* QoL and location bugfix
* QoL and bugfixes
* Further fixes
* Name fix
* Text changes
* revert delay
* Same fix for returning
* description update
* New TC generation
* Slight delay for ransom cut, so they can hear the beep
* Give a written guide
* Third item
Alright I'm sold, let's try it
* Forgot to add text changes in line with the new item
* Merge conflict
* In datum
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too
* Makes the source argument come after message, since it is optional
* Removes excess </span>
* Emag bounty computer to show contract connection
* Corrupted text helper
* WIP on corrupted text
* Randomly corrupt text when looking at connect screen
* Barebones accessible Syndicate bounties screen
* Contract barebones and Synd UI work
* Further text changes, antag checks
* Further UI changes, full contract generation with areas/target
* dropoff point checks, and move to uplink item for requesting bounties
* WIP contract uplink item
* Contract uplink and continued contract improvements
* Completed contract uplink, and continued contract work
* Droppod WIP
* Further droppod work
* Mob WIP
* Further mob WIP
* No mob
* Callback for putting in mob
* Further WIP with pod checks
* Better location picking and signal fix
* Further pod changes, WIP of payouts
* Overall finished payment/contract system
* Code cleanup
Revert changes to bounty console
Remove debug messages
* Small refactor
* Add kit with set and randomised items.
* Fix box
* Very minor flavor text for inserting into pod, plus roundend text
* Pod return sound
* Contract uplink slight styling changes
* We don't keep giving telecrystals until they literally can't hold anymore
* Ship them off to ninja base instead
* Nerf bring them dead, but give a nice boost for bring them alive
Overall this is a nerf, so we also throw in an agent card to the bundle
* Ship them back
* Minor text changes and slight TC change
* Always give the black and red variant space suit
* Error sounds
* Dropoff area locator
There's sometimes duplicates, i.e. security office - but only one of them will work. This shows you where to go.
* Small fixes
* Bugfix, further changing of TC
* Ransom wip
* Ransom system
* Few changes
* Properly pay for ransoms and appropriate logic for dropoffs
* Terminal sounds
* Talk on command channel when ransom is given, or if they were too late
* Change to announce system
* Announcements/auto pay ransom
* Proper wait
* Name pods properly
* Don't send blacklisted items
* fix
* Improvements
* Announcements are less huge...
* Not a file...
* Improvement
* Drop them not in a wall
* Halves eye blur and styles payment vend
* No memes allowed
* corpse flower init
* icons
* fixes some bad math
* removes istype helper
* play test changes
* examine text
* .
* found where the conflicts happened
* same
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
cl Tlaltecuhtli
fix: cargo ripley can be actually constructed with what you get from the crate
fix: adds the right crate type to monkey cube and hydroponics refill crates
tweak: readds the bulk wt550 ammo crate
tweak: conveyor belt crate has 15 instead of 6 belts
tweak: adds a laser pointer to the bureaucracy crate
tweak: changes med supply crate to have rng medical things
/cl
single packs are bad when you have an emergency and you use the rockets
* Initial changes
* I need my scratchpad for another PR real quick
* Access and code shuffling
* First pass at small_item markers
* Second pass at small_item markers
I think I did this right...
* Maybe I should save the files I have open
* small pack additions
* Update tgui.js
* Removing some (imo) redunadant packs.
* removing 1911 pack
press F to pay respects
* missed a debug
* reorganization
* bit of cleanup
* removed some leftover disabled code
* That red X is bullshit and you know it
* tweaks the EVA suit crate and miner starter kit crate
🆑
tweak: the eva suit crate now will have 1 space suit and 1 jetpack
tweak: the miner starter kit will be the same as the ones miners can buy
grammar: changed the description of the medical refill crate to rapresent whats inside
/🆑
those crates were dumb and unintersting maybe now someone may buy em
* Update code/modules/cargo/packs.dm
Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>
* e
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
## About The Pull Request
Allows admins to make shit enter the station without pussy supplypods, instead they can just fucking flying in from the heavans
## Why It's Good For The Game
Cus it looks badass as fuck watching mechs just yeet in, also admins can spawn themselves in by literally falling from the sky which is funny
## Changelog
cl MrDoomBringer
admin: Admins can now use the Centcom Podlauncher to launch things without the things looking like they're being sent inside a pod.
/cl
* reeling it in
* Revert "reeling it in"
This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.
