replaces Fiziver)
Fiziver has been removed in favor of a new chem, Seiver.
Seiver is a chem that focuses on radiation purging or antitoxin depending on the temperature (the holder temp, not the air temperature). Colder temps will purge rads while hotter temps will clear up your sinuses toxin! Does heart damage relative to healing done.
Fiziver didn't see much use and I grew to dislike the overall damage mods. I think this is more interesting anyways since you have to play with chemtemp, something that adds a bit more depth to the chem. You may even need to add buffer chems that are cold to retain the high healing thresholds.
Multiver
Multiver is now geared heavily towards toxpurging. It now purges non-toxins less and stops purging medicines completely while you have at least 5 unique meds (including multiver) in you.
Multiver no longer self purges
Multiver's C2 mechanic is scaled down for each unique medicine (more unique meds makes it less bad for lungs!).
Multiver's toxhealing is lowered to 0.1 per unique medicine.
I wanted multiver to compete with syrinver since it wasn't used often but also not justify an arms race, so I decided to give them unique roles. Multiver is now more oriented for chem-purging while syrin is geared towards pure tox-healing so they should both find themselves in the smart doctor's arsenal.
Syriniver
Lowered the chem-purging for syriniver, with musiver having an even lower purging mechanic. They are also less selective, purging everything (syrin will not purge itself but musiv will).
see multiver
Changelog
cl Toxicby
add: Seiver, a chem favoring radpurging (cold temps) or antitoxin (hot temps) based on temperature (NOTE: NOT ATMOS TEMP)
del: Fiziver is now removed in favore of Seiver. Seiver uses old Fiziver recipe.
balance: Multiver is now geared towards chem-purging, and the unique-med mechanic is more rewarding than just amplifying the effects. Lowered toxin damage.
balance: Syriniver is now geared towards tox-healing. Lowered chem-purging and make it nondiscriminatory barring itself. Musiver has even lower chem-purging and is completely nondiscriminatory.
balance: 2 multiver bottles in the Medivend were replaced with syriniver since they now have more distinct functionalities.
/cl
About The Pull Request
fixes#46572 (I think)
Why It's Good For The Game
Changelog
cl
fix: shades now heal properly upon re-entering a soulstone (previously they would temporarily heal, then take back all the damage next time they were hit)
fix: shades summoned from a soulstone are no longer invincible
/cl
About The Pull Request
fixes#47020#47022
I didn't have a max set for the adjust_blindness proc which allowed it to go below zero which meant if you took eye healing chems it would actually make you blind forever, the issue with the wizard spell blinding you permanently was due to a check to see if duration was less than charge_max for genetic spells which was used for making mutate permanent, but also made the blindness spell permament
Why It's Good For The Game
Being blind forever can suck
Changelog
cl
fix: blindness spell now only blinds you temporarily
fix: drinking carrot juice no longer permanently blinds you
/cl
About The Pull Request
This PR fixes a bug where you could receive positive effects of hearing good music even if you did not hear any actual music due to being deaf, for example.
Fixes#43720
Why It's Good For The Game
Less bugs.
Changelog
cl Arkatos
fix: You will now only receive positive effects of hearing good music if you can actually hear the music.
/cl
Just fixes a few pacifism issues.
Currently you can hurt people by punching them with a mech.
You can also hurt people by throwing them into a wall or into another mob.
Both have been addressed; mechs lacked a check, and throwing mobs lacked a return.
cl Fox McCloud
fix: Fixes being able to mech-punch other mobs, as a pacifist
fix: Fixes being able to hurt people, as a pacifist, by throwing them into a wall or other mob
/cl
About The Pull Request
Does exactly what it says on the tin.
text2ascii accepts text strings with length higher than one character as first arg, so we need to check against that beforehand.
Why It's Good For The Game
Fixing a (likely unreported) mild issue with the game.
Changelog
cl
fix: non-alphanumeric graffiti decals will no longer display as "letter".
/cl
Fixes#45799
This check was added as a workaround for a bug in the lavaland generation code that could cause multiple bubblegums to spawn. Since the bug was fixed in #46457, this check can be removed.
About The Pull Request
Welders didn't actually consume fuel if their attack deleted an object. This was first noticed when welding space vines, in that the welder didn't consume any fuel to do so. Further testing showed that this was the case for any object that gets destroyed on hit, including APCs, Air Alarms, Girders etc.
Problem was that the code for actually consuming fuel after an attack is in the afterattack proc which doesn't actually get called if the target is QDELETED. PR moves that code to the attack proc, along with (regrettably) implementing attack_obj too. This feels hacky and reeks of duplicate code, so if anyone has a better option for how I could implement this fix I'm all ears.
