About The Pull Request
CMO and MDs start with a first aid kit with slightly increased capacity and basic surgery tools
Why It's Good For The Game
Doctors need tools for doctoring in the new medical landscape, also makes the starting medkit a bit more worth holding onto
Changelog
cl
add: Medical staff now spawns with a first aid kit with increased capacity and basic surgery tools
/cl
* Fixes for turrets
Makes it so turrets wont constantly shoot silicons and that the loyalty implant check option ignores heads.
* fixed shooting borgs
added an option to shoot borgs
* fixes bad embedded error
* fixes undefined var error
* more fixes
* even more fixes
* Update portable_turret.dm
* hopeful fix
* memory saving
* attempted fix
* Update portable_turret.dm
* null fix
* null fixes
About The Pull Request
this just makes fire axes smash windows properly again. not much to say.
Why It's Good For The Game
I don't think I can call the fire axe nerf intended, but even if it is, it was unwarranted if the rwindow buffs were supposed to do what they were supposed to do. Only places that get fire axes are atmos and bridge. for atmos, it does fuck all since atmos can easily get an rcd anyways. CE, HOP, HOS, and cap give minimal shits about reinforced windows anyways, and the RD has access to tools, so it just changes much for the CMO. the fire axe is especially crucial now that any douchebag can cover a hall in impenetrable windows. It's physically painful to watch a ce try to clean that up himself. this won't break windows much faster than an RCD, but it is cheaper. Note that a fire axe can currently break windows at similar speeds to a pre changes toolbox.
Changelog
cl
fix: The fire axe instakills windows again.
/cl
* relic file
* Revert "Merge branch 'master' of https://github.com/tralezab/tgstation"
This reverts commit 826916d87b421dbb0ebcfce7fad96e456b6d3674, reversing
changes made to a0f476d874.
* transit dispenser
* that should be all
* sprites
* true falses, dmi fixes
* Update medbot.dm
* romance of the three medbots
* no longer requires unique ID
* Revert "no longer requires unique ID"
This reverts commit 3349140f3779f8e694e14d1c2a170ff5d3105a56.
* sometimes i can code ok
* Update medbot.dm
* duh
* Update unsorted.dm
* Update unsorted.dm
Renames mood_event.dm to _mood_event.dm so it's at the top of the folder. Very cool.
You can now apply an almost infinite amount of extra parameters to mood events. This is currently only used for one thing but could easily be expanded.
The owner of the mood_event is now the parent of the mood component and not the component itself. The typing of the variable and the way it is used in that one place suggests that this was intended behaviour. This fixes a bug where cats weren't wagging their tail when getting tabled.
mood_event's now null their owner on Destroy.
About The Pull Request
Buffs C2 Healing
I should have leaned to more healing initially, especially since they're damaging. Goal here is to make them more enticing.
Dilutes Starting Meds / Borg Hydro Microdosing
Perhaps this was the biggest issue in that your DEFAULTS carried way too much of the chem specifically designed for lower dosages so people were getting smacked with needless damage consistently.
You can still make your own "pure" samples I guess, but I think you'll like the current values.
Borgs can now switch between 5u/2u with altclick.
Adds a C3 Diluent Specifically for Minor Brute/Burn
Wouldn't make much sense to dilute it with air! Granibitaluri is a new C3 that slowly tops off your damage by order of brute then burn. The catch is you must be at 10 damage or less for the healing to apply. ODs at 50.
This is the reagent all C2s are diluted with regardless of what they heal (meaning brute/burn chems will heal a tad better but only when you're about healed anyways).
Why It's Good For The Game
Buffed C2s to make them more viable as contenders to some of the more oddity avenues you guys were using.
Dilutes C2s to make the roundstart items viable on their own without chemistry (or at least a chem master). Same with Borg Microdosing option.
Added the C3 since it was suggested by zxaber to have a form of healing more minor damage without going through the lengths of surgery.
Sorry in advance silicon players, the solutions are still pure in your hypo!
Changelog
cl Anarcho-Capitalistabital-by
add: In General, Buffs healing thoroughput of C2s. You can stop paying your cloners overtime now!
tweak: The roundstart C2 methods are now diluted with a new reagent, Granibitaluri.
tweak: The borghypo now can switch to "microdosing", which is 2u transfer via AltClick
add: Granibitaluri is a C3 (no downside!!!) that tops off your brute THEN burn damage if they are at or below 10 damage.
/cl
Thank you guys for being so patient and providing constructive feedback! G-g-g-good thing coders "play" haha!
About The Pull Request
Adds in more tarts - pies
Mime Tart, Lava Coco flow Tart, berry tart
Adds in a few more cakes
Vanilla cake - real this time
Clown cake - Honk!
New book only get able via Dinner-o-mat that teaches you how to makes these
Why It's Good For The Game
More colorful foods and crafting as well as using the locked crafting system - Maybe better looking cakes
About The Pull Request
Elevates issues brought up in #46100 & #45020 into a feature by having it only do such based on temperature. Also fixes an exploit where you could make on-demand fire traps by heating plasma prior to splashing, or simply heat it up to avoid having to use reactions and/or pyrotechnics in grenades.
If the temperature is 50C or above, plasma will "boil" aka become gaseous and spread as it would had you previously harm intent.
Consequently, this adds the framework for having special effects depending on the temperature of the reagent.
Minorly, Cryostasis beakers now will not have chem temperature shifts (forever chilly)
Why It's Good For The Game
Fixes 2 issues without snowflaking react_obj or beakers or anything to compensate for plasma, while still keeping syringes and the like using react_obj
Also makes it consistent if you're into immersion and stuff.
Changelog
cl
add: Plasma now "boils" at 50C. This means you will need to heat the liquid form up to make it into a gas (previously you could just splash it)
tweak: containers that halt reactions (IE cryostasis beakers) will keep reagents at a set temperature.
fix: Plasma will no longer summon gas whenever transferring via syringe. AKA you can now do xenobio again.
fix: Plasma can no longer be cheesed grenade-style by heating the beaker. It will now require reaction/pyrotechnics.
code: Reagents now have the framework to perform different effects on temperature change.
/cl
* Fuck Git pushing and Fuck Git pulling
PR machine broke, had to resubmit
* Update food_reagents.dm
* Major fixes and error fixes for nemvar
* fixed a missing type path part
* expanded scope of protection while increasing protection needed
* spacing error
* adds new variable, pepperproof to check for immunity to pepperspray
* adds another protection variable EYESPEPPERPROOF
* Revert "adds another protection variable EYESPEPPERPROOF"
This reverts commit b9f3682f7c47a157008d565620f8cdcffece145a.
* fixes and reverts to better and easier time
* small formatting fixes
* null checking
* Update living_defense.dm