About The Pull Request
With the end of summer rapidly passing us by, and the recent advent of the GRILL approaching, I felt like this was long overdue.
This introduces BBQ sauce, a new condiment created with 1 part ash, 1 part tomato juice, 1 part black pepper, and 3 parts saline glucose. You can add BBQ sauce like any other condiment, or you can use it to make the new BBQ ribs, made with BBQ sauce, 2 rods ("bones"), and 2 steaks.
BBQ and Ribs
(Left to right, Beaker with BBQ Sauce, BBQ Ribs, BBQ Sauce Packet, and the BBQ Sauce Condiment bottle.)
Why It's Good For The Game
Thought it'd be thematic and fun to go along with #46844 while opening up the possibility for other BBQ style recipes.
Changelog
cl
add: Added a new condiment, BBQ sauce.
add: Added a new recipe to make BBQ Ribs.
/cl
About The Pull Request & Why It's Good (Italics)
closes#46808
Seiver (NEW, replaces Fiziver)
Fiziver has been removed in favor of a new chem, Seiver.
Seiver is a chem that focuses on radiation purging or antitoxin depending on the temperature (the holder temp, not the air temperature). Colder temps will purge rads while hotter temps will clear up your sinuses toxin! Does heart damage relative to healing done.
Fiziver didn't see much use and I grew to dislike the overall damage mods. I think this is more interesting anyways since you have to play with chemtemp, something that adds a bit more depth to the chem. You may even need to add buffer chems that are cold to retain the high healing thresholds.
Multiver
Multiver is now geared heavily towards toxpurging. It now purges non-toxins less and stops purging medicines completely while you have at least 5 unique meds (including multiver) in you.
Multiver no longer self purges
Multiver's C2 mechanic is scaled down for each unique medicine (more unique meds makes it less bad for lungs!).
Multiver's toxhealing is lowered to 0.1 per unique medicine.
I wanted multiver to compete with syrinver since it wasn't used often but also not justify an arms race, so I decided to give them unique roles. Multiver is now more oriented for chem-purging while syrin is geared towards pure tox-healing so they should both find themselves in the smart doctor's arsenal.
Syriniver
Lowered the chem-purging for syriniver, with musiver having an even lower purging mechanic. They are also less selective, purging everything (syrin will not purge itself but musiv will).
see multiver
Changelog
cl Toxicby
add: Seiver, a chem favoring radpurging (cold temps) or antitoxin (hot temps) based on temperature (NOTE: NOT ATMOS TEMP)
del: Fiziver is now removed in favore of Seiver. Seiver uses old Fiziver recipe.
balance: Multiver is now geared towards chem-purging, and the unique-med mechanic is more rewarding than just amplifying the effects. Lowered toxin damage.
balance: Syriniver is now geared towards tox-healing. Lowered chem-purging and make it nondiscriminatory barring itself. Musiver has even lower chem-purging and is completely nondiscriminatory.
balance: 2 multiver bottles in the Medivend were replaced with syriniver since they now have more distinct functionalities.
/cl
* 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
* Surgery failure removal
* implement speed scaling (again)
* removed wrong undef
* Removes outdated try_to_fail variable
* Remove outdated comments
* rolls back removals of surgery fails
* restores try_to_fail and failure proc
last important changes are in /initiate()
* meat of the PR
modded time now caps out
fail chance is reworked to be based on modded time
failing is possible again
* cap fail_prob at 100
just-in-case to avoid any byond weirdness with prob being >100
* messages for different fail probs
* fail chance caps at 99%
there is always a 1% chance to succeed
* borgs immune to slow, stasis bed check
* wake up, travis
* undoes mysterious floor surgery nerf
0.25 modifier -> 0.5 modifier, as originally
About The Pull Request
AFTER MUCH DEBATE THIS IS THE FINAL LIST https://pastebin.com/zbdyfryw
Why It's Good For The Game
E
Changelog
cl
tweak: abandoned crates
code: look it's just a big loot table change check the pastebin also I had to define a couple reagent bottles but the compiler didn't scream about it so it should be fine.
/cl
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
* bugfix for negative boozepwr drinks
* fixed my fix I thonk
* fixed my fixes fix because It could have made you even drunker than before.
