Commit Graph

28886 Commits

Author SHA1 Message Date
nemvar f5e89798d8 fixes liver? (#45067) 2019-07-12 02:47:52 -07:00
XDTM 95981ea926 Makes the abductor healing gland more interesting (#44903)
* Makes the abductor healing gland more interesting

* Implant rejection

* .

* no vomit for blood regen

* Update code/modules/antagonists/abductor/equipment/glands/heal.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2019-07-12 02:25:31 -07:00
YPOQ c38ceac47a Fixes clockwork armor armor 2019-07-11 21:16:22 -06:00
YPOQ 64e4cc4fb5 Fixes gravitokinetic guardian effect lasting after death 2019-07-11 20:16:26 -06:00
skoglol 9c9df48276 Better conscription kit, public lavaland mining vendor (#45089)
* Better conscription kit, public lavaland mining vendor

* no includes plx

* Removes pickaxe, adds seclite.

* Removes the cargo crate.
2019-07-11 20:55:52 -04:00
YPOQ c04a0627bb Fixes runtimes when eyeless mobs are hit by paper planes and last resort 2019-07-11 15:30:00 -06:00
moo bc06bf5794 Changes how explosive guardian bombs work. (#45111)
* Welpsies.

* 2

* comment fix
2019-07-11 16:53:44 -04:00
nemvar db12b0a884 let's hope this define works fine 2019-07-11 22:20:24 +02:00
nemvar 66af98e75a blocks shove knockdown is now a clothing flag. (#45107)
* blocks shove knockdown is now a clothing flag.

* comment only commit
2019-07-11 12:21:22 -04:00
peoplearestrange dc41f03501 Changes PKM examine (#44897)
* Changes PKM to use screwdriver to remove modules

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull request process. -->

## About The Pull Request
Uses a screwdriver instead of the crowbar(????) to remove modules from it

<!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! -->

## Why It's Good For The Game
Its more intuitive and a lot more consistent with other upgrades and weapons, which use a screwdriver. Also the imagine of using a massive crowbar to pry out a module, whilst funny, isn't really ideal.

<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->

## Changelog
🆑
tweak: PKM now uses screwdriver to remove modules
/🆑

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* Update kinetic_accelerator.dm

* Update kinetic_accelerator.dm

* Update kinetic_accelerator.dm

* Rrrrrreview
2019-07-11 11:58:48 -04:00
pireamaineach 847229edd2 Makes nuclear particles no longer give toxin damage directly. (#44990)
* Makes nuclear particles do stamina instead of toxin.

* Update nuclear_particle.dm

* Makes xray beams and nuclear particles roll for rad armour.
2019-07-11 11:55:50 -04:00
ShizCalev d44535c1f7 Fixes revolvers being spun when they fail to spin (#45092) 2019-07-11 11:42:20 -04:00
nemvar 2fafc66375 Paperplanes no longer delete their paper twice. (#45074)
* Paperplanes paper

* yeah you're right. I'm wrong
2019-07-11 11:41:40 -04:00
skoglol ac96442505 Removes slaughterlings. (#45087) 2019-07-11 11:40:17 -04:00
oranges 800f24393d Convert some code docs into the auto doc format (#45101)
* Document datum, area,atom and some of the mob code

* Update

* Documented mob_helpers poorly

* Brief treatise on mob movement iself

* sdfasdf

* Add title to treaties

* Move readme file for say

* more say stuff for mobs

* Document login and status procs

* Add some goddan links like a boss

* Document some atom vars
2019-07-11 11:39:56 -04:00
skoglol 63967d1b21 Lets the kinetic crusher be one-hand carried (#45110)
* Onehands, need sprites.

* onehand icons, light action.

* light fix
2019-07-11 11:29:36 -04:00
Fikou da7167035d hop 2019-07-11 16:23:24 +02:00
Fikou 8f776ef623 ce 2019-07-11 16:23:14 +02:00
Fikou baa2068dbd cap 2019-07-11 16:22:57 +02:00
Fikou af1c907370 rd 2019-07-11 16:22:25 +02:00
Fikou 554c818b66 cmo 2019-07-11 16:22:01 +02:00
Fikou 8c1eeecf1b hos 2019-07-11 16:21:39 +02:00
Fikou 708c08d6f6 qm 2019-07-11 16:20:39 +02:00
vuonojenmustaturska 2df19c2dcd Fixes whitespace issues with human and cult rune examines (#45094)
* cult runes

* humans
2019-07-10 17:45:56 -04:00
vuonojenmustaturska 349ad4aefc Fixes experimentally cobbisected techwebs, and prevents it from happening again (#45096)
* fix techwebs

* proper fix
2019-07-10 16:07:56 -04:00
nemvar 60d04f6632 Fixes surgery runtime. (#45042)
* fixes surgery runtime

* ?

* Update surgery.dm
2019-07-10 15:55:47 -04:00
Mickyan 1b8ed8b6b8 weak (#44894) 2019-07-10 19:58:59 +02:00
nemvar 666aa94f34 2 2019-07-10 18:08:37 +02:00
nemvar d2a9c685e0 Welpsies. 2019-07-10 18:05:04 +02:00
AnturK 0d5c0f16f9 Updates FontAwesome to 5.9.0 (#45031)
* removes duplicated tgui asset definition.

* Puts fa in separate asset

* Makes it work.

* Not needed anymore

* Removes brands css and font

* we're not using logos anywhere right

* duh

* Fixes the chat settings width while i'm at it.

