Commit Graph

3178 Commits

Author SHA1 Message Date
ArcaneMusic 844267dc32 Adds two new biogenerator chemicals to botany. (#51304)
* Initial Commit, adds both sidegrade chems.

* Actually lets keep both plants distinct enough, ya know
2020-05-27 23:07:17 +08:00
JoshAdamPowell d9da3d54e5 Buff granibitaluri recipe (#51157)
* Nerf granibitaluri recipe

* Automatic changelog compile [ci skip]

* Revert "Automatic changelog compile [ci skip]"

This reverts commit 7706ead79cb55871d0da8d675c09bfd631d67088.

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Revert "Automatic changelog compile [ci skip]"

This reverts commit a2ebbc6d9f9c3623ac1c2fd32296ef6cc80ba45b.

* Revert "Automatic changelog compile [ci skip]"

This reverts commit 73f36a262bdff9d6131324e1af633f2748e31548.

Co-authored-by: Changelogs <action@github.com>
2020-05-25 07:48:40 +02:00
nemvar 6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
MarioWizard119 f484131af2 synthflesh works with bottles and foam (#51101) 2020-05-25 02:16:21 +08:00
spessman-007 ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
antropod 042391af17 Fix PanDEMIC 2200 not showing Blood DNA and Blood Type (#51194) 2020-05-25 01:52:44 +08:00
spessman-007 5ae305ec9f Resolve issues with incorrect usage of a/an (#51095)
Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 01:34:34 +08:00
moo a65d550743 Cooked food can now be exported through cargo, Take 2. (#50707)
* Oh jesus that took FOREVER. Why is there so much god damn food?

* First pass balance changes for single click crafts

* Yes, I know Qust is going to kill me. I'm aware.

* merge conflict fixed.

* Fuck

* Updates based on dunking element.

* Accidently bundled changes.

* Fixes Silver_spawned variable to work outside of luminescents.
2020-05-05 20:27:09 -04:00
ATH1909 6da33ce3fc Unborks sensory restoration and makes some tweaks to how oculine works (#50693) 2020-05-05 17:23:05 -07:00
nemvar c528d5cc9e Fixes mutation toxin runtime (#50810) 2020-05-05 17:18:49 -07:00
EdgeLordExe 30dc79dc66 [READY]Major explosive rebalanance and changes patch: Edge strikes back (#50775)
* Explosion rebalance patch

* more rebalancing

* reee

* removes ghetto bpp

* next balance

* Exotic Stabilizer

* forgot about this

* Maintainer suggestions

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* appveyor ree

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-05-03 13:43:57 -04:00
Iamgoofball a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
ArcaneMusic a9dd22920b Fixes Silver_spawned variable to work outside of luminescents. 2020-04-27 02:01:59 -04:00
EdgeLordExe ad06bb4075 Penthrite rework: now it's actually usable![READY] (#50342)
* penthrite rework and ldx addition

* e

* Apply suggestions from code review

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* removes LDX , maybe in the future, not now

* you can od on penthrite and recipe is now changed

* ldx no longer exists v2

* mk2

* penthrite now requires salbu

* Apply suggestions from code review

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* e

* explanation

* penthrite requires wittel now

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
2020-04-25 15:12:21 -04:00
MarioWizard119 51867bb116 Purge Medicine Buff (Multiver and Calomel no longer suck!) (#50583)
* multiver is good now

* Calomel is good too

* ok, multiver was a bit too good

* Ok maybe multiver was too good

* travis machine broke
2020-04-25 14:44:42 -04:00
Iamgoofball 1e417ef119 Removes Metalgen Recipe (#50552)
* Fixes the economy.

* Update others.dm
2020-04-22 00:55:15 -03:00
ArcaneMusic dc89ef0239 Turbotany version 1.2 (#50513)
* EVERYTHING. Check the changelog.

* Minor species change, spade fits on plant belt.

* Local man blind, news at 11.

* Longrange pollenation, and fixes pill composting.
2020-04-21 02:12:49 -07:00
actioninja b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
Thunder12345 aa9be6154a Removes cryo syringes and cryo shotgun darts (#50471)
Purges cryo syringes and cryo shotgun darts, and all references to them from the code.
Why It's Good For The Game

Cryo syringes are, to put it mildly, a blight on chemistry and its balance. Every single design decision around the difficulty of using pyrotechnic chemicals can be sidestepped by heating the ingredients to max temperature and putting them in a single cryo syringe. This leads to instant kill weapons like RDX+teslium or TATP syringes, which mix their ingredients and instantly explode as soon as the syringe makes contact with something.

