* sprites and sounds
* The code for the reactor itself
* Update code/modules/power/reactor/rbmk.dm
Co-authored-by: Putnam3145 <putnam3145@gmail.com>
* Update code/modules/power/reactor/rbmk.dm
Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
* Map stuff
* Removes Clamps.
* Matrices separated, this was a mistake on my part.
* Update tgstation.dme
* removal as per putnam's review
* redfines highest available as 1007
* possible soundloop fix? probably not.
* temporary config thing to make engine load
* changes to map template from splurt
* Update code/modules/power/reactor/rbmk.dm
Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
* Update code/modules/power/reactor/rbmk.dm
Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
* actually somehow fixed the runtimes?
* old maps from hyper, not needed..
* Revert "old maps from hyper, not needed.."
This reverts commit 92ccd89952d360206926d8b57e82084994a6a0d6.
* take two on removal
* fixes power output
* Update code/modules/power/reactor/rbmk.dm
Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
* Update code/modules/power/reactor/rbmk.dm
Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
* deals with the double turf
* Revert "temporary config thing to make engine load"
This reverts commit 7f52188d5261cd60024ef36cf7c33df0748d0c79.
* was told to bring it back
* don't need to change these
* next time I'll just copy paste it instead of type it.
* a
* Flexi Seal crate so we can fix the reactor
* set power to 0 so it can be fixed
* nerfs power output
Co-authored-by: Putnam3145 <putnam3145@gmail.com>
Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component