* TGUI build
2019-07-10 22:27:53 +10:00
Jordie f42075568d Merge pull request #45076 from ExcessiveUseOfCobblestone/LexLoser
Lexorin Requires Salbu Instead of Oxygen
2019-07-10 21:40:23 +10:00
Jordie 0df815b905 Merge pull request #45079 from willox/borg_hand_holding
remove special borg behaviour during surgery
2019-07-10 21:37:03 +10:00
nemvar 4d7cca3acd Fixes vomi/tg/oose runtime (#45063)
* Fixes vomitgoose runtime

* looks nicer
2019-07-09 16:15:47 -04:00
ShizCalev e0e101237e Merge pull request #45054 from AnturK/permeability
Fixes permeability runtime
2019-07-09 16:05:24 -04:00
ShizCalev 4da4f82a56 Merge pull request #45050 from nemvar/refactorevenant
New Revenant icons
2019-07-09 16:00:37 -04:00
ShizCalev 5f34b50b43 Merge pull request #45066 from nemvar/borgmodule
Fixes default borg module runtime
2019-07-09 15:53:53 -04:00
ShizCalev f2de4a8923 Merge pull request #45062 from nemvar/runtimeitchingpowder
Fixes itching powder runtime
2019-07-09 15:51:55 -04:00
ShizCalev 63cb731429 Merge pull request #45057 from AnturK/slimelungruntime
Fixes slime lungs runtime.
2019-07-09 15:51:26 -04:00
ShizCalev 4a2dfb429d Merge pull request #45056 from AnturK/beelog
Makes logs show bee reagent name
2019-07-09 15:51:17 -04:00
ShizCalev bd4a36d26c Merge pull request #45058 from AnturK/paiattackbyruntime
Fixes pai runtime.
2019-07-09 15:50:24 -04:00
skoglol 799c29b2ee Makes black and blue crayon effects less intense. (#45040)
* Makes black and blue crayons less intense.

* bigletters
2019-07-09 11:16:15 -04:00
Fikou 61f271636b birdboat and mulebot priority (#44996) 2019-07-09 11:15:35 -04:00
Time-Green fa52748e43 fix plumbing visuals 2019-07-09 08:58:34 +02:00
William Wallace 0e7589827b remove special borg behaviour during surgery 2019-07-09 02:49:26 +01:00
Time-Green ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
moo 8fcf42eff9 Experimental Cobbisection [150+ Hours and Ready] (#44821)
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
2019-07-09 11:57:26 +12:00
XDTM 0e07c79902 Fire Cremation (#44764)
Bodies can now be cremated (dusted) by setting them on fire while their limbs are at maximum damage.
The process goes like this:

    Body needs to be on fire
    Chest needs to have maximum damage
    At this point, limbs with maximum damage will start to slowly burn off (or detach, if augmented). Burnt off limbs are deleted, detached limbs will remain.
    When no limbs are left, the head is eligible to burn off, same rules as above.
    When nothing is left, the body will (still gradually) dust, dropping any equipped items (that managed to survive the fire).

Every limb has a cremation counter that ticks up if the limb is at max damage and on fire, and is reduced when the limb is healed. Past a certain threshold, the cremation counter causes the limb to burn off and get deleted or detached.

Extra change: Damage from fire is now applied evenly across the body instead of picking a random limb, to make burning people for cremation more consistent. Without this change, damage tended to plateau after most limbs reached max damage.

Fixes #44755
Why It's Good For The Game

A slow but effective way to dispose of corpses if you have time and access to fire. Makes sense to be able to burn off the evidence, after all.

It's also an extra way to kill off people with NODEATH if you dont have dismemberment tools, as they can be tossed into a fire until they become ash. So flooding the station with plasmafire is now an appropriate response to a zombie invasion.

You can now actually dispose of bodies in lava, instead of leaving a permanent ever-burning husk.

It's worth noting that unless done intentionally or literally swimming in plasmafire, this won't happen randomly.
Changelog

cl
add: Bodies can now be manually cremated by setting them on fire while their limbs are fully damaged.
add: Cremation causes limbs to gradually burn off into ash; once none are left, the body is destroyed.
tweak: Fire damage is now evenly distributed instead of applied to a random limb every tick.
/cl
2019-07-09 11:39:39 +12:00
Emmett Gaines 328fc7b1f1 Adds elements: Lightweight shared components/Global components (#44817)
If you came here thinking this was some game feature then you are in the wrong place. Here is where I ramble about code.

This adds /datum/element as a sort of sibling to components. Only one of each type gets instanced and they do not get tied directly to any particular thing like a component does. Basically they're a very lightweight component for doing simple functionality that doesn't have much state.

Originally this concept came about as a kind of component that could be shared between many parents to reduce some resource costs. Doing this would allow us to componentize more behaviors that are a part of too many things to be viable to have a whole component for every single one. For example a component on every space turf would be entirely unviable. With elements it's much more reasonable.

This implements a prety bare framework and a couple components are migrated to it. It's ready to be used but I fully expect I'm going to need to refine how it works for all the usecases we'll want it for.

Also: this fixes the qdeleted signal. This signal isn't even possible because after qdel is done there's nothing to receive a signal anyway. I've changed it to a qdeling signal instead. I need it to work for some elements to know when to clean themselves up.
2019-07-09 11:26:51 +12:00
ExcessiveUseOfCobblestone fc3e619ab6 LUXOIORIOAIRON 2019-07-08 18:58:06 -04:00
Krysonism 7885aa52a0 [READY]Adds moodlets to appropriate drugs and drug-like reagents (#44985)
* Adds narcotic moodies

Krokodil, fentanyl and morphine now trigger moodies.

* Makes the duration comparable to similar moodies

+Morphine now uses the correct moodie.

* Adds moodies to crank, meth and bathsalts.

* Remove comma splice
2019-07-08 13:52:59 -04:00