* adds the room
* makes the boobs more seeable
* WHAT IS CONSISTENT PROC NAME FORMATTING FUCK FUCK FUCK
* adds fluff sign and fixes map a tiny bit
* small updates
* fuck FUCK YOUR MERGE CONFLICT FUCK
* Mime-related Tweaks
Improves upon the standard beret sprite, aswell as the rest.
Changes the sprite of the french beret to the classic maroon colour, matching the mime's suspenders.
Remove's the mime's pocket protector as it's either rarely used do to the lipstick being nearly useless to mimes, since they spawn with a mask or alternatively, removed.
* Removes the standard beret from the standard costume crate.
Due to the difficulty of interacting with the more complicated atmos content, the only things that toxin scientists and atmospheric technicians tend to focus on is bombs. The goal here is to give them some more productive things to do that encourage them to branch out beyond Tritium production and bomb rushing. Singlecaps, single tank bombs made with oxygen and tritium are also a recent balance concern that this hopefully addresses by adding a thermal energy requirement, which hopefully should make singlecaps either impossible or at least more difficult to construct, but leave normal bombs more or less intact. Also adds some ways for other gases in the mix to influence the BZ production reaction.
I'm looking for feedback on the specific number for values for how many points reactions give. I did my best to figure out some reasonable amounts via math, but I don't know that much about how techwebs are balanced.
cl as334
add: Tritium now needs to be an environment with a sizable thermal mass for full efficiency combustion.
add: Advanced Gas reactions now produce research points.
add: A gas canister with Pluoxium, Noblium, Stimulum, Miasma or BZ inside now produces points when sold via cargo.
/cl
* Tresh
* yes the janitors need more then 1 piece of trash.
* a
a
* b
b
* that's why travis got triggered
* Maybye like this?
* minor spelling error of centcom
* Fixed it hopefully now.
* done my man ExcessiveUseOfCobblestone
🆑 coiax
tweak: Bartenders now gain their ability to "booze slide" from their
beer googles, rather than from a granter book in their backpacks.
/🆑
Less action button clutter, the ability to disable it if required (at
the cost of style), still keeping it possible for non-roundstart bartenders
(provided of course, you have the shades for it), as well as a less
janky way of checking than just looking through someone's action
buttons.
* reeling it in
* Revert "reeling it in"
This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.
* ya dun know
* huhuhuh tiny fan
* Tweak tangentially related formatting
* Update code/modules/cargo/centcom_podlauncher.dm
Co-Authored-By: MrDoomBringer <emmanuelssr@gmail.com>
* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
* Podspawn admin verb, like spawn, but more IC
🆑 coiax
admin: New 'Podspawn' verb, which functions like 'Spawn', except
any atoms movable spawned will be dropped in via a no-damage, no-explosion
Centcom supply pod.
/🆑
Essentially, sometimes you want to spawn stuff in, quickly, in an adhoc manner.
Use of the full Centcom launchbay is fine if you're doing a full blown drop or event
or want some customisation, but sometimes you want a quick supply pod.
The admin smite "Supply Pod (Quick)" has been used for this purpose, but it has a side
effect of setting people on fire and damaging them, which isn't what you want
if it's just for spawning stuff in.
* Adds option to Game Panel->Create Object
* Code review I
* Choice beacon explosion changes
🆑 coiax
del: Choice beacons (such as the one the curator, chaplain and people
with the Musican trait have access to) will no longer have pods that
have minor explosive effects.
add: Emagging a choice beacon will cause the pod to be supplied by the
Syndicate, providing the same items, but with a highly explosive
landing.
/🆑
Choice beacons are supposed to be just methods of spawning in a choice
of items, rather than weapons. I've seen traitors use the choice beacon
as a free way of instantly detonating a syndicate bomb they just
deployed, which is cute, but is probably just too powerful for a free
item.
The mild fire/knockback explosion from a choice beacon currently is
enough to set people on fire, burn up items, and throw items around in
your workplace. The focus should be on the items you get, not on the
destructive effects of their delivery.
* Removes emagging
cl MrDoomBringer
admin: The Centcom Pod Launcher has been reorganized, making it easier to navigate at the expense of compact-ness.
/cl
Each button in the podlauncher verb had a tooltip explaining what it did, however these would get in the way of selecting things, which made life a pain. This pushes all the buttons to the right, so the tooltips should now stay out of the way of selecting buttons.