Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
Allows map configs to set how many ruin levels (def. 7) and how many empty levels (def. 1) that will be created. Most useful for landlocked stations, event/one-off stations with unusual composition, or testing situations such as RuntimeStation.
* ERP, miscreants, clothing
* github pls
* guns, dogborg, areas, vendor
* finishes moving around the last of the stuffs
* cleaned up shit. italics on subtle messages
vore code to modular_citadel too
* updates codeowners and recompiles tgui
because it's a healthy thing to do
* reee, I had that spawner set byond
* cleans up a bad pipe
does the thing I've been meaning to do for a while now as well.
* bumps up xenobio console requirements
inb4 reee
* snowflake commenting
* Allows admins to spawn mob-like objects for shenanigans (#36153)
This is basically extracting the functionality of the animation spell into an admin verb.
Please excuse the browser.dm code, this is more of a stepping stone towards the more complicated popup needed for custom ERTs.
cl Naksu
admin: Admins can now easily spawn mobs that look like objects. Googly eyes optional!
/cl
* Allows admins to spawn mob-like objects for shenanigans
* Vore 2.0
Initial commit
* double checked porting
* Fixes compile issues
* converts Ash Drake bellies to new system
digs out lingering datum/belly stuff too
* Let's just work on this later
* System operational
* Update preferences.dm
* Initial commit
* most of the work down
itfinallycompiled
* tweaks
* ree
* fixes bad attempt at mode switching
* slight sprite tweak to give vials better clickability.
* can I has real review now pls thx Bhijn
* pre-emptively avoiding a troll 'review'
* WEH
* trying to code new functions is dumb
* reeeeee
put_in_hand doesn't exist apparently
and the shitty thing wants me to select mobs, not modes?
* ya lemmie just, rewrite everything
* fixes adaptation issues and sprites. Loading/unloading works
Now just to figure out reagent transfer_to code. aaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAA
* HAHAHA YES
* Fully working with sounds and all.
* remove a testy boi
* Allows the auxbase camera console to place airlocks on fans (#35975)
* - Allows the aux base rcd to commit the same atrocities as the regular rcd
- Rids us of another value that does nothing
* first and only webeditor commit
* Allows the auxbase camera console to place airlocks on fans
* Adjusts fire priorities of flightpacks, research, networks, and fields. (#36129)
* Fire priorities
* research lower not higher
* Don't need to keep timing if it's automatically compensating for missed ticks.
* Spelling
* spelling
* Adjusts fire priorities of flightpacks, research, networks, and fields.
* Merge pull request #36128 from AutomaticFrenzy/patch/brainmech
Fix brains in MMIs being unable to pilot mechs
* Fix brains in MMIs being unable to pilot mechs
* Removes MediHound's Noncon Vore
MediHound once again respects vore preferences, as intended.
To make up for this, they now receive a unique cyborg hypospray with fewer reagents, increased energy costs, and no ability to upgrade.
* Moves Preference Check to New Sleeper-Specific Variable, Buffs Hypo
Rather than using target.devourable, MediHounds now check for a new target.sleeperable preference, which defaults to TRUE.
Also, removed the custom HoundHypo. MediHounds will now get the full borg hypospray.
* Removes unnecessary 5th port code
* Breaks the patch for Bhijn's viewing pleasure
DNM etc
* Still not fixed
* Fixes it again.
MediHound sleeper preference is now a game preference toggle, rather than a vore panel toggle.
MediHounds will not be able to ingest SSD or catatonic players.