* Minor underwear fixes and tweaks.
* Allows ghost mentors to orbit around the target instead of changing their view to the mob's.
* Ports some hud and update_icon code updates.
* contamination nerf
* Fix
* Stops humanoids whose skin_tone variable is set to "albino" from showing up as pale when examined should their species not use skintones anyway.
* Hello darkness my old friend.
* Ports "Refactors can_see_reagents"
* F
* MKUltra made double opt-in
* ROBUST OPTING MECHANICS
* Adds a hacky framework for digitigrade polyclothes
also adds a digitigrade state for polychromic shorts
* also adds aphrodisiacs, slaps, all hypno as prefs
* errors
* Modernizes Polychromic Uniform Code
No more modular_citadel, but the neck polychrome crap needs more work in another PR
* oh god please don't mess up
* git y u do dis
;-;
* Revert "Makes HE pipes realistically radiate away heat"
* more coat stuff yes yes
* woops
* Wew
* Steos are bad
* new wings and fluff
* Forgot a sprite
* another one
* I swear I had this in here orginally.
* Fixes mistake in less commit.
* reattaches missing antenna
* Effectively removes the long unrequired roboticist encryption key.
* updates ratvar coat
* magazine metal cost tweaks, speedloader in AIB
* the very shitty idea: "muh speedloader"
* Updating dynamic config, some balancing
* Automatic changelog generation for PR #10282 [ci skip]
* unfucks short hair 80s so the left facing sprite doesnt make you look like a crackhead
* Automatic changelog generation for PR #10266 [ci skip]
* ah, the wonders of atomization
* [s] fixes a little door assembly glass dupe exploit
* Update BoxStation.dmm
* Update pai_defense.dm
* fixes bad sprite states
* Automatic changelog generation for PR #10242 [ci skip]
* Automatic changelog generation for PR #10237 [ci skip]
* Added a ghost role with its own spawner for the purposes of chillling in the ninja holding facility.
* holy shit i hope this compiles
* e
* yee
* Automatic changelog generation for PR #10128 [ci skip]
* Nope, it didn't compile, Harold.
* Automatic changelog generation for PR #10283 [ci skip]
* Automatic changelog generation for PR #10281 [ci skip]
* Automatic changelog generation for PR #10250 [ci skip]
* Applied suggestions and minor tweaks.
* f
* yeah fair enough
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Update engine_goggles.dm
* changes
* Automatic changelog generation for PR #10264 [ci skip]
* Automatic changelog generation for PR #10298 [ci skip]
* Good idea, tbh.
* Small touch-up.
* Nerfs armor and antistun
* Automatic changelog generation for PR #10296 [ci skip]
* let the adminbus commence
* sprites
* clothing add
* fix
* vending
* loadout
* FIXEdD
* Automatic changelog generation for PR #10265 [ci skip]
* Automatic changelog generation for PR #10289 [ci skip]
* Automatic changelog generation for PR #10268 [ci skip]
* Update CentCom.dmm
* ehh fine but why would you use this proc for that
* Update language_holder.dm
* Automatic changelog generation for PR #10315 [ci skip]
* cocooooonuuuuuuts
* excludes certain ghost roles from being affected by health events
* fixes the thing
* probably fixes pandoras attacking their owners
* Update stamina.dm
* Update sprint.dm
* Update food_reagents.dm
* Automatic changelog generation for PR #10322 [ci skip]
* does the fix?
* What about this?
* Wait no its actually the other way around.
* weh
* Automatic changelog generation for PR #10297 [ci skip]
* Automatic changelog generation for PR #10299 [ci skip]
* more weh.
* even more weh.
* all of the weh.
* ah
* Automatic changelog generation for PR #10217 [ci skip]
* maybe fixes?
* Don't use named arguments on new, please.
