* Makes tesla movement nicer, fixes some atmos concerns, changes how energy is handled, and readds the tesla
* readds delam and desc
* I fucked it
* flags
* holy fuck
* Constricts the zaps that can generate power from a tesla coil
* *kick?
This pull request adds the neutral quirk "Tongue Tied", which relegates the user to sign language, along with both the positive and negative effects this can have. After some thought, I had decided to make it neutral due to the overall impact its effects can have.
Effects include:
Having one hand full causes your speech to be obscured. Having both hands full makes you unable to speak at all. This also applies to the removal of said limbs.
Obviously using your hands would hinder speech over radio, so to get around this, Nanotrasen have developed a special kind of glove for those with this speech impediment! Don't lose them though, or you'll have to create new ones.
The deaf can understand you, and you're "immune" to being mute as long as you can sign! Of course, good luck communicating with anyone who's blind.
Punctuation? In my visual-based language? Hell no, you better learn to read people's faces. When someone's eyebrows are raised, they are surprised/exclaiming, whilst lowering ones eyebrows indicates they are asking a question. Just like real Sign Language!
Awards players who pick it for being more aware & efficient with their inventory, whilst punishing them for carrying items in their hands 24/7. It further opens these players to new communication options & challenges, whilst giving people who go against them new hurdles & weaknesses to exploit.
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
Basically the last groundwork TCG PR we need before we can sew the rules into the game, you can now use TCG cards on the ground with a new radial with an empty hand to either tap, flip, or pick up individual cards. This will also mean that using a deck on a set of individual cards on the ground is now the fastest and most efficient way to pick up cards now.
Author's note: Opponent's card was not "deleted for effect", it was sent to the Shadow Realm, for all eternity.
So, I may have made at least one... maybe 1.5 math errors. Namely, the reaction volume on every reagent was the full 200u. This is bad for bitcoin, as it means that you can instantly bottom out most reactions and drown someone in 1000 units of water in a single second! That's bad.
Also! On that note, vapor reaction was also transferring reagents that otherwise helped contribute to the above problem. I've yeeted this in kind, but I'm willing to do some more testing and planning to see if they were specific to the reaction volume fix first, but to be safe vapor is vape-aint.
Lastly: Gas chems were producing way, way, WAY too much gas even once the above two points were occuring. So much gas, that it was capable of filling a 8x10 tile airless room in a timed 1 minute 40 seconds. So, we've slowed the roll of the free reagents being produced by synthesizers, and brought it down to 1/5th of the reaction volume to 1/20th. That sounds like a massive leap, but trust me, you could produce millions of KPA very, VERY quickly without it, but at 1/20 it was actually sort of reasonable.
Edit: Apparently this also fixes#46413 as a result of removing the obj_react from the above gasses!
Fixes#53357. Also, prevents reagent synthesizers and showers to behave EXACTLY like gas miners, but free. Also, prevents 1000s of reagents from being multiplied through the use of showers.
Changelog
fix: Showers no longer have the vapor reaction, as before the changes.
fix: Showers no longer produce ludicrously over-scaled chemical reactions.
balance: Gas chems now produce 1/4th less gas when released into the air as before.
#53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits.
Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor.
Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half.
Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent!
Lets the new blood filter tool be put in medical belts/medical aid kits since those are supposed to hold surgery tools
Lets spray bottles, amputation shears, and surgical tape be put in medical aid kits since it's supposed to hold the same stuff as the medical belt (I didn't add the plumbing stuff to medical aid kits though since chemists don't get them)
Removes bio bag and chem bag from the medical first aid kit since they're too big to go in there anyway
Adds blood filter mode to the debug omnitool since it's supposed to have a mode for every tool define
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.
Health Analyzers now show stomach contents, same with the medical kiosk.
Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
* adds ingredients beacon
* starts the chef off with an ingredient beacon instead of a box
* Update boxes.dm
* Revert "Update boxes.dm"
This reverts commit b89fadab04.
* optimizes the list thingy (thank you, Floyd)
* Fixes a typo in one of the comments
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* fixes a definition
* moves ingredient box/beacon code to miscellaneous instead of boxes
* adds the random option
* adds a cute little bit of 'flavor' text... get it?
