* INVOKE_ASYNC
Replaces a zero-delay timer with INVOKE_ASYNC
* More timers
Switches out some more zero-delay timers for `INVOKE_ASYNC`
* lib_codex_gigas
One last switch
...on april fools, and adds a randomly colored tile subtype for mapping
Changelog
🆑
tweak: Due to a new clause in the Crew Satisfaction Program, the clown has been given full control over station decorations during April Fools
tweak: Added randomly colored tile decals for mapping
/🆑
Adds the Families gamemode to the codebase. In this 1 hour showdown,
multiple criminal families are placed onto the station with their goal
to rack up the most points by the end of 1 hour. At which point, the
Space Cops hit up the station to crack down on the family activity. The
severity of the Space Cops is based on how much carnage and murder the
families have committed.
## Why It's Good For The Game
With an actual official medium/heavy RP server, and the codebase taking
a much harder swing towards heavier consequences for death, a more
player focused gamemode with a unique swing on teamwork, the concept of
what exactly is an antagonist, and trust/paranoia will do wonders to
help improve that atmosphere.
Previous tests went extremely well(when administrators weren't
intentionally sabotaging it by welderbombing families as the Head of
Security every single round immediately with no escalation), but
suffered from "this just isn't a gamemode for no RP servers like /tg/".
However, /tg/ is now an RP server.
Get ready to rep your family.
## Isn't this just Gang?
Heck no. Only thing similar is tagging turf and the fact criminal
groups are involved. This mode is completely different otherwise.
## Heck yeah, where do I sign up?
Ask a family member where their Signup Point is, and then simply click
on it with an open hand. You'll be signed up for the family instantly,
and given some sick threads and a spraycan for tagging.
## How do I rep my family?
Wear your gang's uniform or colors similar.
## What does it mean to roll with a crew?
Travel in a group of four or more for bonus points towards your gang.
However, you receive less for having eight or more, so be careful. Try
to spread your crews out!
## I'm an X, what do?
Gangster: Yeah, go do whatever. Wanna backstab your gang? Go for it.
You can switch sides at any time by clicking on an enemy gang's sign up
point. Wanna murder some snitch because they ratted you out to the
pigs? Do it. Wanna pressure the locals into supplying you with goods to
export? Emergent gameplay.
Civilians: Wanna join a gang? Go for it. Gangsters probably shouldn't
be arbitrarily murdering you, but if you're repping someone else's
colors, don't expect to be given a free pass. After all, uniforms are
the only way to really identify a gang member.
SPACE COP: Get rid of all the gangsters. Secure the station. Protect
the law. Uphold the law. Eat donuts.
## No huds? How can I tell if someone's part of my group?
Tough shit, man. I hope you like trust.
In short, this gamemode will be a fun exercise in how far the
playerbase can go in regards to trusting eachother and unifying to meet
a common goal for their group with no rules, gameplay mechanics, or
anything actively forcing them to work together.
## How do I know if someone is a gangster?
1. Are they wearing a gang uniform/color?
If yes, they're probably a gangster.
If no, they're probably a civvie.
2. Are they attacking gangsters?
If yes, they're probably a gangster.
If no, they're probably a civvie.
* Startwork
* "Arcane: Everything works up until the export datum bullshit"
* I got up to "Split Profit" in "sell object"
* This is when I switched over to components and it STILL doesn't work
* alright stopwork for the 'night'
* So this is the version that crashes
* One step further in my descent to madness.
* Alright, this should be working (Minus maybe profit_split)
* Alright splitting up custom sales splits is broken right now.
* Profit split works now.
* Alright what the hell is going on here.
* Revert "Alright what the hell is going on here."
This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.
* Oh wait, I can do commit messages through VSC?
* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal
* Added shipping box to all maps and the service/cargo lathes.
* Fuck you mapmerge hook you ain't shit
* Alright, yet another take of making it get rid of the pricetag
* [3:43 PM] oranges: anturk is smart (This is true)
* Tested, cleaned up component procs, and limits signals sent a bit.
* Whoops
* Other comments from Ninja over discord
* Left in a comment line.
* Fixes the issue with ind. barcodes, adds examine.
* Well thank GOD the children wern't there to see it
* Adds a do_after to prevent accidents.
* Fixes merge conflicts
* Fixes merge conflict. Twice in one day.
* Fixes merge conflict.
* one tiny bit of documentation
* Travis play nice.
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.
InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.
As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
Running over salt (that is, moving over salt while not walking) will
slowly dissipate it. The first two times, nothing will happen, but the
third time the salt will be fully scattered away.
I think salt is a hard enough counter to revenants that it's impossible
to justify how easy it is to apply and how relatively permanent it is
once it's applied. Salt smoke can coat entire departments in salt in
seconds, locking revenants out of them forever with essentially 0
effort.
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Initial Commit, Plastic Boxes and Soda Rings. Basic carp interaction.
* Beads, trash created from breaking plastic, carp eat plastic properly.
* Cleans up sprites, adds designs to autolathe, and adds plastic plants
* Icon Conflict more like Ion Comblict because I can't spell
* Oh neat, there's already a party crate. Added Beer/Soda 6packs to the crate, adjusted price accordingly.
* Aaaaaaaaaa runtime loop.
* You win this round travis.
* Makes the in-hand sprite the soda can sprite because honestly it's close enough don't @ me
* Typo.
* Merge conflict, style changes, FINE CARP DON'T BREATHE.
* BEGONE CONFLICT BEGONE FROM ME
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
I've added some new decals for making colored trims around walls,
points of interest, or color coded guiding lines for that hospital
feeling. These fit perfectly with existing tile coloring.
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
* ian's birthday
* missing )
* hop shirt + bday cake is on front desk
* confetti 1/2
* confetti 2/2
* corgi balloon, hop gets a knife to cut the cake
* forgot knife + inhands + mapping
* oranges review, old var removed
* oranges request ;)
* Adds stat tracking to mess on station
* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor
* adds mapload arg to init
* asdasd
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)
PROS
- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail
- Their blood is spacelube
- They get a cool armored nodrop snail shell
- They don't slip
CONS
- Very slow
- Punch is pathetic
- Tttaaalllkkk llliiikkkeee ttthhhiiisss
- Extremely vulnerable to salt
- Can't wear glasses
Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails
You can also get gastrolisis by random_reagent_id, so maintpills and botany
🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628
Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
* Glowing goo glows more, and always contains radium
🆑 coiax
tweak: Glowing goo now glows a lot more noticably in the dark, and
always contains radium.
/🆑
You can barely see it in the dark, should glow more. Also, the normal
in-game method of creating it is spilling radium on the floor, so all
glowing goo should have radium in it, even the roundstart stuff.
* Roundstart goo now contains either radium or uranium
* Radium is now a subtype of uranium, because nearly-identical behaviour
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.
This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
* Gibs now rot and generate miasma
🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑
Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.
* Rot component, for things that rot
* Whoops
* No longer processes, so doesn't need to stop