Nuke ops have to cough up 8 telecrystals for a rocket launcher that causes a roughly similar explosion, plus 4 more for each subsequent rocket, all with the cost of the launcher being a bulky item. Based on this, it seems like it should be inconceivable for chemists to have access to the same firepower with only a syringe gun that fits in a backpack, their chem dispenser available from roundstart and a single techweb node.

Removing these syringes will prevent chemists from evading the dangers of working with explosive chemicals, and should have little to no impact on other applications since very few other reactions exist which need to take place on being injected into a person.

Cryo shotgun darts present an identical problem, and are only not seen in the wild due to their smaller capacity and position far into the techweb making them comparatively undesirable at a point when rapid syringe guns are likely already researched.
Changelog

🆑 Thunder12345
del: Cryo syringes and cryo shotgun darts have been removed from the game
/🆑
2020-04-18 11:10:01 +12:00
ArcaneMusic 531760d19d Introduces Gene Shears to Botany, and several other QOL tweaks. (#50387)
* Beaker go splash, plants mutate good

* Hard committing to this for the time being.

* Clean up.

* Not sure what I forget here.

* As yes right, I did do this.

* Avoids chemical conflicy my making it uranium, frost oil, potassium.

* More informational, and uncaps removed genes per cut, at the cost of plant health each time.

* Moved to a more critical node to enable gameplay earlier.

* Committing suggestion.

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

* Very valid point about iterating down loops, ngl

* Fixes fixes, and other fixes.

* Fixes up documentation, and removes unused code.

* Adjusts Nutridrain to be calculated on the process side.

* Prevents Non-Extractable and Non-Removable genes from being removed, as originally intended.

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-04-08 17:18:39 -04:00
Jordan Brown 1ca4502644 Merge pull request #50378 from antropod/medigel-skins
New skins for medical gels
2020-04-06 19:28:38 -04:00
itseasytosee 4522ff45f5 + (#50403) 2020-04-06 15:31:13 -04:00
RiskySikh 93b61be2c9 fixes a mispelling in taste description for lean #50309
About The Pull Request

It's nothing major, its just fixes a spelling mistake for the taste description. I accidentally put opoid instead of opioid.
Why It's Good For The Game

Just a minor fix, it just fixes a spelling mistake for lean.
Changelog

cl
spellcheck: fixes a spelling mistake in taste description for lean
/cl
2020-04-06 10:19:12 +12:00
Cruix e129b731ed Bug fixes (#50334)
* Fixed pointing runtime

* Fixed runtime allowing abductors to speak out loud

* Fixed being able to get two monkeys from each monkey cube

* Fixed being able to use camera consoles with the mech teleporter to teleport further than intended

* Fixed ninja suit never copying data from tech disk

* Fixed being able to tackle things not on a turf

* Rearranged ifs
2020-04-04 12:34:08 -07:00
ArcaneMusic afd86c8b9f POWER ROUND 2: HYDROPONICS FIXES (#50381) 2020-04-03 22:50:29 -07:00
antropod 209c341005 New skins for medical gels 2020-04-04 06:40:19 +03:00
ArcaneMusic 1d95506cc1 LIGHTNING FAST HOTFIX FOR THE HYDROPONICS REVAMP. (#50369)
* ARCANE HOSPITAL: TRIAGE EDITION: OPEN PLANT HEART SPECIAL

* Quickfix

* Work work please god work work

* HOTFIX COMING AT YOU LIVE

* AND YOU, YOU EVIL LITTLE PROC.

* Sneakin and learnin
2020-04-03 02:37:39 -07:00
ArcaneMusic 14b7e63415 A bold new era of hydroponics (Large department rework/update) (#50001)
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request

Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.

Cool. Onto everything else.
Changes to hydroponics trays.

Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.

Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.

If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes

All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!

Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.

When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.

Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.

For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.

Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.

image
Why It's Good For The Game

Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog

🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
2020-04-03 16:56:25 +13:00
skoglol cb7e5b5f73 Fixes grinders (#50276) 2020-03-29 18:21:58 -04:00
ATH1909 b66d4016c8 it doesn't have to be this way (#50272) 2020-03-29 16:16:06 +08:00
skoglol 850d32f6a2 Adds range check to beaker eject for grinder and biogen (#49998)
* Adds range check to beaker eject for grinder and biogen

* Drops on ground
2020-03-27 18:18:02 -04:00
uomo 027b294a59 Gives the Psychologist some pills. (#50211)
* Creates pill and pill bottle types for the psych, puts them in their backpack.

