* Adds allowing display cases to pick from a random list
Keeps compatibility with older maps and moves trophy/plaque message to all display cases
* A bit more legible
* Refactors statues tool interaction code
* Don't override it already exists
* done
* Standardizes access checks
* Makes SS Networks init before SS Atoms to prevent NTNet interfaces from initializing before them
* Adds passkey support to NTNet packets
* Adds NTNet support to airlocks, makes door remote use NTNet
* Access levels given by jobs are now shuffled
* Access code improvements
* Adds IC card readers
* Fixes a delay issue with opening/closing airlocks with NTNet or signalers
* code review memes
* Renames plaintext_passkey to encrypted_passkey
* death by thousand nitpicks
* caps fixed, small other fixes and mushpunch
* honey, i fixed the bugs!
* STUPID YORII DUMB GIRL STINK LEAVE
* boolean is such a fun word
* zoinks
* F_XED
* fixes part 2
* TRUEs and FALSEs
* don't drink and code boys unless you're goofball or like maybe kor
* for entirely different reasons i mean
* at what point is goofball too drunk to troll but not drunk enough to shitcode
* cool your jets, travis.
* what a TRAVIS-TY
* mush added to yet another blacklist!
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.
* Adds Medical Sprays
Medsprays are a new application method for chemicals, functioning like a multi-use patch with an internal chemical reservoir.
This allows touch chemicals to be applied more precisely and with a delay, rather than instantly and imprecisely with a spray bottle.
Pre-loaded medsprays with styptic powder or silver sulfadiazine can be obtaiend from the NanoMeds, and empty ones will spawn in the secure chemical locker.
They will also come from the medical pack from cargo.
* Update packs.dm
* Volume adjustment, attack_self addition
* Adds Medical Sprays
Medsprays are a new application method for chemicals, functioning like a multi-use patch with an internal chemical reservoir.
This allows touch chemicals to be applied more precisely and with a delay, rather than instantly and imprecisely with a spray bottle.
Pre-loaded medsprays with styptic powder or silver sulfadiazine can be obtaiend from the NanoMeds, and empty ones will spawn in the secure chemical locker.
They will also come from the medical pack from cargo.
* Volume adjustment, attack_self addition
* Adds Medical Sprays
Medsprays are a new application method for chemicals, functioning like a multi-use patch with an internal chemical reservoir.
This allows touch chemicals to be applied more precisely and with a delay, rather than instantly and imprecisely with a spray bottle.
Pre-loaded medsprays with styptic powder or silver sulfadiazine can be obtaiend from the NanoMeds, and empty ones will spawn in the secure chemical locker.
They will also come from the medical pack from cargo.
* Volume adjustment, attack_self addition
* Forgot this
* removes unnecessary/annoying check
* replaces deprecated sterilizer spray bottles on Pubby
* Applies MrDoomBringer's sprites
* new sprites, by @MrDoomBringer
* two-line shuffle
* fixes double entry
* Adds logging
* code standards
* Tesla Coil path fix
Better to just force a path change to something valid than to 50/50 if it doesn't have a path, because it has a path already. Byond, you so silly.
* reeee construction memes
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
* Tesla Corona Analyzers
Generate points to make up for no bomb production on maps like Pubby
* Silly me, not Aurora, but Corona
* Adds sprites to the new mode
* new sprites! credit to... me!
* Further sprite tweaks.
* A Nar-Sie Plushie can be used an an extra invoker now!
you can't use 9 nar-sie plushies to invoke a rune, nar-sie plushies are only counted once
* Update runes.dm
* Update plushes.dm
* Update plushes.dm
* Update runes.dm
* Refactors anti-magic into a component
* plenty o stuff, mainly holy and antimagic traits
* fix
* fix2
* moved to components, moved some of the logic to the component
* don't blame me if the code looks copypastey
* right
* Black Fedora opens its inventory on-click like the Detective's Fedora
Instead of having to drag the sprite to your character to access its inventory, behaves the same as the Detective's Fedora opening its container on click. Considering some dets prefer the black variation for noir flavour rather than the brown standard one they just have to pass his flask from one hat to another.
I had either this in mind or creating a new black detective's fedora variant on the det's cabinet that also had the flask inside it.
The only other item affected by this, if I'm not mistaken, is the improper CentCom hat.
* Update internal.dm
Removed the <priority> line altogether to trim the code
* - Makes it possible to load the rped with beakers, assemblies and other such parts
* - Fixes cell ratings being not really related to desirability
* - sorry uhhh emp cells need to be slightly better than regular cells