About The Pull Request
Moves NOFLASH from species traits to inherent traits and renames it TRAIT_NOFLASH
Also moves the trait check to living level instead of carbon but that shouldn't cause any real issues it just expands the possible range of usefulness of this trait.
Why It's Good For The Game
From what I gathered, species_traits should be used for stuff that gets handled internally while inherent_traits is for used for stuff outside of the species datum.
This expands the possibilities in which this trait can be used and also kinda makes more sense if you ask me.
Changelog
backend boys.
About The Pull Request
Having observed a bit of how people play the derelict drones after #45965, I got a few additions and changes to the derelict to make it more enjoyable.
Power cable into the AI core/vault area was hard to find under an rwall, have run an additional one into the room to give easier access to pre-smes power.
Added a derelict drone printer, so more friends can be printed. Starts without materials
Added mother drone core lawset to secure storage. This was intended in the last PR, but forgotten.
Added a dronespeak manual that drones can use to teach other drones or silicons the drone language. Works like the codespeak manual.
Why It's Good For The Game
KS13 is frequently made great again.
Changelog
cl Skoglol
tweak: Slight mapping improvement to KS13
add: KS13 now has mother drone board, a dronespeak granter and a drone printer.
/cl
* hup
* they are CONFIDENT
* ok vsc
* its 25 now not 50
* compiled but not tested. i am lazy and its 12 pm
* actually this is clearer
* uh
* this is less bad
* Update color.dm
* C O B B Y
* quick fix
* i fucked these up!
* all bugs fixed. probably
* ok cobby
* hi
soulstones now cant absorb things with no soul or devils.
things with no soul:
- wizard after using lich or soultap
- people that sold their soul to devil
it ruins the revival mechanics of both antags and also makes no sense
in the lore, how can a soul shard capture a nonexistant soul
This PR fixes three things regarding cleanbots:
1. Turning "clean trash" option will no longer make cleanbots ignore all other possible clean options, like blood. This fixes#46619.
2. Cleanbots will now properly scan for dead mices to clean them.
3. Cleanbots will no longer get infinitely stuck when starting to clean trash because their target did not get properly cleared.
* Switches out the three billion args of electrocute act for flags
* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file
* tries to fix ed209 again
* Fixes 209 hopefully
* Finally fixes that darn file
* one final one to fix the diff
* Or i guess i'll just do it myself
* shitload of new sounds
* dme fix
* file fixes
* more file fixes
* more file fixes
* volume tweaks + better pistol sounds
* more new sounds + no through walls suppressed
* better suppressed
* more work
* pistol handling sounds
* small tweaks
* Makes all combat involved visible_messages in species.dm ignore user and adds a new to_chat-message for user alone.
* Adds personal combat messages to martial arts.
* Adds personal combat messages to most things, like monkeys, aliens, humanoids and silicons.
* Fixed message to bite src, not self
* Fixed message to attack src, not self
* Changes wording on miss-messages.
* Adds audible messages to visible_messages. Also adds few missing to_chats.
* Created the almighty BUTTERBEAR!!!
* Fixed a subcategory issue.
* Added sound effect to slip, heavily nerfed duration of knockdown
* Changed default name of mob
Trademarked name I guess was a bad idea, but the suggested name is pretty good!
Co-Authored-By: MrDoomBringer <emmanuelssr@gmail.com>
* Balance changes
Bear attack damaged nerfed down to 1. Now is part of the russian faction. Slips now work 100% of the time, but you are unable to slip targets that are already prone.
* Had some indentation errors; oops!
* Less icky
Removed If Else loop for just an if
* Update old name
Co-Authored-By: MrDoomBringer <emmanuelssr@gmail.com>
* Doubtful improvement
* Switches out all the magic numbers with defines
* Thanks travis for finally finding a real error
* properly resolves some left over conflict
About The Pull Request
All mobs in GLOB.player_list have clients attached and there is in fact a fair amount of code that is working fine without checking client on things in player_list. This pr just removes a bunch of checks for client when iterating over player_list.
About The Pull Request
Makes it so pAIs either stutter, slur, or talk like a brainlet when they're EMPed. This can be fixed by someone pressing the "Reset speech synthesis module" button on the pAI card. Additionally, adds a 40% chance for their default language to be swapped.
Readded the mute, albeit a bit shorter, due to feedback.
Idea courtesy of Rogus.
image
Why It's Good For The Game
Mutes are boring. This adds a debuff that while less severe, persists for longer and requires the help of another player to fix.
Changelog
cl
tweak: pAI speech modules have been upgraded to be more EMP resistant, but they can now malfunction on EMP.
/cl
About The Pull Request
gives knight armor and helm more fitting descs and names
fixes earth bolt name
makes knight armor actually show up in autolathe when you put the disk in instead of being in a nonexistent category
Why It's Good For The Game
fuck
Changelog
cl
fix: the knight armor and helmet now are in the imported category instead of some nonexistent one
spellcheck: earth bolt is no longer an earth_bolt
/cl
About The Pull Request
Adds shoe stealing. Grab someone who is prone while targeting a leg to steal their shoes.
Why It's Good For The Game
The single biggest loss of the slip rework was the inability to steal people's shoes that had been slipped. This rectifies that.
Changelog
cl
add: Steal shoes by grabbing someone on the floor while targeting a leg
balance: tweaked a bunch of shoe strip times
/cl
About The Pull Request
This PR finally splits up the ways that borgs are supposed to initiate inventory checks of a mobs and initiate attempts to buckle mobs to themselves (formerly, they would both happen upon click+dragging a mob onto yourself as a borg). Now a borg will only try to buckle a mob to themself if they ARE NOT on harm intent when they finish click+dragging said mob onto themself, and will only try to check a mob's inventory if they ARE on harm intent when they finish click+dragging said mob onto themself. An outsider can still buckle someone (even themself) to a borg who's on harm intent; the borg just can't do it themself.
Why It's Good For The Game
This issue is incredibly annoying to deal with as a borg (especially if you're in an area or situation where *spinning someone off of you could be risky), and I'm really surprised that it's taken this long for this control conflict to be fixed.
Changelog
cl ATHATH
tweak: If a cyborg click+drags someone onto themself, they will only try to buckle that person to themself if they (the cyborg) ARE NOT on harm intent. Attempts made by non-cyborgs to buckle themselves to cyborgs by click+dragging themselves onto said cyborgs should be unaffected by this change, even if those cyborgs are on harm intent.
tweak: If a cyborg click+drags someone onto themself, they will only attempt to check that person's inventory if they (the cyborg) ARE on harm intent.
/cl
About The Pull Request
does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game
fixes tons of horrifying copypaste
also fixes some minor things
Changelog
cl
del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl
* Blindness removes colours so you can only see if an object is near, not the fine points on it.
* Fixed up the monochromatic trait to persist when removing blindness
* Removed added trait and created new colour filter for blindness
* Blankspace Removal
* removed the src before the proc as it was not needed