* Revert "adds a cute little bit of 'flavor' text... get it?"
This reverts commit a6541bf220.
* adds references to a new company and a bit of fun text
* moves randomFood out of the for loop
* Revert "moves randomFood out of the for loop"
This reverts commit e2c5171fce.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Makes acid levels a component.
Merges the acid effect object into the component.
Reworks acids decay rates slightly.
Rebalances xenos acid spit so that they can still melt through walls.
Misc. associated changes:
Adds defines for a lot of the acid associated constants.
Documents clean types and adds CLEAN_TYPE_ACID
Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
Adds a looping sound for acid.
Makes /atom/proc/acid_act return a boolean.
Fixes waterclosets creating a new reagent holder datum every time they are used.
Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
Adds and implements a couple reagent signals.
Renames a few vars so Rohesie can stop telling me to rename more vars.
The "plating repair tool" has been added to the game in the form of a
printable upgrade for janiborgs. It's a subtype of the cautery that can
repair burnt or damaged hull platings, allowing floor tiles to be
placed over them once again.
The upgrade that adds it to a janiborg's list of tools can be printed
once the Cyborg Upgrades: Utility tech node is researched.
Janiborgs get floor tiles (and a crowbar), but have no way of dealing
with burnt platings. Thus, what ends up happening is that, after fixing
some flooring after a minor explosion, you'll often be left with one or
two ugly, OCD-triggering untiled spots on the floor that you can't put
a floor tile over because you don't have a welder. What makes these
spots even more infuriating is that it would actually be BETTER if they
had been broken down to just being space-exposed rods, because then you
COULD place a floor tile on their tile.
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.
Changes to surgeries:
Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
Blood filter is a new tool and cleans the reagents out of the body.
This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
This PR adds a bunch of flavor texts to the different devices and structures that are used during the event, all to make clearer to the players what to do without too much troubles.
Also i added the ability to use the normal Analyzer+signaler to close the portals and achieve the same result of dropping the crystals.
This PR have more stuff inside: I tweaked the health of the mobs to be balanced around the "toolbox damage" (around 15), so that in 2 or 3 hits they'll fall. I tweaked the damage so that those mobs are all around pretty dangerous, plus each one gets a personal effect: the minion gets a smoke effect on death, the thug gets a random teleport when hit and a dodge ability, the recruit can smash delete walls on touch, the killer is fast and shoot a freezing ray to slow down victims, the boss has an AoE tesla-like attack can dust mobs if they are in crit conditions (thus consuming them)
spawned anomalies don't explode anymore.
You can sacrifice someone to the crystal to increase the spawn delay by 5 seconds permanently
tick for the event is once every 2 seconds, have to use raw numbers to define the duration (15 minutes)
Fixes#53290
A code oversight of #52865 that also applied plumbing changes to puddles.
Avoided snow flaking by creating a new object type called water_source. Can be used in the future instead of the sink type.
Removes various R&D machine requirements including circuit imprinters, protolathes, destructive analyzer and the mechfabs. All machines that previously required an R&D console to function are standalone, including omni protolathes and omni imprinters.
Replaces "production"-class R&D consoles with civilian modular computers on all maps. There are no longer "production"-class consoles.
Removes the concept of "core" R&D consoles. R&D consoles only research and handle tech disks and stuff. All existing core consoles have been switched to their basic archetype.
Because it's a pain in the ass to manage, material reclaimation has been removed from the destructive analyzer. The destructive analyzer is now ONLY for destroying items and unlocking research nodes such as illegal and alien tech.
Expand number of pipe layers from 3 to 5
More layers for autism projects all around the station
Notice! not all devices are allowed to use the new layers, only those you see in the picture can be layered to layer 0 and 4.
More freedom to do weird setups (and supercomputers)
* Card Decks n shuffling.
* the "crackling with sexual energy" update
}
Kept you waiting, hunh?
