* Adds an aesthetic new space ruin with original content (hi bawhoppen)
* do you understand its all in your hands its your move
* i made up my mind
time is running out
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.
Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.
Also this PR makes ORM code better and allows people to easily add new alloys
Sprites by WJ
* Silicons converted to the Ratvarian cause get an action button to communicate
* psna class actually both compiles and works, which is confusing
* no message
* Observers can auto-orbit meteors; space dust event
During a meteor shower, observers can automatically orbit
threatening meteors and watch them hit the station.
Added Major Space Dust event, which is a meteor shower
containing only space dust.
Reduced chance of RNG meteor event.
Fixes bug where meteors wouldn't move when spawned.
🆑 coiax
add: Syndicate bombs now use world.time to track their countdowns, the
same as shuttles and dominators. They will now explode slightly sooner
when a red button is pressed.
/🆑
- Syndicate bombs fast process so they can beep every second. It's
syncronised with the observer countdown for extra drama.
- As a balance change, this means that bombs have effectively a 25-50%
faster minimum timer.
* Fireball Spell Changes
- Changes the fireball spell to be click-to-fire.
- Converted Devil and Wand fireballs as well.
- Moved some code to the /proc_holder level to work across the /alien
and /spell branches.
* Tweaks and Fixes
- Infernal Fireball is now a projectile and has the right explosion
values.
- Removed non-projectile spell versions of fireball, as they are unused
- Fixed fireball not seeking adjacent targets.
- Fixed incorrect bolding slashes.
* Fix
Fixes the fireball sometimes missing.
* Fixes and tweak
- Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables.
- Ranged abilities now remove themselves tries to use an ability in a
disabled state. (Such as being knocked out)
- Define for the click cooldown.
In theory I added logging to everything I saw
In practice there's probably a lot of duplicate logs so I either need to test this extensively or someone needs to tell me if I'm duplicating things
Fixes#17809 . In theory.
Makes some of Hades code more dense.
Makes mint use material containers.
Fixes#19037. There is no material datum for adamantine yet, it would be trivial to add it back if when it would become a true material.
Weather has been refactored from a weather control machine on the lavaland z-level into a subsystem. All existing weather has been changed to accommodate this change, and their code has been optimized by using addtimer() instead of sleep().
The new subsystem also supports adding weather to any z-level; for instance, if you made a weather called /datum/weather/rain_storm and made it target z-level 3 with a 100% probability, the rain storm would occur as much as possible with 5-10 minute intermissions. These intermissions take into account the weather's duration.
* Chapel is now loaded upon a pope spawning, as it's own Z-level
* ZLevel init for template loading separated into it's own function.
* Including missing sprites for the Hades Acolyte.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.