* 2 Singularities in the world at once have a 10% chance to link
* Sanity
* Sanity
* One important line
* Better selection method
* A white hole?
* A white hole?
* Requested name change
* Requested name change
* Fullstops
* Other.desc
* Sanity
* Changes method
* Fixes
* One line
* This counts too
* Make them act no matter what
* Crystal nerf
* Bracket
* Tweaks odds, does both ways
* While loop stuff, better way maybe
* Possible sanity
* Final stuff
Co-authored-by: kanef <kanef9x@protonmail.com>
* Aminoblatella
* Aminoblatella and its reactions
Also relocated synthparrot to be under aminomicin.
* Aminoblatella define
* tweaked values
* removing duplicate code as requested
tested
* Update Chemistry-Recipes.dm
* pushing whatever shit I had here before deleting this from my computer
* also this i guess
* Implements laser pointing + QoL + put it in lockers
Co-authored-by: zth <artii.ftw@hotmail.com>
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Bugfixes and general object kicking.
* .
* fix kicking
* .
* .
* Kicking small items around.
* Throwing something at an object to break the latter.
* Fix storage inconsistencies.
* Nicer kick damage calculation.
* You don't need teeth to bite properly with a beak.
* Items can take damage landing in disposals.
* Undo that.. there's bug potential.
* silicons get pwned less by tackles
making a silicon horizontal is now a 33% chance from 100
they will also upright themselves after a tackle
* horizontal borg changes
borgs now won't upright themselves after being flashed and tipped over
self uprighting(after being tackled) takes 30 seconds
the cover flying open when tipped increased from 2% to 25% chance
* crab uprighting
horizontal crabs now get uprighted instead of headpatted
* silicons get fucked by tackles a bit less
* revert balance changes
* reverts the changes for real
* borg tackling knockdown
should take the proper amount of time to upright now
* Map element area loading fixes
* Map element area loading fixes
* Map element area loading fixes
* Map element area loading fixes
* Retooling it as this
Co-authored-by: kanef <kanef9x@protonmail.com>
* Cargo crate forwarding
* Makes forwarding screen show up
* Crate info, new manifest handling, stamp checking, other stuff
* Station name thing fix
* Time limit system
* Server config to allow this on roundstart
* Centcomm order ones now
* Fixing display
* Makes stacks nicer
* Better sanity checks, will still need to tweak how stacks work and test them more
* Some better crate access for centcomm orders
* Some example misc orders not from either
* Small time limit adjustment
* Basic time left tracker, might improve
* Bones of weighing
* Put this after weighing them maybe, easier
* Wrong one
* Icon for weigher
* Beginning item itself
* Full functionality of item
* Adding the machine to forwardings
* Layer tweak
* User feedback, paper insertion fix
* Fixed time formatting
* Stamping and weighing feedback for checking if done
* Better reason system, failure feedback on what crate too
* Last reason
* Makes names check for duplicates in players too
* Final fix, makes enable/disable button display right on supply console
* Weights the centcomm variant forwards properly, also balances number of crates sent to people in cargo staff
* Random mob cage order
* Mob needed for check too
* Better to do it like this
* Multiplier based on cargo account funds
* Proper accounts sent money to
* Better transaction details
* Forwarding cooldown
* Centcomm request persistence, makes them come back in future rounds as cargo forwards
* Forwards too
* Better name system
* Much better system that won't send out the same previous order twice, and will persist from more than one round
* Extra check
* Another check
* Another check
* Another check
* Better path checking
* Better logging and some fixes
* Allows random mob crate to go back, fixes per unit crates sent back runtiming
* Makes crate weigher more constructable
* Adds weighers to map instead
* Better distribution code
* Preserves the subtype for supply pack and centcomm orders for more accuracy of persistence
* Text2path
* Much nicer formatting of persistence
* Cleans up request persistence too
* Forward amount override for debugging, example config stuff
* More specific crate denial reason
* Makes new persistence actually work, tested
* Forgot this
* Optimising this into one persistence task
* Even more
* Even more
* Gives indices names for even less rigid access
* Less immulsion shattering
* More specific denial
* Should fix cart crates
* Fix
* Current hotfix solution pending tidier one
* Taking this out of the loop, had no reason to be in there
* Better debug log on cooldown formatting
* Some fixes
* New refactored system without hotfix
* Also deletes these
* Everything should work now
* Moving these into supply shuttle
* Keeps these for persistence
* Makes persistence work again, thins it down with probability
* Makes names work here too
* Some name fixes
* Scoreboard
* Number fix
* Round score deduction for failed forwards
* Logs this
* Adding part quality stuff
* Fix
* Updates to new scoreboard format
* Extra checks building system for more realistic centcomm orders
* Doing a few more of these
* Fix
* All sci orders built
* DNA injectors
* Virus stuff, all extra check builds done
* Fixes
* Reformat for info consistency
* Making artifacts built to extra checks, real last one
* GNA symptom disk, real real last one
* Condition fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* Allows monkey recyclers to recycle all non-sapient animals
* Better grammar, plus prevents silicons from being recycled easily
* Better system
* Body archives of sapient mobs
* Transferring mind
* Sanity
* Fix
* Less ambiguous cube name
Co-authored-by: kanef <kanef9x@protonmail.com>