About The Pull Request
Someone forgot to take out their debug statement, so the game was announcing the number of traitors to everyone on the server at the start of each round.
Why It's Good For The Game
About The Pull Request
Someone forgot to take out their debug statement, so the game was announcing the number of traitors to everyone on the server at the start of each round.
Why It's Good For The Game
Meta-knowledge is bad
Meta-knowledge is bad
* Fixed multi-z throwing and changed isliving in stairs.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
* Openspace can no longer be deepfried.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
About The Pull Request
Well known statics rejoice! You can now choose to have random name/body/age/gender whenever you roll roundstart antagonist.
Since player mobs are generated before antag datums are handed out, I added a list that collects minds chosen as antags during pre_setup() to keep track of this.
"Other" was also missing from the random gender, added it.
Wizard, clown op, nukeop, latejoin and midround antags are excempt.
Why It's Good For The Game
Some static namers get metagamed to the extreme when antagonists, this should help alleviate that while allowing them to keep static naming for the RP. Keep in mind all conversion, midround and latejoin antag rolls are excempt, this is not a guarantee someone is a non-antag.
Changelog
cl Skoglol
add: Random name/body/age/gender when roundstart antagonist preference added.
add: Random gender will now have a chance of picking "Other".
/cl
About The Pull Request
Less uranium in the material box due to radiation. Suit helmet has had geiger sound reduced to 0, and a manual geiger counter added to the box. Also added a death wand for easier and cleaner killing.
About The Pull Request
Removes medical analyzers from medkits.
Removes the ability to print medical scanners from the autolathe.
Why It's Good For The Game
Medical analyzers are currently probably one of the common items in the game. Not only do mappers place them all over their maps but they are also in every medkits, which, funnily enough, are also fucking everywhere.
This leads me what I call the Cobb's Assortment of medical scanner quality:
Tier 1: Ghetto tier. Click your healthdoll, see if you burned for fingers on the kitchen plate.
Tier 2: Normal Analyzers. Somewhat restricted but still fairly common. Almost every department has one but you won't find on randomly in the hallways.
Tier 3: Advanced Analyzers: The shit medbay can print after research, nuff said.
Changelog
cl
balance: Removed health analyzers from medkits. Removed the ability to print health analyzers from autolathes.
/cl
About The Pull Request
Does exactly what it says on the tin.
text2ascii accepts text strings with length higher than one character as first arg, so we need to check against that beforehand.
Why It's Good For The Game
Fixing a (likely unreported) mild issue with the game.
Changelog
cl
fix: non-alphanumeric graffiti decals will no longer display as "letter".
/cl
About The Pull Request
Welders didn't actually consume fuel if their attack deleted an object. This was first noticed when welding space vines, in that the welder didn't consume any fuel to do so. Further testing showed that this was the case for any object that gets destroyed on hit, including APCs, Air Alarms, Girders etc.
Problem was that the code for actually consuming fuel after an attack is in the afterattack proc which doesn't actually get called if the target is QDELETED. PR moves that code to the attack proc, along with (regrettably) implementing attack_obj too. This feels hacky and reeks of duplicate code, so if anyone has a better option for how I could implement this fix I'm all ears.
Why It's Good For The Game
Fixes unintentional behavior
Changelog
cl
fix: Welders now consume fuel when they destroy an object
/cl
About The Pull Request
This PR makes it so that silicon PDA verbs like toggle ringer are given only to a silicons that actually have one, like AI or pAI. This is also consistent with other similiar silicon items, like silicon camera.
Why It's Good For The Game
Less bugs.
Changelog
cl Arkatos
fix: Only silicons with a valid PDA will now get PDA-related verbs.
/cl
* Makes the health analyzer body part damage list into colums, and other small span fixes.
* Typed list magic fix.
* Adds font face.
* Reformat into a html table and also into a list().
About The Pull Request
I moved the Emergency Medical module for the Holodeck behind the safety / emag lock, while also moving up 1218 AD Thunderdome a few slots, so there are less chances of someone miss clicking the first thing that would have been underneath Emergency Medical, the Atmos burn test.
