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
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
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
* 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'.
* Fixing self sustaining rainbow extracts and fixing foam creation of blue slime extracts
* Refactoring foams to be in a helper function. Resin foam remains untouched
* Improving refactor of create_foam
* Putting helper proc in vent clog event
* create_foam takes a foam type again
* minor type passing change
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
* 150 hours
* it compiles guys
* PERF
* meta conflictor
* oldcabin
* Revert "meta conflictor"
This reverts commit 812343ca615e5b00711786be4413ce3301cfcc90.
* oldmeta
* TAKE 5000
* NAME THIS
Also redoes Multiver/Palletta
* FRICK U FIZ
* NERF PERF
* comment cringe
* Checks for restraints/incapacitated for ichiyuri
* URIKA
Removes Healing-Scaling of Ichiyuri, Nerfs Healing of Aiuri.
* organ
* please upvote this
* maps...
* Gives Instabitaluri a Brand Name
Oh wow it's synthflesh 😆
* Update cat2_medicine_reagents.dm
* what kinda characters is Krys using
About The Pull Request
It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
Shrunken things grow back after a couple seconds, might adjust this
Small things will not block vision and can be walked over (this includes walls)
Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
Preview video here
Why It's Good For The Game
It's really goddamn cool
Changelog
cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl
I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
About The Pull Request
title.
Also renames INORGANIC to MINERAL and removes it from simplemobs (never used for simplemobs) where it doesn't fit. Doesn't make sense to have both ORGANIC and INORGANIC as a flag.
Why It's Good For The Game
There's no reason to use a list for this.
Changelog
cl
code: Changed mob biotypes from lists to flags.
/cl
About The Pull Request
Unique floor tiles now have their own unique inhand sprites. Moved floor tile inhands into their own file.
Why It's Good For The Game
Floor tiles okay.
Changelog
cl
imageadd: inhand floor tile sprites
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
* Separates Medical Weaponry
Moves "Medical Weaponry" to be just Rapid Syringe Guns to be after normal Weaponry research and the Cryostasis Shotgun shells to Exotic Ammo after Advanced Weaponry.
* Medical weapons Prereq for Exotic Ammo
About The Pull Request
This PR add "Bluespace Navigation Gigabeacon" that shuttles can use as a target for the jump computer.
You can customize locked status by multitool or name of beacons by multitool with unscrewed beacon.
If you, or emp, lock beacon you are still able see it in choice list like a "Locked" destination, but unable to jump to it.
Why It's Good For The Game
Now any spacemen can construct their own Space station on any Z lvl (that not reserved, centcom, away mission) and dock (by custom dock) his ship to it.
Now we actially have some shuttles that have ability to place custom dock.
That one is whiteship, but only if its not UFO, 4 ships in caravan ambush(for 2 need sindycate access), +1 for nuclear ops(sindycate access), but dont forgot that Admins can spawn "navigation computer" to any shuttle.).
Lavaland safari likers now can land anywhere where they can fit a ship, on lava, basalt, and plating turfs, also asteroid.
I drop some bombs to clear spot and land to lavaland.
http://recordit.co/qN10qfuift
Here i create dry dock near station and dock ship into it.
http://recordit.co/R4kXqN8rnt
all walls and other floors are forbidden to prevent you landing on the station
possibly more random gibberish?)
maybe change plating to reinforced (engine) floor.
Navigation computer now use trait blacklist to filter out z levels to where it can't place custom dock.
This make easy to add new z lvls where it can place dock.
Adds a new abductor themed shuttle to the game, available for 8k
credits! The shuttle is only unlocked after alien technology has been
researched!
The shuttle offers some unique items and layout compared to others
currently available. Two singular entrances with the brig in the back
means security needs to walk prisoners to the brig area to secure them.
Unique unlock mechanism encourages either bringing alien tech back from
Lavaland or stealing some from an abductor.
A few unique items aboard, including alien tools, the experimental
cloner, and a void core can provide interesting opportunity if utilized
in the window of time that the shuttle is on station.
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
About The Pull Request & Why
Dissection (Prev Experimental Dissection) Is Now Roundstart
Goal:give medbay a task they can do outside of normal healing on the off chance they're overstaffed and/or are in need of work.
Dissection (Prev Experimental Dissection) Is Now Tiered
Goal: I'm still not seeing competition in the medical tree that I'd like to see. Now that science benefits from going to this tree, I expect it to be a prominent if not the main pick.
Goal: Provide Medical bargaining power with Science. Want you cool gear bros? Better indulge us a bit if you want us to farm corpses.
NOTE: You will NOT be punished for doing low tiered surgeries then unlocking further tiers. It adjusts your rewards depending on if the body has been experimented on before and gives you the difference, it will not block you from doing the surgery entirely.
