Commit Graph

11201 Commits

Author SHA1 Message Date
Qustinnus d1b0804590 Adds a new screaming sound for males (#45362)
cl Floyd
add: New screaming sound for males
/cl
2019-07-25 21:13:11 +12:00
SgtxRootbeer 63d32fb1bd Removes trekchems, adds new catagory 2 chems. cobby-approved. (#45105)
* Add files via upload

* Update Sleeper.dm

* Update borghydro.dm

* Update robot_upgrades.dm

* Update buffs.dm

* Update medbot.dm

* Update snacks_other.dm

* Update snacks_other.dm

* Update medicine_reagents.dm

* Update medicine.dm

* Update chem_synthesizer.dm

* Update hypospray.dm

* Update snacks_other.dm

* Update snacks_other.dm

* Add files via upload

* Update snacks_other.dm

* Delete ambrosia.dm

* Delete cannabis.dm

* Add files via upload

* Update buffs.dm

* Update medicine.dm

* Update medbot.dm

* Update Sleeper.dm

* Update medbot.dm

* listen, i know what this looks like

* yes, i did this in the webeditor

* Update medicine.dm

* Update medbot.dm

* Update borghydro.dm

* Update Sleeper.dm

* Update robot_upgrades.dm

* Fixes metabolism rate

Don't tell cobby I did this one on my phone

* Updates metabolism rate for real

* fixes spelling errors

* Add files via upload

* Update medicine_reagents.dm

* Update medicine_reagents.dm
2019-07-24 12:18:11 -04:00
Qustinnus b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
nemvar 9d074515b3 The way silicon radios and cells get created is now more sane. (#45371)
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

cl
code: Changed how sillycones get their cells and radios.
/cl
2019-07-24 15:25:04 +12:00
nemvar 997800c7f9 Makes plastic golems slightly transparent. (#45321) 2019-07-23 14:29:55 +02:00
nemvar 4e82d53c6f Reworked electrocute_act to fit my fantasy while squashing some bugs. (#45291)
* 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
2019-07-23 02:43:23 -07:00
Arkatos1 0fca528aac Heart of Darkness removal fix (#45349) 2019-07-22 16:46:02 -07:00
ShizCalev 0ddb4b4d69 Fixes some dropItemToGround runtimes (#45257)
* Simplified

* unfucked

* Documentation
2019-07-22 16:44:02 -07:00
nemvar 5f278ad8f6 Code changes to singularity act for mobs. (#45292)
* Removes odd syntax from living singulariy act.

* Removes odd singularity act syntax from human_defense.dm

* Adds some comments
2019-07-22 16:41:56 -07:00
nemvar 7ba60de3d6 Aheals now fix addictions and sanity. (#45329)
* Aheals now fix addictions and mood.

* Does it properly. Now uses a signal to detect the aheal.

* Removes a getComponent in living and puts that shit into the mood component.

* Fixes a small oversight with where I placed the moodie purge.
2019-07-22 15:42:30 -04:00
nemvar 954f3ae677 Fixes ethereal burn damage thingy (#45334) 2019-07-22 15:39:07 -04:00
JJRcop 18a15151d2 [Ready] Adds organic slurry, induces vomiting (#45192)
* Adds organic slurry

Created by dipping a dead mouse in welding fuel

* Change dreadded message

* Mouse dipping transfers all reagents
2019-07-22 00:21:15 -04:00
nemvar fa4fa7c186 I swear, this is the third time I fixes an issue related to this proc. How hard can it be to get this right? (#45293) 2019-07-21 16:10:01 -07:00
ShizCalev e63c9dd9fa Merge pull request #45303 from nemvar/icewing
Fixes icewing watcher runtime.
2019-07-21 18:40:22 -04:00
wesoda25 d0513516e0 Constructs can now attack other constructs / artificers can now only heal the same type of construct as them (#45254)
* Update constructs.dm

* Update constructs.dm
2019-07-21 15:09:48 -07:00
nemvar 36681ec5d4 You didn't see this 2019-07-20 21:38:15 +02:00
nemvar 64c99a5e6a Fixes runtime over there. 2019-07-20 21:35:29 +02:00
MMMiracles 353457f7d5 Donutstation Tweaks (#45250)
About The Pull Request

    Fixes #45077
    Fixes #42498
    Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
    Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
    Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
    As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
    Small adjustments to the static loot part of the 'excess storage' rooms near departments.
    Some extra crates has been added around maintenance with respective maintenance loot spawners.

