Commit Graph

47569 Commits

Author SHA1 Message Date
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
ShizCalev 2674926a80 Merge pull request #45059 from AnturK/gpsruntime
Fixes gps runtime.
2019-07-09 15:49:42 -04:00
tralezab 270f349a58 removes the stun from spraycans (#45048)
* removes stun from spraycans

* compiles

* now flashes the color you were sprayed with
2019-07-09 11:20:24 -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
nemvar 40ce94f8ef Thermite tweaks. (#44959)
* thermite fixes

* 10 seconds

* Update code/datums/components/thermite.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
2019-07-09 11:04:27 -04:00
Time-Green fa52748e43 fix plumbing visuals 2019-07-09 08:58:34 +02:00
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
nemvar 23648022c7 Gives tagger the art component (#45046)
* freespraycanbegone

* crayon

* Crayoncolor

* atomized
2019-07-08 14:02:15 -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
nemvar ba24766c08 Fixes area moodlets. (#45043)
* moodie

* newline
2019-07-08 13:14:04 -04:00
Jordie 77ae0c5f5c Merge pull request #44958 from JJRcop/patch-24
Blocked IC chat stats
2019-07-08 23:52:09 +10:00
Akrilla 1d5d26e845 stun animation (#44991) 2019-07-08 23:39:18 +10:00
nemvar 5b4c97a5ce nerfs cakehat for realsies (#45001)
* nerfscakehatforrealsies

* whoopsie doopsie

* Adds Potty the plant

* microwave the cake
2019-07-08 23:26:21 +10:00
nemvar 4a8a508433 Gives hivelord broods (legion skulls) the swarming component (#44998)
* Swarmers

* TRUE

* 1
2019-07-08 23:20:31 +10:00
Jordie cf671f5bd0 Merge pull request #44999 from YPOQ/simplezombiefix
Fixes simple animal zombies not looking like zombies
2019-07-08 23:17:31 +10:00
cacogen 8b1df505e9 Makes cleanbots clean slightly faster (#45010)
* Makes cleanbots slightly faster

* Adds the cleaning animation back in and adds a 100ms delay to cleaning

* makes code better with the help of nemvar
2019-07-08 23:11:15 +10:00
Jordie ab745ff79e Merge pull request #45002 from nemvar/sprinklesprinklelittlestar
Fixes a sprinkles runtime
2019-07-08 23:02:06 +10:00
Jordie 1615cdc133 Merge pull request #45005 from cacogen/equipmentfortwojanitors
JaniDrobes now have equipment for two janitors
2019-07-08 23:01:39 +10:00
kingofkosmos faabf46f25 Line break change on AI minions list (#45021)
* * added newline to roundend ai minions list

* * removed extra br and space

* * robolist and extra brs removed
2019-07-08 22:51:00 +10:00
Jordie 980550cd6a Merge pull request #45018 from nemvar/Trashman
Trash from food no longer teleports.
2019-07-08 22:48:26 +10:00
Akrilla 84dfa1f56a Agent card automatically assigns your account number on first time use + change it anytime (#45032)
* Force contract ransom ID message

* Agent cards get set account number on first time user + anytime change

* actually an account + remove/add to bankcard list

* space
2019-07-08 22:44:52 +10:00
Nick 8f8dde46b8 Adds the feeedback column to admin (#45025)
* Adds the feeedback column to `admin`