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/pill.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update pill.dm

Removes an unneeded blank line.

* Cleans up a needless comma and space.

* wording change for happiness bottle

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
2020-03-27 16:35:07 -04:00
RiskySikh c620cd543c Modifies Stinger receipe, taste and description for Irish Car Bomb, Green Beer, Goldschläger, Blood Mead, Mead, and Grape Soda (#50080)
* AlcoholicDescription

AlcoholDescription


Alcohol


Alcohol

* Fix

* GreenBeerFix

* GreenBeerFix2

* goldschalger fix

* goldschlagerfix2

* glassdescfix
2020-03-23 14:48:56 -03:00
RiskySikh 9bca49ccee Higadrite Metabolization Fix (#49951)
* GoatPlushie

Removes emagged plushie

* Revert "GoatPlushie"

This reverts commit f4395c4afdeb55c959cd1716eadc37ef2ff0c809.

* higadritemetabolizingfix

* Update code/modules/reagents/chemistry/reagents/medicine_reagents.dm

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

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-03-22 18:03:54 -04:00
Rohesie e36475e1f4 Slowdown fixes and tweaks (#50095)
* Slowdowns

* Highlander fix
2020-03-21 17:01:34 +01:00
nemvar f6bb710cc9 renames wet leather to wet hide (#50092) 2020-03-21 09:47:58 -03:00
Ghilker e7a22853f7 Addition of Freon (no removal, no fire) (#49821)
* Just freon addition, no removal nor fire. Maybe unbalanced

* fixes

* material properties addition, removed from the object itself

* added admin and game logging to hot ice

* Typos

* made the component more generic

* other typos, some fixes

* typos and balancing

* better code readability

* dunno

* merge error and travis build errors fixes

* asked changes, fixes and balancing
2020-03-20 19:08:50 -03:00
RiskySikh 9d111bc4df Adds Lean Recipe (#50029)
Lean

* morphinedosagefix

* tastefix

* comment

* Update code/modules/reagents/chemistry/reagents/drink_reagents.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>
2020-03-20 17:06:05 -03:00
Sylphet 3ca324214a Adds poutine (#50010)
* adds code and sprite for poutine

* added gravy reagent and updated poutine recipe to use it in place of ketchup

* fixed errors causing failed check

* fixed errors causing failed check

* fixed another failed check

* custom poutine can now be made

Co-authored-by: Sylphet <Sylphet@users.noreply.github.com>
2020-03-20 00:23:47 -07:00
Mickyan c6b0774b86 [READY]Adds the Smooth-Headed (super bald) quirk (#49932)
* super baldness

* cleanup

* fix

* stuff

* woops

* and done

* docs, changed proc names

Co-authored-by: Unknown <Floydje123@hotmail.com>
2020-03-20 00:15:10 -07:00
Rohesie d74c0bfba1 Merge pull request #50012 from kingofkosmos/time_tenses_to_present
Verb time tenses to present tense
2020-03-19 16:19:49 -03:00
Rohesie 39e5bd6c73 Merge pull request #48747 from kevinz000/movespeed_modifiers_take_two
Movespeed modifiers, take two
2020-03-18 17:29:49 -03:00
ShizCalev 7346366d68 Merge pull request #50011 from Fikou/patch-127
mutagen now doesnt work on rad immune species
2020-03-18 01:23:59 -04:00
Fikou b9842304ee oops 2020-03-18 03:41:04 +01:00
ShizCalev 7eac42255c Merge pull request #49997 from kriskog/beakeeeers
Fixes drinks dispenser beaker icons
2020-03-17 22:31:25 -04:00
kevinz000 d5cd073887 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-03-17 09:48:02 -07:00
Fikou ef85c81275 liquid gibs now give meat material to metalgen 2020-03-16 21:15:30 +01:00
kingofkosmos 79c5a80ca0 Visible_messages verb time tenses changed to present. 2020-03-16 14:55:25 +02:00
Fikou abdcfa3270 mutagen now doesnt work on rad immune species 2020-03-16 13:13:41 +01:00
skoglol f0faf66b19 Fixes drinks dispenser beaker icons 2020-03-16 07:52:19 +01:00