About The Pull Request
Table of contents:
You can no longer deploy the box while you are inside of something. Fixes#45288
The box should no longer get hard deleted when someone else opens it.
The box now alerts people to you, even if you are the one who opened it.
Why It's Good For The Game
First one is obvious, exploit bad. You should just teleport out of mechs and welded lockers.
Second one also obvious.
Third one is because I did that on accident while testing and found it very flavourful. Feels a lot more like a sneak box if you always get the reveal animation with the red exclamation mark.
Changelog
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fix: You can no longer activate the stealth implant while inside of other objects.
balance: Leaving the stealth box always alerts nearby players.
/cl
About The Pull Request
Adjust some symptom stats to allow some combinations of viruses that were previously impossible to be possible, allowing for greater creativity when creating various diseases.
Why It's Good For The Game
Instead of traitor virologists spamming ARDS, I would like to see some unique combinations that were previously unseen to be made. I adjusted some stats of lethal symptoms, but also adjusted the stats on a couple stat boosting ones, to buff the other side of the spectrum.
Changelog
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add: two transmission to choking
add: one stealth to hallucigen
add: one transmission to necro fasciitis
add: one stage speed to shivering
add: one stage speed to spontaneous combustion
add: one transmission to vomiting
remove: one stage speed from vomiting
remove: two stealth from spontaneous combustion
/cl
About The Pull Request
Fixes cables not updating nodes when grilles are destroyed
Changelog
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fix: Cable nodes now visually update after grilles are built and destroyed
/cl
About The Pull Request
See title. Fixes#45370
Why It's Good For The Game
I don't think duplication of powercells and a bunch of duplicate code is really needed. This is more easily maintainable and just not shit in general.
EDIT: oh forgot to mention that this causes syndiborgs to have 500 more max charge by default. If anyone is extremely triggered by this, I can change that. But since those things aren't finely tuned anyways, I don't think this is a big deal.
Changelog
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code: Changed how sillycones get their cells and radios.
/cl
* Replaces vitiligo, revitiligo with polyvitiligo (adds colorful reagent) and disfiguration symptoms.
* honk
* makes requested changes and changes colorful reagent to crayon powder
* blacklists the crayonpowders that make you invisible or do nothing
* adds message to disfiguration apply
* Separates Medical Weaponry
Moves "Medical Weaponry" to be just Rapid Syringe Guns to be after normal Weaponry research and the Cryostasis Shotgun shells to Exotic Ammo after Advanced Weaponry.
* Medical weapons Prereq for Exotic Ammo
* Reworked electrocute_act
This still isn't perfect, ideally this would use flags and stuff but I don't have the energy for a change of that size.
* Removes spec_electrocute_act and makes the species siemens_coeff actually work.
* Readds the secondary shock
Removes dumb visual bugs.
Put the copy pasted wrench stuff for disabling and enabling the component, in the component using a new signal from default_unfasten_wrench.
Add a general plumbing machinery subtype. Right now it's mainly for cataloging.
Adds the chemical synthesizer. You can select a single chemical and an amount between 0 and 5. It will produce it every tick. Should be combined with other synthesizers to create meth factories.
Makes the liquid pump a fully functioning machine.
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add: The station comes one step closer to plumbing with the introduction of the chemical synthesizer.
sprite: sprites for the synthesizer, input and output commissioned by @Meyhazah
/cl
I wanted to do all the plumbing basic equipment at once, but stuff like plumbing heaters is gonna be ugly if I don't rework them completely and I don't wanna scare the maintainers away.
There is slight copypasting from the chem_dispenser and with the chem synthesizer, but having it be inhereted would be a worse clusterfuck IMO.