* edited changelog message for clarity

* increments db minor version define like you're meant to nednerd
2019-07-08 22:20:52 +10:00
AnturK 1c0112c7e9 Fixes gps runtime. 2019-07-08 12:11:05 +02:00
AnturK fc8d46112d Fixes pai runtime. 2019-07-08 12:06:32 +02:00
oranges 37fdfee08a Merge pull request #44843 from Garen7/removeHygiene
Removes Hygiene
2019-07-08 21:53:08 +12:00
AnturK a7c0a88673 Makes logs show bee reagent name 2019-07-08 11:08:45 +02:00
XDTM 499d605323 Fix swappers not working (#45027) 2019-07-07 20:58:57 -07:00
oranges 20a2f6ee23 Merge pull request #45011 from BrandonCouts/master
Fixed tabbing for Crew Monitoring Console
2019-07-08 10:28:19 +12:00
Fikou 6f88758809 Give zombies a big bad message (#44986) 2019-07-07 11:43:20 -07:00
oranges 9d6bfdca16 Merge pull request #45023 from bgobandit/onions
Adds french onion soup.
2019-07-07 14:01:44 +12:00
bgobandit cf841154b5 Adds french onion soup. 2019-07-06 11:11:55 -04:00
nemvar 9420b1146c trashteleport 2019-07-06 14:48:00 +02:00
Brandon Couts 837b60daf3 Fixed tabbing for Crew Monitoring Console 2019-07-06 04:42:40 -04:00
RandolfTheMeh 176bcdad93 Adds Jumpsuit/Jumpskirt Preference (#44883)
Adds a preference for jumpsuit/jumpskirt into the game. Currently runs
a jumpskirt for all occupations on spawn except for miner, since they
have their special lavaland suit, and no skirt variant I could find.
Doesn't remove skirts from lockers/machines yet since I am not 100% as
to whether that should be done (clothes are available generically for
the sake of changing outfits/recovering clothes after a whoops with
some pyrotechnics).
2019-07-05 23:38:50 -07:00
cacogen 9da79d3c4a adds extra equipment to the janitor's wardrobe for a second janitor (or assistant) 2019-07-06 14:59:31 +12:00
XDTM 4d6159966a Add Quantum Spin Inverter, aka Swapper (#44866)
Adds the Quantum Spin Inverter device to the science protolathe under
the Miniaturized Bluespace node. Basically a remote that swaps the
user with its connected twin, along with any movable containers, like
lockers.

Another fancy teleportation gadget to use in some creative way. An
important element it has is that it teleports its containers as well,
meaning that for example you can hide it in a box inside a bag
somewhere, and trigger its twin when someone picks it up for an easy
kidnapping.
2019-07-05 16:16:47 -07:00
Garen Crownguard 534a9140aa merge 2019-07-05 17:59:38 -05:00
nemvar a6c0939a8c Add seashells to beach zones (#44988)
It's a harmless decorative item. People can use it in their mapping
and whatnot.
2019-07-05 15:11:29 -07:00
nemvar f32e323f35 Fixes a sprinkles runtime 2019-07-05 22:59:59 +02:00
YPOQ e975ab9e05 Fixes simple animal zombies not looking like zombies 2019-07-05 13:27:30 -06:00
Krysonism 1edc7fb582 Add cowboy boots! (#44880)
This PR adds 6 new types of cowboy boots. Brown, black and white
cowboy boots have been added to the clothesmate. Two types of lizard
skin boots can be crafted, these boots can then be exported for money.
An additional pair of fancy boots are currently unobtainable, but will
be part of a future project. Cowboy boots can now act as shelter for
some type of snakelike creatures, fill a pair with snakes as a prank
or harebrained assassination plot.
2019-07-05 12:08:22 -07:00
WJohn 0c5107a479 Increase BYOS cost to 5000 and makes it slightly bigger (#44857)
Allegedly this shuttle is getting bought too much and there's not
really any downside to it, so cost increase it is.
2019-07-05 12:04:24 -07:00
bgobandit 4f3d845ec9 Show message when examining dead simple animals (#44982)
Gives palliative care to an oldass bug that needs to die.

Because this bug is old as fuck, someone in the comments mentions this
being bad for drones. Drones have since had a custom message added,
but this PR doesn't change it since the drone proc doesn't call the
parent.
2019-07-05 11:22:00 -07:00
Krysonism ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
pireamaineach e8686b0f96 Add mime and clown plasma-envirosuits (#44881)
- Added mime envirosuits, nothing special here.
- Added clown envirosuits, which release space lube when they
  extinguish the clown.
- Removes code that theoretically limits plasmamen from being clowns
  and mimes, but actually doesn't.
- I guess the roles now spawning with these suits is kind of notable.
- Reverts unlisted changes to the grey detective suit from #44776.
2019-07-04 22:34:59 -07:00