Why It's Good For The Game

Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog

cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
2019-07-19 23:11:57 +12:00
oranges 8722623453 Grilles no longer try to defib people with no heart (#45211) 2019-07-19 00:09:33 -07:00
nemvar cd9b898ef4 Cleans up sleeping carp exclusive code in human_defense.dm (#45132)
* Cleans up sleeping carp exclusive code in human_defense.dm

* BULLET_ACT_HIT
2019-07-18 20:58:36 -07:00
Kierany9 44d2f648ea Bashing people in the head has a chance to deconvert them during One Mind (#45045)
* Update species.dm

* jesus christ did i forget how to code?

* Update species.dm
2019-07-18 01:41:12 -07:00
Mickyan e26abb7047 Random pixel shift for dropped/thrown objects (#45155)
* pixels

* offset for any throw, critical bedsheet bugfix

* nyeh

* might as well (autodoc)

* renamed proc

* removed redundant src

* moved call from dropped() to dropItemToGround()

* handles storage dumping, customizable max offset

* adjusted values

* inline
2019-07-16 00:51:17 -07:00
AnturK a41a7dfc6d Fixes MMI's hearing cult chat sometimes. (#45187)
* Fixes MMI's hearing deadchat somtimes.

* Alright, less safe but also less expensive safety net.
2019-07-15 19:59:57 -04:00
Akrilla 260f4c5680 Species important for life (#45179)
* important to live items

* outfit

* autodoc

* comment change

* return
2019-07-15 13:37:48 -04:00
XDTM a5296e434c Makes undeads and androids have no metabolism (#44846)
About The Pull Request

Added two new traits, TRAIT_NOMETABOLISM and TRAIT_TOXIMMUNE. Does what it says on the tin, making livers not process reagents at all (except liverless reagents) and gives immunity to toxin damage. Species with NOMETABOLISM spawn with no liver (NOLIVER is now redundant and has been removed). This trait also prevents liver failure damage, for obvious reasons.

These traits have been given by default to androids (artificial, they were already immune to chemical healing anyway), zombies (who have their own regeneration) and skeletons (milk still works).

Other changes:

    Species' handle_reagents proc now fires before checking for metabolization, so species can process chems even when liverless.
    Removed the calcium healer trait, making it into a species handle_reagents check for each affected species (skeletons, plasmamen, bone golems). Skeletons now also heal burn damage from milk, since it's one of the few forms of healing they have available.

Note:
These traits should logically be applied to plasmamen and golems, but i intentionally left them out for now since it would be a significant balance shift, and there should be a proper alternative way of healing them first.
Why It's Good For The Game

Balances the significant benefits of being undead with a significant negative: being immune to chemical healing. Since zombies don't really rely on it and androids were already heal-immune, this mostly affects liches, and i believe it should be fine: considering that the main point of the spell is the resurrection mechanism, the space, gas, pierce, and heat/cold immunity they also gain should be counterbalanced by having a harder time recovering from injuries.

There is also a silver lining to having this trait: poison immunity. Effectively this is a buff to androids and zombies, the latter especially because they can no longer process mutation toxins. While this tactic is creative, it also trivializes a very expensive investment of TC. I might still add a liverless way to apply mutation toxins later on, but zombies shouldn't be effectively one-shot by a syringe gun.
Changelog

cl
add: Androids, skeletons and zombies no longer metabolize reagents. As such they no longer benefit from healing reagents, nor are affected by poisons and toxins.
add: These species are now also immune to any other form of toxin damage.
tweak: Milk now also heals burn damage for skeletons.
/cl
2019-07-15 09:07:26 +12:00
nemvar fa9e44d937 Reorders the items and weapons dmi. (#45128)
* Reorders the file

* Take 2

* Whoopsie
2019-07-14 12:03:14 +02:00
Hulkamania dcc9065fd4 Add a new Emergency Shuttle, Transport Zeta (#45100)
Adds a new abductor themed shuttle to the game, available for 8k 
credits! The shuttle is only unlocked after alien technology has been 
researched!

The shuttle offers some unique items and layout compared to others 
currently available. Two singular entrances with the brig in the back 
means security needs to walk prisoners to the brig area to secure them. 
Unique unlock mechanism encourages either bringing alien tech back from 
Lavaland or stealing some from an abductor.

