Commit Graph

8227 Commits

Author SHA1 Message Date
DeityLink
36a62a5dc1 Driving the Adminbus now requires +R_PERMISSIONS 2014-11-29 05:12:51 +01:00
DeityLink
8a1e789449 fixing jukebox fuckup 2014-11-27 16:40:09 +01:00
DeityLink
cc9bb88edd EOL 2014-11-27 13:59:41 +01:00
DeityLink
2b88b0ad49 Adminbus fixing final part: goodbye Isolated 2014-11-27 13:41:30 +01:00
DeityLink
446186c41a ackkk 2014-11-27 06:53:26 +01:00
DeityLink
cbfd4ec08a solving conflict 2014-11-27 06:47:56 +01:00
d3athrow
56ba91f35f Merge pull request #1986 from VelardAmakar/supersingulo
Various Supersingulo tweaks and fixes.
2014-11-26 22:21:01 -06:00
VelardAmakar
a6967d8312 Various Supersingulo tweaks and fixes.
Prevents S-Singulo from being blown up, acquiring supermatter properties as a result of gaining loads of power, turning into a Size 9 Singularity due to power loss, and cleans up a few bits that were overlooked, like color macros.
2014-11-26 22:36:40 -05:00
d3athrow
7c6c11938f Merge pull request #1930 from dylanstrategie/Rad-Collectors
Make Radiation Collectors harder to upkeep and less productive
2014-11-26 16:15:01 -06:00
Chris
f38b0b5e69 Remind security borgs to not be shit 2014-11-25 17:50:24 -06:00
DeityLink
8911b1bf1b Adminbus fixing part 8 2014-11-25 07:03:28 +01:00
DeityLink
3188ffa05d oh who am I kidding 2014-11-25 06:48:55 +01:00
DeityLink
8011f03fa3 Adminbus fixing part 7 2014-11-25 06:01:30 +01:00
DeityLink
6e07c4e1c8 aaaahgoddamnit 2014-11-25 04:54:20 +01:00
DeityLink
636236f6cf Adminbus fixing part 6 2014-11-25 04:52:44 +01:00
DeityLink
ff329a29ee Merge remote-tracking branch 'origin/Bleeding-Edge' into adminbus-final 2014-11-25 04:03:35 +01:00
Chris
efaebfe1db fug 2014-11-23 12:11:38 -06:00
Chris
2797fa88f6 Fix travis. 2014-11-23 12:08:19 -06:00
Chris
7e8026d4f0 Make project mind check human and psy block status. merged the check into a new proc called can_mind_interact(mob) 2014-11-23 12:06:09 -06:00
Chris
fb194e52e4 For some reason we were looping through the entire world to find runes in many situations. Added a global list for runes that are added to on creation, and removed upon destruction. 2014-11-23 11:54:35 -06:00
DeityLink
f5d825fec2 Adminbus fixing part 3 2014-11-23 18:31:22 +01:00
DeityLink
db901f9336 fixing more conflicts 2014-11-23 17:37:50 +01:00
DeityLink
76b66de477 Adminbus fixing part 2 2014-11-23 17:31:50 +01:00
d3athrow
2198dcbb91 Merge pull request #1950 from VelardAmakar/Bleeding-Edge
Super Gravitational Singularity
2014-11-23 10:17:37 -06:00
d3athrow
2765942b9e Merge pull request #1949 from N3X15/patch-1
Purty Supermatter Lighting
2014-11-23 10:17:23 -06:00
eswordthecat
c7e51a0adb system_integrity from bay. 2014-11-23 19:08:36 -08:00
DeityLink
8134f72199 WHO TOUCHED GUN.DMI? 2014-11-23 16:27:54 +01:00
DeityLink
5684a34a6c Adminbus fixing part 1 2014-11-23 16:19:23 +01:00
Michael H.
5482215352 Fixes name/desc and check_turfs_in() issues
There we go.
2014-11-22 17:31:40 -05:00
Michael H.
0e489a974a fixed ternary conditional
i swear to god i actually am retarded
2014-11-22 16:45:28 -05:00
Michael H.
e8f1d22dc0 unfuck my syntax error
I FORGOT TO ADD A "
2014-11-22 16:36:26 -05:00
Michael H.
d4ba0ed983 Fixed oversight in expand() & tweaks things.
Fixes removal of Size 7, flavor text a little better, and upgrades other events.
2014-11-22 16:30:11 -05:00
dylanstrategie
0c2754698b Reduce multiplier on request
New damage benchmarks : 100k to 50-60, at 300k to 66-84 and at 1M to
100-125
2014-11-22 18:35:47 +01:00
ComicIronic
85939755fc General gun bugfixing.
Assault rifle icons now work properly.
Energy guns no longer spawn cells when they're destroyed.
Fixed a runtime with something trying to call .has_gravity on a null area.
2014-11-22 16:06:12 +00:00
VelardAmakar
77bcc16c1a Adds the Super Gravitational Singularity, a special final form that is achieved when the singularity consumes supermatter.
Has a far large pull range, and emits SM waves that instantly vaporize nearby mobs. (Second attempt after merge errors.)
2014-11-22 03:26:32 -05:00
Rob Nelson
c262bae7f0 Purty Supermatter Lighting
Looks so nice~
2014-11-21 22:34:20 -08:00
d3athrow
2b6977e12c Merge pull request #1900 from ComicIronic/MechanicPort
[WIP] Changing the balance designs of mechanic.
2014-11-21 13:14:26 -06:00
dylanstrategie
5ecaccbca1 Change how shock damage is calculated
After a fair amount of hair pulling, seeing how Dreammaker is unable to
use any function more complex than square roots and powers, I've used
the following formula

