adamantine and mythril are now datum mats (mythril still admin only), adamantine has 1.5 strength buff to whatever is made out of it, mythril adds rpg loot elements to whatever is made out of it
you can now put plastic, adamantine and mythril in the autolathe and coin mint
you can now put titanium in coin mint
switches a bunch of stuff in cargo exports, including mythril and plastic being worth cash money
coin code has been changed to datum mats, the custom sprites have been lost except for antag token
During some gameplay I noticed Survival Medipens did a lot less healing. So I decided to code dive and find out why. After reading the file, I back check through all Pr's to find where it got removed and found it had been an undocumented change in #45105. I spoke with cobby and we came up with the amount and the additions to the pen.
* Adds my new drink, Mauna Loa!
* Adds my new drink, Mauna Loa!
* Added the sprite to icons/obj/drinks.dmi
* Changes temperature change from 15 to 10, to match hellwater.
* Removed redundant ..() call.
* Fixed having wrong drink name
* Reducing reagents down to simplest form.
Co-Authored-By: Mickyan <38563876+Mickyan@users.noreply.github.com>
* Update drinks_recipes.dm
* Typo fixed and upped drink quality
* Spelling fixes, debuffs buffed
Even more typos pointed out (dang, I suck at English) and fixed, added firestacks so that the mob properly is set on fire on the proc and increased the probability to 5 from 1, increased temperature change from 10 to 25.
About The Pull Request
Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game
code quality, eventually signal stuff. and signal stuff
About The Pull Request
All mobs in GLOB.player_list have clients attached and there is in fact a fair amount of code that is working fine without checking client on things in player_list. This pr just removes a bunch of checks for client when iterating over player_list.
About The Pull Request
Makes it so pAIs either stutter, slur, or talk like a brainlet when they're EMPed. This can be fixed by someone pressing the "Reset speech synthesis module" button on the pAI card. Additionally, adds a 40% chance for their default language to be swapped.
Readded the mute, albeit a bit shorter, due to feedback.
Idea courtesy of Rogus.
image
Why It's Good For The Game
Mutes are boring. This adds a debuff that while less severe, persists for longer and requires the help of another player to fix.
Changelog
cl
tweak: pAI speech modules have been upgraded to be more EMP resistant, but they can now malfunction on EMP.
/cl
About The Pull Request
gives knight armor and helm more fitting descs and names
fixes earth bolt name
makes knight armor actually show up in autolathe when you put the disk in instead of being in a nonexistent category
Why It's Good For The Game
fuck
Changelog
cl
fix: the knight armor and helmet now are in the imported category instead of some nonexistent one
spellcheck: earth bolt is no longer an earth_bolt
/cl
The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state.
Why It's Good For The Game
Better code quality, more signals.
About The Pull Request
This PR resprites the D6, adds two money bags and a bag of 5 d6'es to the bardrobe. Be on the look out for the expensive ebony dice.
I have also made code improvement by filling dice bags using PopulateContents() and giving the special dice their own loot spawner.
Why It's Good For The Game
I have recently in anticipation for the roulette update tried playing some simple dice games with my bar patrons to great success. I did however notice that the old d6 sprites were quite bad, so i decided it was time for a resprite,
I have also added money bags to the BarDrobe since those will be needed if more forms of gambling are added to prevent greytiders from stealing all your winnings.
DiceComparasion
EbonyDiceLarge
Changelog
cl
add: Money bags can now be obtained from the BarDrobe.
add: A bag of d6'es is now available in the BarDrone. May contain a rare die.
imageadd: New d6 base sprites and variant.
refactor: Improved the way the normal dice bags is populated.
/cl
About The Pull Request
Replaces the instant race-changing effect with a system currently used by Slime Mutation Toxin.
This means you must undergo 20 iterations of the chem before it changes you.
I made the messages generic because cba, you can add unique ones though!
Why It's Good For The Game
Allows for some counterplay if you get injected with a bad kind (aka PURGE IT PURGE IT) while also requiring a hint of prep should you need to use the toxin advantageously. Definitely more likely to fall into the former rather than the latter.
Changelog
cl Mutationby (Idea by Arathian)
tweak: Mutation tox now has a minute window where you can purge the chem to avoid being changed (It functions EXACTLY like old slime mutation toxin)
tweak: Slime Mutation Toxin is replaced by Mutation Toxin since they now function 100% the same. Think of this as just a name change!
/cl
About The Pull Request
Adds shoe stealing. Grab someone who is prone while targeting a leg to steal their shoes.
Why It's Good For The Game
The single biggest loss of the slip rework was the inability to steal people's shoes that had been slipped. This rectifies that.
Changelog
cl
add: Steal shoes by grabbing someone on the floor while targeting a leg
balance: tweaked a bunch of shoe strip times
/cl
Sanity checks + flood checking.
Changes keys_held to a rolling buffer instead of a list of arbitrary size. This limits held keys to 15, I recommend not holding keys with your toes personally.
About The Pull Request
This PR finally splits up the ways that borgs are supposed to initiate inventory checks of a mobs and initiate attempts to buckle mobs to themselves (formerly, they would both happen upon click+dragging a mob onto yourself as a borg). Now a borg will only try to buckle a mob to themself if they ARE NOT on harm intent when they finish click+dragging said mob onto themself, and will only try to check a mob's inventory if they ARE on harm intent when they finish click+dragging said mob onto themself. An outsider can still buckle someone (even themself) to a borg who's on harm intent; the borg just can't do it themself.
Why It's Good For The Game
This issue is incredibly annoying to deal with as a borg (especially if you're in an area or situation where *spinning someone off of you could be risky), and I'm really surprised that it's taken this long for this control conflict to be fixed.
Changelog
cl ATHATH
tweak: If a cyborg click+drags someone onto themself, they will only try to buckle that person to themself if they (the cyborg) ARE NOT on harm intent. Attempts made by non-cyborgs to buckle themselves to cyborgs by click+dragging themselves onto said cyborgs should be unaffected by this change, even if those cyborgs are on harm intent.
tweak: If a cyborg click+drags someone onto themself, they will only attempt to check that person's inventory if they (the cyborg) ARE on harm intent.
/cl
About The Pull Request
does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game
fixes tons of horrifying copypaste
also fixes some minor things
Changelog
cl
del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl
* highlander event uncuffs participants when equipping them
* highlander tries to drop items instead of deleting, heals participants
healing also uncuffs them
* excessive use of integers
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Blindness removes colours so you can only see if an object is near, not the fine points on it.
* Fixed up the monochromatic trait to persist when removing blindness
* Removed added trait and created new colour filter for blindness
* Blankspace Removal
* removed the src before the proc as it was not needed
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
* Makes nanites be passed down when jellypeople and slimes split
* Trying to change how nanite splitting works, currently this is broken and disallows splitting of slimes and jellypeople
* Still doesn't work, jellypeople code fails at the L1 check
* Nanites now pass on properly, but sync needs a rework. Get component might be the right way to do it after all
* preparing for revert
* Reverting, I think
* I don't know how revert works, making activation copy over as well
* Removing an unneccesary proccall