How does this work:
Station receives a communication extorting current cargo point, if they answer yes the points are just gone and nothing of interest happens.
If station refuses to pay or is silent for 3 minutes, pirate shuttle spawns somewhere in space.
There's an internal GPS onboard so crew will always be able to follow the shuttle.
Crew of 3, moderately armed. (Balance pending)
Shuttle engines have 3 minute cooldown between jumps.
Special shuttle equipment will block cargo and emergency shuttles from leaving and slowly steal the points.
* Do not let your memes be dreams
* static lists for great justice
* Local man forgets to capitalize a word
* Slime processor no longer runtimes when processing food
ITT worst coder tries not to break everything and improve the code.
fixes#29211🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑
Also lets just
fixes#18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
* radiation rework and subsystem
* moves a few things to initialize and adds radiation insulation
* adds a radiation contamination mechanic and makes requested changes
I'm terrified by the possibilities from this
* radiated objects give off light
and hopefuly contamination is balanced
* fixes runtimes and an mc crash kek
removed the lighting part of contaminated objects
attempted some more balancing
* Collectors output power in process() gradualy
And some more balancing tweaks
* Excludes a bunch of things from becoming radioactive
* Ready for testmerge balancing
* Inverse square law was swapped
* testmerge balancing
fixes the geiger counter
buffs collector power gen
nerfs sm radiation
slightly buffs rad insulation
nerfs rad damage (and its burn)
raised the minimum radiation
* disabling the radiation subsystem won't build up rad wave datums forever
* rewrites how mobs handle radiation
upgrades geiger counter functionality
and more balance tweaks
* cleans up stuff and removes debug message
* Slight contamination buff
* Major rad wave performance boost
Also improves rad insulation
Buffs contamination, again
* Fixes insulation runtime
More balance and performance tweaks
* fixes rad collectors not receiving power
* The final balance commit
Fixes a major bug causing radiation to underperform
More geiger counter changes that will be changed more to add sounds
* Monkey business
* Geiger counter sounds
* cleanup and move components to their own initialize
* Some code cleanup
And forgotten changes
* Cleans up some trailing returns
* Mapping changes
All uses of "the [src]" have been fixed, as well as other bad string
interpolation directly adjacent to such uses.
In addition to its message, the circumstances under which the tracking
implant locator fails have been updated to use the correct define,
malfunctioning on CentCom rather than on the station.
* precision
* precision
* sanity checks
* itt kevinz doesn't know how cyberboss procs work
* fixes
* allows user cancellation
* im dumb
* itt: im still dumb
* fixes stuff, makes it set on init
* refactors reagentgrinder code
* more fixes, prevents melee attacks from going anyways
* ...? wtf is with usetopic
* Finally found out what's wrongw ith this thing.
* fixes a mistake
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings
* Adds cybernetic lungs
* Added better cold thresholds to the upgraded cybernetic lungs. Heat threshold remains the same though for balance reasons.
* Adds an EMP effect to cybernetic lungs.
* Automatic changelog generation for PR #30416 [ci skip]
* Update AutoChangeLog-pr-30416.yml
* Update AutoChangeLog-pr-30416.yml
* Update AutoChangeLog-pr-30416.yml
* Update AutoChangeLog-pr-30416.yml
* Automatic changelog generation for PR #30416 [ci skip]
* Delete AutoChangeLog-pr-30416.yml
* Removes riot foam darts from the Donksoft Toy Vendor, however the Syndicate Donksoft Toy Vendor still has riot foam darts.
* Kek
* Changes magazine paths for he Vendors so the Station made one has no riot foam darts at all meanwhile the Syndicate one still has everything just how it is.
* Hopefully fixes this.
* Reee
* Another Fix
* Another Fix, while I'm at it
* My Changelog
* Minor Fixes
* Grammar Fix
* Ports /vg/'s component system
* Fix component signalling itself for addition
* Fix the list arrangement for removal
* Whoops
* Return the existing component if the created one was deleted
* These can't be ints
* ,
* returning TRUE from a callback will mark the event as handled
* Small refactor
* Add powered components
* R e f a c t o r
* More wip
* Fixes et al
* Pure pain
* When bae tells you she was tabs but she was actually spaces
* RReee
* Needs arglist
* Fax
* Fax
* More better
* You fail me yet again git commit
* Some kajiggering, but there we go
* No more 3rd param = variadic
* fix
* Sanity
* Whoops
* Minor thing
* Whoops
* fax
* Better describe the function, + add ..()s
* Fix
* Port to Initialize
* fuk in git
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
actions.dmi is way too cluttered and messy, and with inhands getting the axe I decided to fix this, too. I separated the major categories of actions into their own files, like antagonist-specific actions and spells. A full list of categories is found here:
actions_AI.dmi contains AI-specific actions;
actions_clockcult.dmi contains clockcult-specific actions, and scripture quickbind icons;
actions_cult.dmi contains cult-specific actions as well as sintouch;
actions_flightsuit.dmi contains flightsuit and flightpack actions;
actions_items.dmi contains minor item-specific actions such as the hierophant club and jetboots;
actions_mecha.dmi contains actions related to mechs;
actions_minor_antag.dmi contains antag-related actions with no other spot, like devils/abductors;
actions_revenant.dmi contains revenant ability icons;
actions_silicon.dmi contains minor silicon and console icons, like pAI and xenobiology consoles;
actions_slime.dmi contains slime actions;
actions_spells.dmi contains icons for all spells;
actions_xeno.dmi contains icons for all xeno actions; and
backgrounds.dmi contains backgrounds for the action buttons.
add: Added cybernetic organs to RnD, they can be used to replace organic organs. Remember to administer corazone during implantation though!
add: Added the upgraded cybernetic liver. It is exceptionally robust against toxins and alcohol poisoning.