Repeatability
Goal: Make it less balanced around the all/nothing mechanic and more with rewarding constantly running the surgery.
Failing the surgery will give you a pity amount (1%, something slightly more than none in grand scheme) but more importantly will NOT add the trait that disables you from using that body for the surgery again.
Silicons can now perform dissection
Since It's not All/Nothing I decided to allow silicons to be able to help out. This is the first (and only) surgery that they can potentially fail.
Nerfs (yikes!)
Needed to nerf it to compensate for the fact that it was now roundstart. The hardest one was pointgain. I decided to mega nerf it so tiered would be desired. This was also a result in the shift of balance off the RNG and more on the repeatability.
Dissection Can Now Be Performed on ANY LIVING MOB
Goal: Cooperation between Mining (returning Mobs) and Medbay (turning these mobs into points)
The foundation is really lacking imo since I didn't want to dance around with numbers in this PR. Currently all mobs that aren't human and aren't explicitly listed in check_value are 300 points per surgery.
I hope you guys can add more mobs to the pool with better rewards (imagine dissecting the dragon for science!)
Dissection Surgery Minor Edits
Step Configuration Edit
Needed to change just for repeatability in the dissect step (didn't like the end step being the proceeding step).
I replaced the incision step with a post-dissection clamp step to keep the theme of scalpel > hemo (dissection uses scalpel)
Implement Changes / Probability Effects
Rewards using the researched tools (further integrates medsci coop), lowers standard gear to appropriately balance higher tiers.
MISC
Prices are Define Bound
Everything is relative to a single number via calculating off a define instead of independent values. Balance discussion shifts from "Is X number fair" to a more tangible "Is this mob worth X times the amount of a normal human". If everything is strong/low we can just edit a single number!
Let me know if there's any undoc'd changes!
Changelog
cl Cobby x Medbay
balance: (Experimental) Dissection is now roundstart.
balance: (Experimental) Dissection is now tiered and give higher point outputs than their predecessors.
add: All living mobs with corpses can be dissected.
code: Attention, all ss13 gamers! I need YOUR help adding mobs to the pool so they don't get the lame 60% of normal human pricing! You can dissect DRAGONS FOR CRY IT OUT LOUD!
balance: You are NOT punished for doing the lower tier surgeries then unlocking higher ones!
add: Borgs can perform dissection but they are not 100% successful.
tweak: Shifts balance of dissection surgery towards spammability vs. rng mechanic.
balance: All point rewards are severely nerfed to promote doing this multiple times (since it's now available from the getgo).
tweak: If you fail the dissection step, you get a pity reward (1% credits) and can repeat the step until you successfully dissect the being.
tweak: Lowered probabilty of success on default tools, increased probability for researched tools.
tweak: removed 2nd incision step, added clamp step post dissection (repeatability purposes).
/cl
Adds the Quantum Spin Inverter device to the science protolathe under
the Miniaturized Bluespace node. Basically a remote that swaps the
user with its connected twin, along with any movable containers, like
lockers.
Another fancy teleportation gadget to use in some creative way. An
important element it has is that it teleports its containers as well,
meaning that for example you can hide it in a box inside a bag
somewhere, and trigger its twin when someone picks it up for an easy
kidnapping.
* Adds adjustLiverLoss & getLiverLoss procs to carbon
* Adds trophazole
Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and medbay.
* Adds rhigoxane
Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.
* Adds thializid
This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.
* Charcoal + trans_to changes
Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.
* Medical + Syndicate spray bottles
Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.
* Adds chempacks
the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.
* Adds recipes to thializid and trophazole
Also fixes the rhigoxane recipe
* Medsprays are now medigels + fixes
chem packs can now be stored in the smartfridge and chem bag.
Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method.
The lore for the new medigels is that they spray a thick gel onto the skin that dries into a film.
* minor fixes + mint frosting
I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.
* Readds my cleaner sprites
* Adds liver damage to thializid + adds on_transfer proc
Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer
* Fixes chem bag examine
The chem bag examine now werks, also fixed a typo in the description.
* Adds a clumsy check to sealing the chem pack
* Makes kelo, bicard and anti-tox unmixable.
I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.
* Makes damp rag apply on_transfer effects
* glass and food now work with trophazole
glasses and food now call the on_transfer proc via trans_to
* Another round of fixes
Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().
* Rhigoxane recipe is now COOLER
200k was too warm since cryostylane cools down so much by itself upon mixing.
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.
* Removes the seal() proc and moves its guts into AltClick
* Item_state switching moved to reskin_obj
* Fixes missing medical sprayer left inhand
the sprayer_med_yellow inhand sprite now has the correct name.
* Fixes inhand updating
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Tries to add typecache
* Moves the typecache and makes it static