* Turns digital camo into an element
* Removes commented out code.
* Keep forgetting this
* Update code/datums/elements/digitalcamo.dm
Co-Authored-By: Rob Bailey <actioninja@gmail.com>
* deletes any touch spells if the wizard refunds the spell in question
* moves touch removal code to on_lose
* makes pkp suggestions
* adds message feedback
About The Pull Request
Operating Computers can now be built to support advanced surgeries to stasis beds. Unlike a table, these can be within LoS of the computer.
Do note it links them the same way it does a table (once when THE COMPUTER is built).
A minor change is now the surgery tab of the computer can be accessed to sync surgeries even if a table isn't linked.
Why It's Good For The Game
Stasis beds should be surgery hotspots, and this allows doctors to explore some of the unique pathways/surgeries without relying on a table.
Do note that some surgeries will still be better performed on the optable since the beds have a small penalty.
Changelog
cl Cobby
add: Operating computers can now be built to sync with all nearby stasis beds within it's LoS and provide them with advanced surgeries.
/cl
* Gives condiment bottles without special sprites overlays
You can see what's inside
* blue by eiffel 65 is playing as i type this it's 12am
* does a bunch
* Update condiment.dm
About The Pull Request
As mentioned in codebus with the recent patch for circuits being able to produce any item (see BeeStation/BeeStation-Hornet#345), people often make a mistake in attempting to check if a collection does not contain an element. The proper execution of such a check, following the attempted formatting, would be...
!(x in y)
But instead we have lots of
!x in y
In other words, 1 or 0 in collection y, not good!
Why It's Good For The Game
Fixes a lot of bugs that likely nobody has ever noticed, probably introduces features that were intended but incorrectly coded. I have attempted to summarize what are probably the effects of this change below. I've moved interesting fixes to the top of this list.
Dynamic mode ruleset should no longer ignore player preferences when selecting antagonist candidates.
Pet carriers should now properly cancel callbacks for a mob escaping the carrier if they are no longer an occupant of it.
Eightballs should now prevent ghosts from voting on answers that are not expected by the eightball.
Modifying variables in view variables should now prevent you from adding a non-existent variable to a datum.
The Herald's Beacon should no longer attempt to remove a non-existent voter from its list of users who need to vote. (Likely prevents a runtime)
Changelog
cl bobbahbrown
fix: Dynamic mode ruleset will now respect your player preferences when selecting antag candidates
code: Fixed 9 instances of incorrect not-in-list expressions.
/cl
About The Pull Request
The messages alerting people that they were next in line or of a ticket's destruction were only visible when the tickets were on the ground. Not even the holder could see them. This fixes that. I'm not confident in the method though.
This also enables the HoP to delete the latest ticket, instead of having to bin it because he can't delete it until a new ticket is created that he can increment to.
Why It's Good For The Game
Makes the thing work as intended.
Changelog
cl cacogen
tweak: HoP can now delete the latest ticket
fix: HoP ticket messages should now be visible when the ticket is held
/cl
* ED209's aggro when you throw things at them and no longer die to shocked grilles
* fixed an extra line
* runtimes in the waiting
* runtimes cant stop the law
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
* You can no longer give the AI laws containing IC filtered words. Adds a proc to accomplish this.
* turns proc into a define, adds it to hacked module because I forgot
* Reduced additional bleeding dealt by Sanguibital
Sanguibital has its bleed rate effect reduced to 0.5 if not overdosed, and an additional 0.5 if overdosed.
Sanguibital, a tier two healing chemical, currently sees too much use as a poisonous chemical, used to bleed crewmembers dry with shotgun darts rather than to heal them.
A tier two HEALING CHEMICAL should not be nearly so viable as a poison on healthy targets as heparin, adding two to your bleedrate per tick. When overdosed, it also adds two to your bleed rate per tick.
shotgun darts carry 30 units per dart. 30 units of sanguibital on a bleeding target WILL kill them in 30 seconds or less. If defibbed, you will die within a tick. And this is before the overdose threshold.
This is in an AWFUL state as a chemical.
It takes 3 chemicals to make sanguibital. It deals bleed damage nigh exponentially, as it increases BLEED RATE, rather than actual blood loss, PER TICK.
In its current state it is a murderchem, and nothing else.
