About The Pull Request
Fixes several annoying and unintentional things about asay.
Fixes#43370
Changelog
cl Nervere
fix: Default color for when custom asay colors is not enabled is now orange, not red.
fix: Asay is now properly bolded in lightmode.
fix: Asay is now properly bolded in darkmode.
tweak: Default color for when custom asay colors is enabled is now orange, not black.
/cl
closes#43370
cl Basilman
fix: Added a cooldown for datum outputs
/cl
also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.
also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
* (deriuqer) yrammuS
* Also this
* Guess I'll do it this way, then
* You can hit the arms now, too
* Update code/game/mecha/mecha.dm
requested by ShizCalev, committed by Zxaber
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
* Update mecha.dm
* commited a comment
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* the return value doesn't even fucking matter
* now it's much more readable
* just checking to see if you were awake
* Adds simple framework for learnable crafting recipes
* whoops
* Moves teach/check functions to mind
* Code golf
* I just moved these around but fine.
Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
Turns out brute causes bleeding. Tox does not, so the damage can be
stopped before they go into crit with tox. Stops Ethereals from dying
to low charge to prevent SSD deaths.
* Does the stuff
* Changes, see following post.
* Sending the eye to "null" deletes it, apparently
Leme go ahead and fix that
* Oh, that don't work that way.
* requested change
Anything I put here looks like ShizCalev typed it.
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
* Update ai.dm
* "zero" change in this one
get it?
* Update code/modules/mob/living/silicon/ai/ai.dm
Requested by Cobble, committed by Zxaber
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.
Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
will never have the gene naturally
Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
(see above)
Thermal vision is just a strictly worse xray
Now you can set the mode after the round starts, to be saved as the
default for next round and on
Otherwise you can now choose rather or not the mode change is for the
current round only or saved as the new default mode.
Fixes this bogus somebody just dm'd me about
> hey so, just wondering if this is intended behavior or not after a
hivemind round again
> basically at the moment
> hiveminds can just immediately succumb if another one is killing them
and avoid being reclaimed
> since reclaim doesnt work on hivemind bodies