* Made a line use the dang macro
* Made sure ghost cafe visitors don't get midround antags
* Automatic changelog generation for PR #10328 [ci skip]
* Physiology so species changes dont fuck it up
* Whoops
* Aarggghh small fucking differences
* Makes ass slap attempts fail more loudly on opted-out mobs
* Automatic changelog generation for PR #10318 [ci skip]
* Automatic changelog generation for PR #10091 [ci skip]
* Update borghydro.dm
* Update grass_carpet.dm
* Ports reflector blobs
Ports reflectors from /TG/
* mouth
* Fixes UI for poly collars
AltClick for collars was seemingly forgotten so I've added it back
* auto ooc
* roundend too
* hnnnnnng code improvements
* marshmallow
* telescopic IVs
* tiny fix
* Automatic changelog generation for PR #10324 [ci skip]
* Automatic changelog generation for PR #10323 [ci skip]
* Update code/modules/hydroponics/grown/grass_carpet.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* got it
* Update engine_goggles.dm
* [s] Fixes ghost anti-ghostrole timers a little.
* chestbursters deleting brains fix.
* Wait a minute...
* ...which var are you?
* Update belt.dm
* tiny fixes
* makes it a trait
* few fixes
* wow divide by 0 very cool
* Automatic changelog generation for PR #10095 [ci skip]
* Automatic changelog generation for PR #10312 [ci skip]
* Automatic changelog generation for PR #10243 [ci skip]
* Automatic changelog generation for PR #10336 [ci skip]
* Automatic changelog generation for PR #10335 [ci skip]
* Automatic changelog generation for PR #10334 [ci skip]
* Automatic changelog generation for PR #10239 [ci skip]
* Automatic changelog generation for PR #10168 [ci skip]
* Automatic changelog generation for PR #10331 [ci skip]
* Automatic changelog generation for PR #10320 [ci skip]
* Maybe he means this?
* CE Locker Exodus: The Removaling
Removes junk from the CE locker.
Adds empty engineering lockers.
I don't know how to do this as a child and not have populate contents fill the child.
* ok
* Automatic changelog generation for PR #10348 [ci skip]
* Automatic changelog generation for PR #10333 [ci skip]
* changelog.html
* desc
* hnnnng
* weh
* did this actually change anything
* Automatic changelog generation for PR #10337 [ci skip]
* yee.
* yee2.
* Automatic changelog generation for PR #10339 [ci skip]
* Ghommies fixes
* Automatic changelog generation for PR #10306 [ci skip]
* amazing.
* Automatic changelog generation for PR #10357 [ci skip]
* Automatic changelog generation for PR #10301 [ci skip]
* Update chem_master.dm
* Automatic changelog generation for PR #10123 [ci skip]
* Automatic changelog generation for PR #10165 [ci skip]
* Automatic changelog generation for PR #10338 [ci skip]
* Automatic changelog generation for PR #10344 [ci skip]
* Oh god oh fuck
* Update code/modules/hydroponics/seeds.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Update code/modules/hydroponics/seeds.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Update code/modules/hydroponics/gene_modder.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Update telescopic_iv.dm
* Automatic changelog generation for PR #10364 [ci skip]
* afwafwadjiwao
* Automatic changelog generation for PR #10365 [ci skip]
* Automatic changelog generation for PR #10319 [ci skip]
* Automatic changelog generation for PR #10345 [ci skip]
* Automatic changelog generation for PR #10362 [ci skip]
* Automatic changelog generation for PR #10309 [ci skip]
* Makes lockers into subtypes
Adds new lockers cleanly at the bottom instead and as subtypes.