* Update cat2_medicine_reagents.dm
* indentation is hard
* bleed damage OD, not stacks
* byebye spaces heck off
* HEAL, DAMN YOU
* heal more, ain't got all day
* chap helmet updat
* russian buff
* various cult robe things
* a
* oh there was booboos in the file i was working in haha
* wtf i hate cock cult now
* oh i did it the wrong way
About The Pull Request
Fixes#46039. Or should at least I haven't tested it.
please note I did not write the ignoring code
Why It's Good For The Game
bug, fix, etc
Changelog
cl bandit
fix: Fixed an erroneous message with ignoring a player's OOC messages.
/cl
About The Pull Request
Splits the previous single dmi used for all under items/uniforms into 17 separate dmis
Why It's Good For The Game
makes icon conflicts when developing much less likely.
i'd have changed the color of the helmet light too if the shading
wasn't a pain to work with. u can also now swap it to blue and back
with a multitool.
make donut great again
Why It's Good For The Game
make donut great again
Changelog
cl MMMiracles (Donutstation)
tweak: The southern/north-west parts of maintenance has been revamped to include more things to dig through and places to hide from authority.
tweak: The atmos tanks have had an extra layer of space added between the windows between them and maintenance.
tweak: The permabrig has had a small B-ball court added as well as an N2O release system.
tweak: Tweaks and additions to the various department excess storage rooms through-out maintenance.
tweak: The AI core now has a more proper internal defense against ranged attacks, the tri-ai spawns have gotten similar treatment as well.
tweak: The few maintenance-facing windows have been beefed up to their stronger plasma variants.
tweak: More directional signs to help those in finding some departments.
/cl
Hey you, yeah YOU:
Got any criticism of the map? Post it here! Don't have a github? Post it in the forum feedback thread !here! Don't have a forum account? @ me on discord ("ememem" or "not a g'nome#2914")! Don't have anything? Go make one and voice your complaint somewhere that isn't the cesspool of OOC! I can only fix problems if I know about them in the first place!!!
Updated map with all changes as of 8/22:
Big o' map
Changes so far:
Permabrig has a separate pipeline and canister port for the N2O canisters. These vents start off but officers have access to the permabrig's air alarm.
Permabrig now has a small ball court to practice your free throws and dunking the warden in it.
Permabrig has a small set of gym equipment to get swole while you do hard time.
Removed some rogue R-walls near the back side of security maintenance.
Unfucks cargo's conveyor belts.
Chemistry now has 2 large beakers.
The few remaining maintenance shocked grilles that managed to slip through the first pass have been removed.
The gateway maintenance room has been renovated into a theatre excess storage and some extra misc sections.
The space maintenance room has been renovated into a miscellaneous tool storage with some basic building material for tiders and autism-fort builders alike.
The north-west section of the station has had it's maintenance extended to be able to reach the top of departures. Includes a toggable blast-door bridge for the shuttle ferry and some extra maintenance rooms.
The south-western part of maintenance near Atmospherics has been redone to allow a space gap between the atmos tanks, also includes some extra rooms.
Added a small maintenance tunnel leading into Engineering on the most-left maintenance side, branching off from Hydroponics maintenance. The Engineering Storage room has had a few extra windoors added for security to compromise.
Small excess storage in the most-right maintenance for Engineering.
Small bits of fluff scattered around.
The maintenance-facing windows of areas like Genetics have been reinforced to their plasma variant.
Bits of additional maintenance loot in various areas.
The camera outside the upload has been changed to a normal one due to complaints about motion detecting.
The vault access now has a camera so the AI can actually see the turret controls (oops)
Vault now has to be initially accessed through the public hall normally with an extra airlock.
All on-station windows have been replaced with structure spawners for said windows.
The gateway has been moved to where the commissary currently sits due to becoming active in rounds again.
The commissary has been moved between tool storage and the vault, in front of the vault. the maintenance areas that once sat here have been renovated as excess storage rooms for the tool storage/commissary.
The upload and captain's office now has an extra layer of R-walls due to complaints about ease of break-in via space.
The AI core now has some basic frontal defense against ranged weapons as well as emergency blast doors to lock down around it's central cubby-hole. The tri-ai spawns are set up to be the same as the main AI spawn spot.
Added a couple extra EVAC directional signs since there was some apparent confusion about where it was.
Medical now has a couple roundstart wheelchairs because why not
Xenobio has been given an extra slime
Xenobio has been shifted around, removing the 2nd freezer and moving the slime consoles besides the rest of their equipment.
Non-station related changes:
Airlock Note Placer mapping helper. Allows mappers to easily place paper notes on airlocks, whether they be custom or pre-made from one of the subtypes.