Damage = round(power^(1/3)*(rand(15,20)/10))

Changelog was also fixed and the snowflake exception for the power glove
was removed. If the grid contains dozens of DeLoreans, your target is
going to get it big time
2014-11-21 11:55:37 +01:00
DeityLink
b70d458c52 Merge remote-tracking branch 'origin/Bleeding-Edge' into adminbus-final 2014-11-21 07:19:53 +01:00
DeityLink
7890a3f08b Adminbus part 6 2014-11-21 01:42:55 +01:00
Chris
293c1a57f4 fix build 2014-11-19 11:59:24 -06:00
Chris
5a5fc77c10 component energy consumption tweaks. 2014-11-19 11:46:22 -06:00
Chris
c391dfb2d2 Fix MoMMI hats. 2014-11-19 11:43:24 -06:00
Chris
816b399e99 Drop hotkey works for sillycons now. 2014-11-19 11:04:01 -06:00
dylanstrategie
a1282808d8 Old system with tweaked values 2014-11-19 18:01:42 +01:00
dylanstrategie
a9ee7d2ad9 Revert "Modify shock damage in a single manner"
This reverts commit 8731b3636f.
2014-11-19 17:54:47 +01:00
dylanstrategie
8731b3636f Modify shock damage in a single manner
- Power gloves cap is now at 1 million watts. Zing
- Shock damage formula is power/rand(4000, 6000) capped to 500, reached
in average at 2.5 million watts. Note to self : Nerf Supermatter Engine
which can still reach 3 million watts
- Sample shock damages : 50000 = 10, 100000 = 20, 500000 = 100. This is
a very simplistic damage calculation but it works
2014-11-19 17:52:36 +01:00
Chris
890b897f5f Refactor emotes to use defines instead of magic numbers for the message type.
VISIBLE and HEARABLE
2014-11-19 10:41:53 -06:00
d3athrow
72ddb2902c Merge pull request #1926 from VelardAmakar/Bleeding-Edge
MoMMI Bugfix and pull logging
2014-11-19 10:21:30 -06:00
dylanstrategie
fd85b079c1 Make Radiation Collectors harder to upkeep and less productive
- Renamed drainratio to drain_ratio. Mostly a type case thing, also
forced me to modify the admin verb debug code
- Radiation collectors now drain five times as fast. Still more
practical than the AME, but every now and then someone will have to haul
their lazy fucking ass to the Engine to refill the plasma tanks. If you
want constant power, use the Solars
- Radiation collectors produce TEN times less power. A fully set
Singularity Engine used to produce 3 million W, will now produce 300 000
W.  Supermatter Engine goes from 30 million W to 3 million W. Grid power
weight is usually 25 000 W, so it sure as hell should be enough to power
everything and top the SMES

This effectively means three things :

- Engineers now have to check five times as often on the radiation
collectors. Since those currently drain in a lucridiously long time,
this doesn't really ruin everything.
- You'll now have to try really hard to make electric shocks lethal if
the Engine is wired to the grid. The Supermatter Engine should still
output enough and the Singularity Engine might yield a crit, but no more
instant kills unless someone goes overboard with the plasma tanks
- Scrubbing the plasma tanks, then cooling the plasma canister before
using it is a pretty smart way to make tanks last longer and produce
more. ATMOSPHERICS!
2014-11-19 12:14:09 +01:00