* removed useless if check
* Made it even shorter thanks to nemvars tip
* will no longer damage liver if you drink antiholic drinks
* un-nested as per request
* Un-un-nested because I realised it would change the function of the code and break stuff
* slowdown burn damage healing
Heals burn damage by the amount of slowdown you have. Every damage over 40 / 25 basically
* small indentation fix
* Update cat2_medicine_reagents.dm
* fixed undefines
* Update medical.dm
* adds sanity slowdown healing
more insane, more healing
* slowdown healing
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* oops what an idiot i am
* design changes
* Update cat2_medicine_reagents.dm
* oops
* organ damage at the end of use
* merge conflict fix#1
* stomach damage from 2 to 0.5
* Update cat2_medicine_reagents.dm
* Update cat2_medicine_reagents.dm
* a
* GRILL GANG
* sipp
* sip
* seep
* grug
* FSAIUGANOHNHOE
* bru
* a
* finish him
* compilies ^w^
* WOOO
* holy crap
* woo
* a
* h
* woo
* woo
* woo
* awoo
* aa
* aw shet
* heck you floyd
* at ath
* awo
* we like compiling code
* awo
* coal mat
* awoo
* aasdga
* a
* nice
* awoo
* awwoooooooooooooooooooooooo
* awoo
* spaceport bars
* grill gang
* aw
* awooo
* yee
* aw
* flod
* awoo
* awoo
* yesyesyyes
* a
* awoo
* holy sht
* h
* awoo
* awo
* aaaaaaaaa
* awoooooooooo
* awoo
* aw man
* honk
* well boys we did it
* oh mama mia
* ok cobby flushed
* awoo
* removes fun
* yeep
* i just said something
* vruh obama
* ye
* awoo
* awooooooo
* 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
* bye
* reaction
* totally a feature
* b
* dark purple
* haha don't worry im just going to not test num 2 define haha
* comment
* > static'ing a list that is 1 in a million
* Update code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
* amp healing
* thing to bin
* fixes floating point error and get_chem_id
* Fixes excessive floating point errors in plumbing
* unfucko wokie my disgusting attempt at conflict solving
During some gameplay I noticed Survival Medipens did a lot less healing. So I decided to code dive and find out why. After reading the file, I back check through all Pr's to find where it got removed and found it had been an undocumented change in #45105. I spoke with cobby and we came up with the amount and the additions to the pen.
* Adds my new drink, Mauna Loa!
* Adds my new drink, Mauna Loa!
* Added the sprite to icons/obj/drinks.dmi
* Changes temperature change from 15 to 10, to match hellwater.
* Removed redundant ..() call.
* Fixed having wrong drink name
* Reducing reagents down to simplest form.
Co-Authored-By: Mickyan <38563876+Mickyan@users.noreply.github.com>
* Update drinks_recipes.dm
* Typo fixed and upped drink quality
* Spelling fixes, debuffs buffed
Even more typos pointed out (dang, I suck at English) and fixed, added firestacks so that the mob properly is set on fire on the proc and increased the probability to 5 from 1, increased temperature change from 10 to 25.
About The Pull Request
Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game
code quality, eventually signal stuff. and signal stuff
About The Pull Request
Replaces the instant race-changing effect with a system currently used by Slime Mutation Toxin.
This means you must undergo 20 iterations of the chem before it changes you.
I made the messages generic because cba, you can add unique ones though!
Why It's Good For The Game
Allows for some counterplay if you get injected with a bad kind (aka PURGE IT PURGE IT) while also requiring a hint of prep should you need to use the toxin advantageously. Definitely more likely to fall into the former rather than the latter.
Changelog
cl Mutationby (Idea by Arathian)
tweak: Mutation tox now has a minute window where you can purge the chem to avoid being changed (It functions EXACTLY like old slime mutation toxin)
tweak: Slime Mutation Toxin is replaced by Mutation Toxin since they now function 100% the same. Think of this as just a name change!
/cl
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
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
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
* Fixing self sustaining rainbow extracts and fixing foam creation of blue slime extracts
* Refactoring foams to be in a helper function. Resin foam remains untouched
* Improving refactor of create_foam
* Putting helper proc in vent clog event
* create_foam takes a foam type again
* minor type passing change
* Selectively randomisable characters
* it's a list now
* this doesn't work
* it's totally fucking fucked mate big time
* it works
* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way
* anturk forestalls the inevitable suicide
'associative lists are more performant'
* final changes anturk requested
'remove all the "in randomise" and it's ready'