* beginning work on it
* the spell
* invocations and capitalization fix
* defibs n vendors
* case...
* machine frames
* compooters too
* T
* removes on death of mob
* removes on death of mob
* removes on death of mob
* Canisters and hacking
* Canisters and hacking
* inverted key behavior
* potted plants
* potted plants
* couches
* improves glass, visuals and method of saying things
* actual sprites and spellbook downside
* making it work
* food tampering
* new spell method
* kicking
* kicking
* the hungry bag
* the hungry bag
* the hungry bag
* the hungry bag
* the hungry bag
* movables
* more fun with welding tanks
* comms consoles
* request ones too
* markov paper
* better like this
* better like this
* randomised artifact
* starts on by default
* rand not random
* slot machines too
* removing this because if recursive casting is on it's just unfair
* spell cost adjust, microwaves, hydroponics
* door now properly stuck
* envelopes
* attempt at fixing vehicle stuff
* attempt at fixing vehicle stuff
* mirrors
* cash
* ID access random spam sanity
* Better system
* Better system
* doors like this
* doors like this
* better pen stuff
* more stuff
* more stuff
* spoons and forks
* conveyors
* cables
* grenades
* grenades
* grenades now work
* sharts
* singulo
* fix
* mops and janicarts
* mops and janicarts
* dna
* switchtool
* lotto vend
* inherit you git
* i said INHERIT
* arcade
* removing this
* only once please
* ways to do this
* better
* more table fun
Co-authored-by: SECBATON GRIFFON <sage>
* acidible to dissolvable
* compiles and works
* move message to acid_melt proc
* add probability
* fix some alien shitcode
* Update mothership_lab.dm
* Update supplypacks.dm
* commits were messed up, should be good now
* fix hematophage and balance left4zed
* Update hydroponics_reagents.dm
* Update Chemistry-Reagents.dm
* Update Chemistry-Reagents.dm
* Update hydroponics_mutations.dm
* Eneocho changes
* Update hydroponics_mutations.dm
* Update hydroponics_mutations.dm
* Update hydroponics_mutations.dm
* Update hydroponics_mutations.dm
* no more no_react and auto_harvest
* Update hydroponics.dm
* somatoray changes
- all genes included
- replaced particle effects
- put it all in energy weapon special.dm
* somatoray compiles
* somatoray generally works
* Update special.dm
* Reviving this PR
* Reviving this PR
* Reviving this PR
* Cleaning up this part
* Easier way to do it, and all
* No drop?
* .head
* Cleaner systems
* Forgot more specific type
* Better than a define supposedly
* Grammar fix and logic slimdown
Co-authored-by: kanef <kanef9x@protonmail.com>
* Actual icon
* Puddle reformatting
* Basis of smoothcode
* Moving puddle code into a turf reagent system, reformat and overhaul
* Make this act on splashing, for now
* More work on standardising behaviour
* More standardisation, should ideally make spread work nicer
* Some tweaks
* Fixes
* Makes it work in practice, code slimmed down
* More standardising
* Redone calculations
* Fixes infinite reagents
* Puddle scaling with volume
* Presets for mapping
* Actual stuff
* Better way
* Get actual turf
* Blacklisting some of these
* Evaporation rate
* Removing old splash verb, adding reagents to a turf should do this by default now
* Makes these invisible
* Makes this not cleanable, for now
* Standardising this into reagent stuff
* Fixes
* Space clears reagents
* Basic viscosity system
* Adds some rudimentary values
* Space cleaner thng
* Beginning rework of this, removing unused fuel type
* Fuel puddle rework
* Fuel puddle rework
* Find and replace mishap
* Removing from .dme
* Removing unused variable
* Rewriting the preset init ones
* Redoing mapped puddles
* Makes sure these are gone
* Type fix
* New plane and layer
* Makes slip work
* Fix
* Fix
* Puddles can now react to crossing over it
* Proper bracketing
* Puddle values
* Current puddle reference to save on locating
* Nicer smoothing
* Tweaking values
* Water color tweak
* Greatly simplifies wet floor puddles
* Simplified line
* No reason for invisible puddles anymore
* Makes wet/dry vaccuum work with this
* Mop
* Reformatting how reagents are held
* Allows space cleaner to clean some kinds of puddles
* Fixing
* Moving this to simulated level
* Fixes puddles not being made anymore
* Standardised alpha
* Removing this for now
* Fixing chem dupe issue for when this matters
* Server config for behaviour
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adminspawn-only proc call gun
* Can't forget this
* Let there be gunk
* Here too
* Here too
* This is nicer
* Less messy in some cases
* Should be this permission to be consistent
Co-authored-by: kanef <kanef9x@protonmail.com>
* Fix one
* Fix for pinpointer targeting
* Fixing anomaly stuff
* Fixing area in this
* Fix for compiler warning
* Better pinpointer
* Better pinpointer
* Better pinpointer
* Oh it was this
* Proper name
* Fixes typo
* Sanity
* Don't want this
* Disambiguating name for locate objective's sake
Co-authored-by: kanef <kanef9x@protonmail.com>
* Most plastic items are now recyclable, under the label "miscellaneous". Amounts to be balanced, currently same as recipe.
* Mineral tiles can be recycled
* Gold teeth and collection plates can be recycled
* Recycling sorter will now empty out crates and closets before sorting, if possible
* New recycling material category for the sorter, plastic. Many items updated to be considered such.
* derp recycling sorter fixes
* derp what was the point in creating a category otherwise
* just in case
* dorf recycling
* Smithing recycling? It's been a while and I don't remember what I was up to.
* Fix#28612 (You cannot recycle coins into their base metal)
* Blacksmithing recycling nearly done now,
Just some weirdness with tower shields left, plasteel component doesn't transfer materials correctly.
* All sheets with materials defined should actually have a .materials now, so I can grab an alloy sheet and use it's materials to decide what's being transferred instead of trying to guess of it's material type/hoping it has a material type at all. Fixes tower shields not having plasma from plasteel.
There's still a TODO in how materials are transferred to blacksmithing products, and a bug that predates my changes, but I've no idea how to go about either and this whole PR feels unatomic enough as it already is. I just wanted to be able to recycle plastic bags man, not overhaul crafting.
* Sorter will now consider crates it can't open as non-recyclable, since the recycler simply can't deal with those and it wouldn't make sense to create another way to unlock locked crates anyway. No more clogged recycling because of a closed crate.
* Update boomerang materials
Co-authored-by: Jellyveggie <39123109+Jellyveggie@users.noreply.github.com>
* Standardises opposite_dirs and reverse_direction
* Moves this here, makes more sense in this file
* Compile
* Compile test for this
* Fix
* Cuts out now useless proc
* Cuts this down too
* Additional helper
* Better as a define
* Using this macro in practice
Co-authored-by: kanef <kanef9x@protonmail.com>