* does the thing - please work
* adds it to the locker
* remove var/datum
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* Update code/modules/clothing/head/jobs.dm
adds space
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds denton's review suggestion
it's a webedit but i tested it and it worked
* makes it a bit less annoying
* grammar fix
it takes way too long to get a crusher trophy as is, and it kinda makes crushers pointless. so i increased the drop chance to about 1 in 4 instead of 1 in 20. also, first PR, yay.
Mime stuff silences the mime now
cl
tweak: The nothing, silencer, and blank paper beverages now apply a mute on the mime for their duration (and a bit after).
cl
If you want to heal as a mime, you should not be allowed to speak. By extension things such as mime burgers will have this effect given the fact that they have nothing inside them (the reagent).
cl
balance: perfluorodecalin no longer mutes
balance: it also heals brute and burn 3x faster (a new rate of 0.25 of each a second)
balance: it also causes toxin buildup over time
/cl
* capitalism is the true way
* better sound clip
* there we go
* fixes mine and time-greens copy pasta
* adds the soviet golem to the human file
* capatalist golems now bleed money
* makes it so both capatlist and soviet golems can now use guns
* hec
* makes the song the U.S.A Anthem to please the copyright gods and removes money bleeding cause im to lazy to do a refactor right now
* Update code/modules/mob/living/carbon/human/species_types/golems.dm
Co-Authored-By: fluffe9911 <dablank02@hotmail.com>
* re
* better sound clip
Due to the difficulty of interacting with the more complicated atmos content, the only things that toxin scientists and atmospheric technicians tend to focus on is bombs. The goal here is to give them some more productive things to do that encourage them to branch out beyond Tritium production and bomb rushing. Singlecaps, single tank bombs made with oxygen and tritium are also a recent balance concern that this hopefully addresses by adding a thermal energy requirement, which hopefully should make singlecaps either impossible or at least more difficult to construct, but leave normal bombs more or less intact. Also adds some ways for other gases in the mix to influence the BZ production reaction.
I'm looking for feedback on the specific number for values for how many points reactions give. I did my best to figure out some reasonable amounts via math, but I don't know that much about how techwebs are balanced.
cl as334
add: Tritium now needs to be an environment with a sizable thermal mass for full efficiency combustion.
add: Advanced Gas reactions now produce research points.
add: A gas canister with Pluoxium, Noblium, Stimulum, Miasma or BZ inside now produces points when sold via cargo.
/cl
* Added animations to cryo/sleepers opening/closing
Also changed a bit of internal handling of icons of cryo
Images -> mutable appearances
No more updating icons every click on anything in the ui
* Back to images
* Actually fixes images
* Use of flick and animation sprites
Changed the way animations are done to use flick proc instead of animate
proc
Changed the way animations of cryo cells are organazed in a dmi, now
separate icon_state for opening and closing
* Support for resprites of the cryo subtypes
Support for resprites of the cryo subtypes
* ok
hi
* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning
* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning
* Implemented Suggestions.
* "No Sir, im not a synth, check my DNA!"
* You got it Boss
* Remove a useless Return
Co-Authored-By: Gousaid67 <gousaid67@gmail.com>
* Add a comment, also rerun checks
* adds reagent from mob to meat
* actually makes reagents transfer on gibbing
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* Adds cryokinesis and renames the cold resistence file to space adaptation
* adds cryokinesis
* fixes icon conflict
is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?
* fixes a typo and lowers instability of cryokines by 5
* Apply suggestions from code review
Co-Authored-By: Time-Green <timkoster1@hotmail.com>
* maybe reverts line ending?
* unfucks flags?
* probably unfucks line endings
i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
* Tresh
* yes the janitors need more then 1 piece of trash.
* a
a
* b
b
* that's why travis got triggered
* Maybye like this?
* minor spelling error of centcom
* Fixed it hopefully now.
* done my man ExcessiveUseOfCobblestone
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters
* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format
* Final conversions to new BULLET_ACT_* format
tweak: Plasmamen have no need for regular showering anymore.
/cl
why: there's no reason for plasmamen to be semlly, they're just skeletons after all, are they not?
* legion cores remove CC
* legion -> regenerative
* lore
* Icons
fixes last reference to legion core in status
* Automatic creation of classes is possibly the worst feature of all time
* Moves remove_CC
* Review changes
* adds station positions global list
* She don't believe in shootin' stars But she believe in shoes and cars Wood floors in the new apartment Couture from the store's department
* missed comma
* embarassing
* Update code/modules/antagonists/creep/creep.dm
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* parentheses
* shiver me timbers
* Hey, great work Mac! Now let's take down the next circuit!
* a plethora of fixes
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!
* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages
* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
cl no
fix: Chilling Sepia extracts cannot be used infinitely and will be consumed upon use.
/cl
[why]:
Chilling sepia extracts, unlike all other crossbred chilling extracts, were not consumed after activation with plasma and thus could be spammed constantly if you injected them with plasma and then activated them, with absolutely no delay or cooldown in any form.
This is probably a bug, given that cerulean extracts, the ACTUAL infinite use extracts, have a delay on how many times you can activate them in a quick timespan and will stop working if you activate it within the cooldown, and that the description text itself describes the extract shattering.
Even if it wasn't a bug, infinite timestop with no cooldown and superior to the actual infinite extract is bad and needs to go.
* Fixes projectiles not hitting mobs, some refactoring too
* some stuff for projectile can hit target to work with not being ontop of an object
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* CanPass returns true to projectiles regardless of hit
* snakecase?