cl Floyd / Qustinnus
add: New scientist traitor item: Australian Slime Mutator / Spider Injector, use it on a gold slime extract to create 3 neutral broodmother spiders, make them sentient and start your own hive.
/cl
'ello mates, Me and my syndicate expedition team have recently returned from my journey to the Australicus sector and crikey the spiders are big there. Fucking the size of a bear. Luckily one of my fellow expeditioners managed to knock one of the fuckers out with a boomerang and we took 'er to our labs. We managed to extract some of their extract which is known to create tame offspring when injected into a gold slime core.
However, if you give it sentience and tell it to do whatever you want, maybe you can use it for a useful purpose?
10 TC item, lets you inject a gold-slime core for some midwife/broodmother spiders that can help you start a spider army. Price can be raised if people think 10 is too little. It spawns 3 instead of 1 to keep consistent, but it can be lowered to 1 spider.
* 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
I had these on previous fix branch but seems i forgot to push whoops.
Fixes#44520
cl
add: Recipe for fabled secret sauce can now be found in the deepest reaches of space.
/cl
Changelog because i forgot one when i actually added the feature.
About The Pull Request
Adds a rake (reskinned cultivator) and a wooden hatchet to the ashwalker base. Replaces their bucket with a wooden bucket.
Added crafting recipes for the rake and wooden bucket.
Why It's Good For The Game
It looks more flavourful (inb4 where did they get the wood from) and adds a bit of functionality to unused content (i.e. ashwalker farming).
Changelog
cl
add: Added wooden farming implements to the ashwalker base.
add: Makes rakes and wooden buckets craftable.
/cl
About The Pull Request
Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit
changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60
bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game
Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.
The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.
The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog
cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
Generates parametrized randomized recipe and resets them every x days.
One example reaction added, with recipe available in space ruin (or through experimentation of course).
There's a few obvious improvements to the randomization system but i feel this is good enough to start some discussion. Still need to decide how far should conflict resolution go.
About The Pull Request
Reagents' TOUCH reactions are very stupid game design wise and do not account impermeability by default unlike VAPOR, yet both are pretty much interchangeably used.
But not going to fix it today and debate how features and gameplay mechanics branched off this crooked fallacy should be adjusted. So forgive me for lines 134 and 135.
Nevertheless this should stop splashed frying oil from bypassing bio impermeability and thus every sort of protection. Plus message spam reduction.
Also slighty raised the damage cap of sizzling cooking oil to partially counter the mild bio protection gained from the average crewmember's attire.
Why It's Good For The Game
I have used the pneumatic cannon deepfrying meme before, it requires some time and welding spamclicking, but it's pretty much a victory against anyone if the shots hit.
Changelog
cl
fix: Fixes splashed cooking oil bypassing any sort of mob impermeability. Also cut off message/sound spam from being repeatedly splashed within a minimal delay.
balance: Upped the cooking oil damage cap from 35 to 38 to account the mild bio protection of the average crewmember's attire. Also made hot deep fryer swirlies account the user's head covering gear's impermeability.
refactor: Standarized monkeys/humans get_permeability_coefficient().
/cl
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
* Added antihol bottle, corazone pill, potass_iodide pill and pill bottle
Added Potassium iodide bottle and pills to smartfridge preload
Added medicines to NanoMed and NanoMed Plus
* Added small number of potass iodide pills to NanoMed Plus
Removed other medicines being added to vendors in last commit
* Added potass iodide bottle to NanoMed Plus, removed epinephrine bottle and potass iodide pills
* removed unused prebuilt meds
* changes sleepy pens to be slightly less bad
They have special snowflake chloral hydrate that is literally chloral hydrate but worse. Let's make it chloral hydrate but literally chloral hydrate. Maybe then people will actually use the chems in a sleepy pen instead of emptying it and bitching about how bad it is on discord.
* nerfs the cakehat (not a shitpost)
It's pretty retarded that a single candle on a meme hat is treated as an infinite fuel welder
* Revert "Merge pull request #1 from CrazyClown12/CrazyClown12/cakehat"
This reverts commit 4806c57780a3d6f564b2ec58685b3c9005642892, reversing
changes made to 95b82ed3fd48f7ac7e7ce06fd76afb03860b3e8d.
* remove chloralhydratedelayed
I'm gonna fuck this up again
* delete chloral hydrate delayed from reagents
* Adds 10 new drinks + related stuff.
* Update code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
Co-Authored-By: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Update alcohol_reagents.dm
* Fixes the pwr game soda I messed up
* gives champagne the intended price
* Tries to fix the atrocious spelling and grammar
* Adds period
* Tries to appease cobby
Removes Mandela(RIP)
Makes misc changes cobby wanted to the best of my limited ability.
* Taking "catsip" out behind the shed
The drink catsip has been axed. Rest in peace.
* Reworks turbo to be more unique
Turbo no longer boosts your speed, but instead restores stamina based on how drunk you are. Enjoy responsibly, or get shitfaced and fight with security.
* blob refactor
* blobtype -> blobstrain
* fixes, chemical -> strain
* only /mob/living experience Life, blobs and other cameras can process if they need to
also other fixes
* call_life goes out
* ispath thing
* adds garlic, garlic bread, and garlic juice (reagent).
Changes khinkali (a meat snack) to require garlic in its crafting, added some nutriment to khinkalis.
* reduces garlic juice healing to bring it more in line with sprinkles/banana juice/nothing. Still gives a bit more HP, but much, much slower
* Garlic juice now prevents vampires from draining you, stuns vampires if in their bloodstream.
Also fixed garlicbread sprite
* fixed typo
* Update code/modules/mob/living/carbon/human/species_types/vampire.dm
Co-Authored-By: blessedmulligan <30278162+blessedmulligan@users.noreply.github.com>
* Cleaned up isvampire
thanks cobblestone-senpai
* Rebalanced metabolism time, cook heal, vampire effects, and stink rate
* typo
* typo