cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl
Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.
Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl
Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.
They have the following specifications:
They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
They do burn punch damage instead of blunt.
They are weaker to blunt; especially when low on charge
They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl
Flavor aside, the detective's revolver is little more than a weak Stechkin. I figured that some ammo variety might make it more fun to use:
TRAC: Only deals 10 damage, but implants a tracking implant once it hits someone. Security can then track the perp with a bluespace locator. It will delete itself after 5 minutes and doesn't work as a teleport beacon.
Hot Shot: 20 damage and hits the target with 6 fire stacks.
Iceblox: 20 damage, lowers the target's body temp similar to the temp gun.
Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
cl Denton
tweak: Most upgradeable machines now show their upgrade status when examined while standing right next to them.
tweak: Added examine messages to teleporter stations that hint at their multitool/wirecutter interactions.
tweak: Renamed teleporter stations from station to teleporter station.
code: Changed the teleporter hub accurate var to accuracy; the old name misled people into thinking that it was a boolean.
/cl
Machines don't really give players feedback about upgrades, aside from machines like the cloner where new functions are unlocked. I'm adding examine descriptions that should help with this:
* Hello again, friend of a friend
* Grammar and consistency are for people who got enough sleep last night.
* ShizCalev, we meet again. For the last time.
* Old code. Tastes like trait recognition.
* Fel is so good at coding she doesn't even need to compile, she thought.
* Who needed the ability to agree, anyway?
* `return` of the jedi
* Revert "`return` of the jedi"
This reverts commit 97f192725af1c5b267cd0ba42d48fac5bbd86afa.
* github doesnt like special character commits
* Really tacky glasses are now tackier
Was checking against the wrong data.
cl ShizCalev
fix: Nanite chamber interfaces will no longer give you the option to install a program if there isn't one on the inserted data disk.
/cl
cl
tweak: borg upgrades price changes
tweak: mediborg chemical upgrades have been unified
/cl
changes:
borg rename: 35k metal -> 5k metal : fluff module
restart module: 60k metal ->20k metal : people just reconstruct the borg for free instead of resetting
vtec: 80k metal 6k glass 5k uranium -> 35k metal 12k 10k uranium: costs more uranium than metal 80k is like a whole fucking borg
disabler: 80k metal 500 diamond -> 20k metal 2k diamond : costs more diamonds instead of a whole borg of metal
soh: 250 gold 500 uranium -> 2k gold 1k uranium : those costs were not coherent with the rest
piercing syringe: 10k titanium 5k diamond -> 5k titanium 3k diamond : was really expensive for something thats pretty much useless unless you are traitor
defib: 15k metal 15k glass 10k silver 10k gold 5k titanium 5k diamond -> 8k metal 5k glass 4k silver 3k gold : that cost was shit for something you need to have if you dont want to be drags-the-bodies-to-cloning the lizard borg, also it reflects more the price of printing a defib
surgical processor : halfed prices, its a meh module just there for asimov abuse
trash bag : 10k metal 1.5k gold 250 uranum 1.5k plasma -> 2k gold 1k uranium: this pricing was pretty much random numbers put togheter, now its similar to the cost of a normal trashbag
mop: 10k metal 200 glass (????) 1k titanium -> 2k metal 2k glass : why the fuck does a mop cost titanium? now its similar to the cost of a normal mop
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.