* dab
* dab 2x
* Automatic changelog generation for PR #10349 [ci skip]
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Putnam3145 <putnam3145@gmail.com>
Co-authored-by: Michiyamenotehifunana <31995558+Michiyamenotehifunana@users.noreply.github.com>
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
Co-authored-by: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
Co-authored-by: Detective-Google <48196179+Detective-Google@users.noreply.github.com>
Co-authored-by: LetterJay <9606363+LetterJay@users.noreply.github.com>
Co-authored-by: Lin <linzolle@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: kappa-sama <44128284+kappa-sama@users.noreply.github.com>
Co-authored-by: Arturlang <arturpaavooskari.lang@gmail.com>
Co-authored-by: loginsandylogout <nintendofan356@gmail.com>
Co-authored-by: BlackMajor <henrydyer6@hotmail.com>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: nik707 <38332985+nik707@users.noreply.github.com>
About The Pull Request & Why
Dissection (Prev Experimental Dissection) Is Now Roundstart
Goal:give medbay a task they can do outside of normal healing on the off chance they're overstaffed and/or are in need of work.
Dissection (Prev Experimental Dissection) Is Now Tiered
Goal: I'm still not seeing competition in the medical tree that I'd like to see. Now that science benefits from going to this tree, I expect it to be a prominent if not the main pick.
Goal: Provide Medical bargaining power with Science. Want you cool gear bros? Better indulge us a bit if you want us to farm corpses.
NOTE: You will NOT be punished for doing low tiered surgeries then unlocking further tiers. It adjusts your rewards depending on if the body has been experimented on before and gives you the difference, it will not block you from doing the surgery entirely.
Repeatability
Goal: Make it less balanced around the all/nothing mechanic and more with rewarding constantly running the surgery.
Failing the surgery will give you a pity amount (1%, something slightly more than none in grand scheme) but more importantly will NOT add the trait that disables you from using that body for the surgery again.
Silicons can now perform dissection
Since It's not All/Nothing I decided to allow silicons to be able to help out. This is the first (and only) surgery that they can potentially fail.
Nerfs (yikes!)
Needed to nerf it to compensate for the fact that it was now roundstart. The hardest one was pointgain. I decided to mega nerf it so tiered would be desired. This was also a result in the shift of balance off the RNG and more on the repeatability.
Dissection Can Now Be Performed on ANY LIVING MOB
Goal: Cooperation between Mining (returning Mobs) and Medbay (turning these mobs into points)
The foundation is really lacking imo since I didn't want to dance around with numbers in this PR. Currently all mobs that aren't human and aren't explicitly listed in check_value are 300 points per surgery.
I hope you guys can add more mobs to the pool with better rewards (imagine dissecting the dragon for science!)
Dissection Surgery Minor Edits
Step Configuration Edit
Needed to change just for repeatability in the dissect step (didn't like the end step being the proceeding step).
I replaced the incision step with a post-dissection clamp step to keep the theme of scalpel > hemo (dissection uses scalpel)
Implement Changes / Probability Effects
Rewards using the researched tools (further integrates medsci coop), lowers standard gear to appropriately balance higher tiers.
MISC
Prices are Define Bound
Everything is relative to a single number via calculating off a define instead of independent values. Balance discussion shifts from "Is X number fair" to a more tangible "Is this mob worth X times the amount of a normal human". If everything is strong/low we can just edit a single number!
Let me know if there's any undoc'd changes!
Changelog
cl Cobby x Medbay
balance: (Experimental) Dissection is now roundstart.
balance: (Experimental) Dissection is now tiered and give higher point outputs than their predecessors.
add: All living mobs with corpses can be dissected.
code: Attention, all ss13 gamers! I need YOUR help adding mobs to the pool so they don't get the lame 60% of normal human pricing! You can dissect DRAGONS FOR CRY IT OUT LOUD!
balance: You are NOT punished for doing the lower tier surgeries then unlocking higher ones!
add: Borgs can perform dissection but they are not 100% successful.
tweak: Shifts balance of dissection surgery towards spammability vs. rng mechanic.
balance: All point rewards are severely nerfed to promote doing this multiple times (since it's now available from the getgo).
tweak: If you fail the dissection step, you get a pity reward (1% credits) and can repeat the step until you successfully dissect the being.
tweak: Lowered probabilty of success on default tools, increased probability for researched tools.
tweak: removed 2nd incision step, added clamp step post dissection (repeatability purposes).
/cl