Why It's Good For The Game
Fixes unintentional behavior
Changelog
cl
fix: Welders now consume fuel when they destroy an object
/cl
About The Pull Request
AI swarmers are supposed to go after nearly everything in sight, including turfs, but this behavior is broken; I wouldn't be all surprised if other mobs targeting behavior is also broken.
In an attempt to make bees perform better, ListTargets behavior was changed here: #31250
While it does, supposedly, perform better, it also breaks swarmers---andddd I suspect other mobs, as well, as this effectively means anything that's not a mob or an object (primarily turfs).
Either case, this reverts ListTargets back to what it originally was, restoring intended behavior.
That said, since bees are so problematic, they use the current ListTargets behavior to only search for objects and mobs.
fixes: #46938
Changelog
cl Fox McCloud
fix: Fixes AI swarmers just sitting in their base doing nothing
/cl
About The Pull Request
This PR makes it so that silicon PDA verbs like toggle ringer are given only to a silicons that actually have one, like AI or pAI. This is also consistent with other similiar silicon items, like silicon camera.
Why It's Good For The Game
Less bugs.
Changelog
cl Arkatos
fix: Only silicons with a valid PDA will now get PDA-related verbs.
/cl
* Makes the health analyzer body part damage list into colums, and other small span fixes.
* Typed list magic fix.
* Adds font face.
* Reformat into a html table and also into a list().
About The Pull Request
I moved the Emergency Medical module for the Holodeck behind the safety / emag lock, while also moving up 1218 AD Thunderdome a few slots, so there are less chances of someone miss clicking the first thing that would have been underneath Emergency Medical, the Atmos burn test.
Why It's Good For The Game
To be quite honest, the Emergency Medical Holodeck module is used by those who want to bypass other departments to cure their ailments. If there was a chem dispenser in the module, the holodeck would be able to pretty much replace the entire medical department.
Need surgery? Have a meta-friend perform surgery with no chances of failure because the holodeck provides all of the tools needed, including an operating computer.
Need to cure your common cold? Magic space holodeck has a Pandemic machine.
Need to keep your friend's rotting corpse defibbable? Holodeck has stasis beds.
I believe this particular holodeck module reduces departmental cooperation and reliance, because you have consequence free alternatives to get your harmies fixed. Ghetto surgery, for example, isn't a viable alternative because you don't need to find and use improvised surgical tools when proper tools exist with no strings attached. The abandoned medbay exists and can be used as a backup medical or hub to get back alley procedures done.
"But Synn, I am not an antagonist with access to an Emag to unlock the safety."
Silicon players are able to toggle the Holodeck's safety features, and enable the medical module from there, if the situation is serious enough to require said action when it comes to preventing human harm if they are still on Asimov's laws. A smart move afterwards would be turning the safety back on once the module is already loaded, thus to prevent harm from someone selecting the more... flavorful choices.
"But Synn, I don't want Doctor Jimbo or Roboticist Karen to perform surgery on me. I would rather have Assistant Dave do it because I know them."
Assistants aren't trained surgeons from Centcom, and the solution for bypassing the proper department that already has a surgical setup should be through ghetto alternatives. Considering how medical lately has been moving more towards surgery as the answer to curing most ailments, this should give Doctors more opportunities for work as there would be less people bypassing the system using holograms.
Honestly, if my tiny brain knew how to properly code, a better alternative to locking the emergency medical module would be having the station to be on a code red alert level, but I am not sure how to do that without breaking a lot of eggs.
cl
balance: CentCom has deemed use of the holodeck's emergency medical module unsafe, as it allows for procedures to be carried out by untrained crew members. If emergency medical procedures are needed, do not tamper with the machines and have your station's AI or cyborgs unlock the safeties.
/cl
* adds rads upgrades, improves the formatting a bit
* Hey mapmerge want to work this time?
* alright what about now
* sigh
* alright back to standard
* Recompiles tgui
* Box Station map update hopefully?
* Now for the rest of em
* Unintentionally removed an intercom from donut, fixed
* Allows for players to multitool the kiosk board to change the cost to use.
* Alright lets clarify some booleans
* Correctly uses booleans in JS
* Mapp Diff don't be that way
* Update tgstation.dme
dot dme files are cursed and I have proof
* Adds caps to plastic bottles
* Non-crafted water bottles now spawned closed
* Added warning message for closed bottles, fixed minor bug
* meme
* Makes the warning only show up when doing valid actions with the bottle
* Clumsy people now have a chance to lose the cap
* Fix small bottle's cap when fallen over, bottles now turn upright when opened on the floor
* Add a minor positive moodlet on bottle flip
* Adds a relic lavaland water bottle that always lands upright
* Moves container fill overlay to reagent_containers, changes glass/beaker/waterbottle to glass/waterbottle
* Make actions with closed cap early return
* Minor code cleanup