Why It's Good For The Game
To be quite honest, the Emergency Medical Holodeck module is used by those who want to bypass other departments to cure their ailments. If there was a chem dispenser in the module, the holodeck would be able to pretty much replace the entire medical department.
Need surgery? Have a meta-friend perform surgery with no chances of failure because the holodeck provides all of the tools needed, including an operating computer.
Need to cure your common cold? Magic space holodeck has a Pandemic machine.
Need to keep your friend's rotting corpse defibbable? Holodeck has stasis beds.
I believe this particular holodeck module reduces departmental cooperation and reliance, because you have consequence free alternatives to get your harmies fixed. Ghetto surgery, for example, isn't a viable alternative because you don't need to find and use improvised surgical tools when proper tools exist with no strings attached. The abandoned medbay exists and can be used as a backup medical or hub to get back alley procedures done.
"But Synn, I am not an antagonist with access to an Emag to unlock the safety."
Silicon players are able to toggle the Holodeck's safety features, and enable the medical module from there, if the situation is serious enough to require said action when it comes to preventing human harm if they are still on Asimov's laws. A smart move afterwards would be turning the safety back on once the module is already loaded, thus to prevent harm from someone selecting the more... flavorful choices.
"But Synn, I don't want Doctor Jimbo or Roboticist Karen to perform surgery on me. I would rather have Assistant Dave do it because I know them."
Assistants aren't trained surgeons from Centcom, and the solution for bypassing the proper department that already has a surgical setup should be through ghetto alternatives. Considering how medical lately has been moving more towards surgery as the answer to curing most ailments, this should give Doctors more opportunities for work as there would be less people bypassing the system using holograms.
Honestly, if my tiny brain knew how to properly code, a better alternative to locking the emergency medical module would be having the station to be on a code red alert level, but I am not sure how to do that without breaking a lot of eggs.
cl
balance: CentCom has deemed use of the holodeck's emergency medical module unsafe, as it allows for procedures to be carried out by untrained crew members. If emergency medical procedures are needed, do not tamper with the machines and have your station's AI or cyborgs unlock the safeties.
/cl
* adds rads upgrades, improves the formatting a bit
* Hey mapmerge want to work this time?
* alright what about now
* sigh
* alright back to standard
* Recompiles tgui
* Box Station map update hopefully?
* Now for the rest of em
* Unintentionally removed an intercom from donut, fixed
* Allows for players to multitool the kiosk board to change the cost to use.
* Alright lets clarify some booleans
* Correctly uses booleans in JS
* Mapp Diff don't be that way
* Update tgstation.dme
dot dme files are cursed and I have proof
* Adds caps to plastic bottles
* Non-crafted water bottles now spawned closed
* Added warning message for closed bottles, fixed minor bug
* meme
* Makes the warning only show up when doing valid actions with the bottle
* Clumsy people now have a chance to lose the cap
* Fix small bottle's cap when fallen over, bottles now turn upright when opened on the floor
* Add a minor positive moodlet on bottle flip
* Adds a relic lavaland water bottle that always lands upright
* Moves container fill overlay to reagent_containers, changes glass/beaker/waterbottle to glass/waterbottle
* Make actions with closed cap early return
* Minor code cleanup
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
* Adds attacktext2 and friendly2 messages for personal "you" messages in combat.
* Adds response_help2, response_disarm2 and response_harm2 -messages for interacting with simple animals. Also removes unnecessary, already inherited, ones.
* Small extra: Adds personal messages for gun firing.
* Adds personal messages to grabs and fixes shoe stealing messages.
* Fixes open someone else's internals valve pronoun.
* Replaces response_help --> response_help_continuous, response_help2 --> response_help_simple etc. Also adds autodoc to simple_animal.dm variables.
* Adds special arcade enemies for Halloween and Christmas. Moves arcade stuff to json file in preparation to add more eventually.
* adds custom weaponry
* fixes bug
* the masks
* the startups
* more touchies
* whoops
* actually this is useless
* that's better
* i made a whoopsie boopsie
* bullying is not okay
* should stop coding at 2 am, but i am being a hypcrite now