Fixes#40486
cl MrDoomBringer
fix: Supplypods no longer detonate their contents
/cl
I did this by adding a return value to the atom/contents_explosion() proc. If the proc is overridden, it should return null. This is then checked in explosion.dm to see if the contents have been properly exploded. If they havent (if contents_explosion() returns true), then explosion.dm handles it manually.
There might be a better way to go about this, if there is please let me know
Attempt 2 at fixing the remaining bugs with orbits
Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.
fixes#40544fixes#40522
cl XDTM
add: Added a new severe brain trauma: hypnotic stupor. Victims of hypnotic stupor occasionally fall into a trance, and upon hearing a sentence they'll focus on it to the point of obsession, until it is replaced by a new hypnosis or the trauma is cured.
/cl
Adds the potential for some fancy rp gameplay. The idea is that they should take a passing message way too seriously, while leaving room for interpretation to the player. Hearing an isolated "greytide" over the radio might prompt a player to take up arms against the rampaging greyshirts, another might interpret it as having to become the greytide. Someone who realizes what's up might use this to give clear orders to the victim, although they'll only last until the following trance.
I plan on adding more methods to inflict hypnosis with the same trance->"focus on a sentence" mechanics, perhaps as a traitor/CMO pendulum item, or as a wizard/cult spell.
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl
Goodbye SSorbit you ticking piece of shit
This also gives update_sight a signal so wisp code isn't hardcoded into it.
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
* Ice sliding related fixes.
* Makes ICE do not break other forced movement.
* Revert "Makes ICE do not break other forced movement."
This reverts commit 2aa691d3b8b35c31101e86fd888417755da86dcd.
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
* Adds Gonbolas
* Gondolafied the status effect a bit more.
* Corrected documentation
* -Restructured status effect handling for better efficiency
-Rebalanced stats
* Fixed qdel
* Radiation toxin damage has been slightly increased.
* Contaminated objects are overall a bit weaker but are easier to create in the
first place.
* Showers deal with high amounts of contamination much faster but aren't that
great at dealing with weakly contaminated objects.
* Atmos holo-barriers have been given radiation insulation like the engineering
ones.
* Adding miasma gastype
* make miasma roll small chance of infecting and corpses rot
* Add dry air sterilization to clear miasma
* make air alarm scrub out miasma automatically
* Storing corpse in morgue/coffin doesn't create miasma
* Added more ways to block miasma and a small notice
* fixing some errors in the rot proc, since I accidentally copied the old bugged version
* Code improvement, now waiting for Travis
* Added more effects to high miasma concentration
* Added delay to miasma production
As a result, miasma production goes up and partial pressure was unachievable back then, so I lowered it for all the effects.
* Formaldehyde stops decay
Also still trying to manage that miasma side effect stuff
* fulfilling some reviews
* Well done Travis
It's 9 in the morning, but I wanna see this through first
* beginning of miasma canister
* Added miasma canister
* Added miasma canister art
* add odor moodlets
* adding moodlets to miasma
* simplifying reagent check
* fixing indentation
* fixing an indentation problem
* Adding miasma tile effect
* adding miasma tile effect
* Deleting file in false placement
* changing miasma partial pressure for carbons
* added effects to lungs
* fixed a few errors
* Update lungs.dm
* Making miasma effect slightly prettier
I am not a pixel artist, but at least I try
* Raising miasma inhibiting temperature to -10°C
Yes, you can now store bodies in the cool room.
* making sure air alarm is set for miasma
since it is a common waste product, air alarms should start with scrubbers having miasma set to scrub
* setting scrubbers to scrub miasma on start
finally found this little setting
* lowered formaldehyde amount needed
* reaction fix
* rebalanced the reaction
Now happens quicker and doesn't produce that much heat.
* remove timeout to stench moods
* Update life.dm
* making mood stop with low/no miasma
AND waiting for travis
* fixing variable naming error
* fixing send signal for lungs
* fixing send signal for carbon
* fixing moodlet
this subsystem sure works in mysterious ways
* fixing lung moodlets
smell u l8r
* removing the 2 ifs
and looking if all moodlets are given to owner, not src
* Trying to balance the sterilization reaction
No more accelerated superburn. This heats *slowly*, as it was supposed to.
* Update vent_scrubber.dm
* improved the disease generation
the random disease's new proc seems more efficient, so let's go with it
* charred corpses don't produce miasma
there's nothing organic any saprophyte could possibly benefit from a carbonized carbon. also, replaced the disease proc, since there's better
* adding disgust system
* rebalancing
looking at the thresholds made me think that it was set too low, see negligible
* Slowing down the bubbling
can we plz move on?
* restoring old scrubber functionality
* mistakenly believed deleting this would only delete my changes in the code
here's the old functionality
* Update and rename vent_scrubber to vent_scrubber.dm
* restituting the spacing
* adding water vapor check
* changed miasma's specific heat to 20
no toxins memes
* lowered threshold, due to near-unachievability of pressure
* lowered threshold, due to near-unachievability of pressure
* there's never going to be a canister onstation
unless it's debugging or adminbus, so you'll need this little bit more
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.