This adds a new multi-faceted object to the game, the TCG Card Pile. Using any 2 cards together on each other will create a pile, and the first card in the pile will determine if the card pile is face-up, or face-down. Depending on the orientation of the card pile, you'll draw cards out of it in the orientation. So, a "deck" card pile would be flipped face down, and would allow you to draw cards out of it also face down, and vis versa.
Decks can be renamed with a pen, and use a radial menu in order to enable quick action on the Trading Card game battlefield.
image
Draw allows you to draw a single card from the deck, again based on the orientation of the cards used to build the deck.
Shuffle calls the shuffle() proc on the deck, and (should) randomize the order of the cards in the deck for use.
Pick up puts the deck into your hands instead of the nonsense dragging required with regular playing cards.
Flip flips the orientation of the cards in the deck, turning a face up pile into a facedown pile, and a facedown, faceup. Also, calls reverseRange() on the contents of the deck, which should put the bottom of the deck on top, and vis verse, ALSO enabling you to put cards on the bottom or the top of your deck easily.
Card piles also operate with a custom storage component, so you can search for cards in your deck if need be, but also handle edge cases like when you only have 1 card in a pile left, or when you dump out a deck of cards like you would a bag.
This basically adds in more sane hands, more sane decks and discard piles, and a massive QOL update to the trading card game to make it actually playable (once potato actually puts the card stats and effects on the cards themselves.)
You can now buckle yourself, as well as others, into a chair as long as you (and the other person, if you're not buckling yourself) are Adjacent to said chair, and being on the same tile as the chair is no longer required.
No more god-awful pixelhunt to accomplish a very simple task.
(You can buckle yourself and others into chairs that you're right next to, instead of needing to be on top of the chair to do it.)
Adds netherworld critters as a swab. They take primarily maintenance, lavaland, and bartending reagents, they're supplemented by all geyser chems and minorly chemistry, and they are suppressed by any kind of generic growing meat (liquid gibs, nutriment, protein and peptides)
The abberant cells randomly pick a netherworld mob every time they are created. the big jackpot here is migo for the reasonable health and high damage, and the whiff are blank bodies for having good health but awful damage.
Why It's Good For The Game
Players love migos and other netherworld critters are aight. They're fairly strong, and so have a medium amount of reagents. Tried to get funky with it since they're supposed to be odd creatures.
(New swab for netherworld critters! Make sure you put them into a different vat system than your other ones, as they do not react well with normal reagents!)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Turns old mining "signs" into turf decals instead
It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.
* Keep tab buttons in view when scrolled down
* Unfocus tab buttons after click so scrollbar keeps working
* Fix some subsystem stat entries
* Improve key passthrough
* Fix runtimes from nulls in AI connected_robot list
* Add missing info in MC tab for global/config/etc.
* Fix#53298 by including turf in alt-click menu
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
New item the pressure valve
its a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure
adds: Pressure Valve (a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure)
Our friend, tg admin, and champion of the "short" reply, OrdoDictionary
passed away recently.
While this news was not unexpected - Ordo had been fighting bravely
against prion disease for some time - it remains as heartbreaking as it
is unfair.
Ordo was sharp as a razor, with wit to match. During the time we knew
him he was pursuing a PhD, yet he still found time to volunteer on the
tgstation servers and help his fellow spessman.
In admin channels you were as likely to find Ordo pontificating on
history or food or ham radio as you were anything related to the game.
But you knew - no matter the topic - that his opinion was informed and
valuable, and that he would deliver it with nuance, class and charm.
This community - and the world - is worse off without him in it.
He will be missed.
So should you read this and should you get the chance, raise a glass in
his memory.
…but be sure to break out the good stuff.
That’s how he would have wanted it.
Adds a medal in memoriam of Ordo and adds it to the Head of Personnel
locker in a lockbox, along with three Medals of Bureaucratic Excellence,
for those who excel in managing the station.
Thanks to kryson for the sprite of the medal and thanks to OrdoM for all
the work he did on tg.
Brings back the behavior removed from #52186 with cleaner code.
Differences in the code:
No more explicit type checks in the spray paint code, other than a broad isobj.
Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.
This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.
Makes canvasses unpaintable