A few unique items aboard, including alien tools, the experimental 
cloner, and a void core can provide interesting opportunity if utilized 
in the window of time that the shuttle is on station.
2019-07-13 19:58:13 -07:00
nemvar 9936a9438d Remove the VTEC module (#45147)
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
2019-07-13 19:23:33 -07:00
ShizCalev 3b9074ac2f Merge pull request #45141 from YPOQ/gravitokineticfix
Fixes gravitokinetic guardian effect lasting after death
2019-07-12 23:53:50 -04:00
YPOQ 47f750485e Documentation 2019-07-12 12:16:47 -06:00
Rob Bailey 37d991d25e fixes bola weirdness (#45127) 2019-07-12 11:11:14 -04:00
nemvar f5e89798d8 fixes liver? (#45067) 2019-07-12 02:47:52 -07:00
XDTM 95981ea926 Makes the abductor healing gland more interesting (#44903)
* Makes the abductor healing gland more interesting

* Implant rejection

* .

* no vomit for blood regen

* Update code/modules/antagonists/abductor/equipment/glands/heal.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2019-07-12 02:25:31 -07:00
YPOQ 64e4cc4fb5 Fixes gravitokinetic guardian effect lasting after death 2019-07-11 20:16:26 -06:00
moo bc06bf5794 Changes how explosive guardian bombs work. (#45111)
* Welpsies.

* 2

* comment fix
2019-07-11 16:53:44 -04:00
nemvar db12b0a884 let's hope this define works fine 2019-07-11 22:20:24 +02:00
nemvar 66af98e75a blocks shove knockdown is now a clothing flag. (#45107)
* blocks shove knockdown is now a clothing flag.

* comment only commit
2019-07-11 12:21:22 -04:00
skoglol ac96442505 Removes slaughterlings. (#45087) 2019-07-11 11:40:17 -04:00
oranges 800f24393d Convert some code docs into the auto doc format (#45101)
* Document datum, area,atom and some of the mob code

* Update

* Documented mob_helpers poorly

* Brief treatise on mob movement iself

* sdfasdf

* Add title to treaties

* Move readme file for say

* more say stuff for mobs

* Document login and status procs

* Add some goddan links like a boss

* Document some atom vars
2019-07-11 11:39:56 -04:00
skoglol 63967d1b21 Lets the kinetic crusher be one-hand carried (#45110)
* Onehands, need sprites.

* onehand icons, light action.

* light fix
2019-07-11 11:29:36 -04:00
vuonojenmustaturska 2df19c2dcd Fixes whitespace issues with human and cult rune examines (#45094)
* cult runes

* humans
2019-07-10 17:45:56 -04:00
Mickyan 1b8ed8b6b8 weak (#44894) 2019-07-10 19:58:59 +02:00
nemvar 666aa94f34 2 2019-07-10 18:08:37 +02:00
nemvar d2a9c685e0 Welpsies. 2019-07-10 18:05:04 +02:00
nemvar 4d7cca3acd Fixes vomi/tg/oose runtime (#45063)
* Fixes vomitgoose runtime

* looks nicer
2019-07-09 16:15:47 -04:00
ShizCalev e0e101237e Merge pull request #45054 from AnturK/permeability
Fixes permeability runtime
2019-07-09 16:05:24 -04:00
ShizCalev 5f34b50b43 Merge pull request #45066 from nemvar/borgmodule
Fixes default borg module runtime
2019-07-09 15:53:53 -04:00
ShizCalev 4a2dfb429d Merge pull request #45056 from AnturK/beelog
Makes logs show bee reagent name
2019-07-09 15:51:17 -04:00
ShizCalev bd4a36d26c Merge pull request #45058 from AnturK/paiattackbyruntime
Fixes pai runtime.
2019-07-09 15:50:24 -04:00
XDTM 0e07c79902 Fire Cremation (#44764)
Bodies can now be cremated (dusted) by setting them on fire while their limbs are at maximum damage.
The process goes like this:

    Body needs to be on fire
    Chest needs to have maximum damage
    At this point, limbs with maximum damage will start to slowly burn off (or detach, if augmented). Burnt off limbs are deleted, detached limbs will remain.
    When no limbs are left, the head is eligible to burn off, same rules as above.
    When nothing is left, the body will (still gradually) dust, dropping any equipped items (that managed to survive the fire).

Every limb has a cremation counter that ticks up if the limb is at max damage and on fire, and is reduced when the limb is healed. Past a certain threshold, the cremation counter causes the limb to burn off and get deleted or detached.

Extra change: Damage from fire is now applied evenly across the body instead of picking a random limb, to make burning people for cremation more consistent. Without this change, damage tended to plateau after most limbs reached max damage.

Fixes #44755
Why It's Good For The Game

A slow but effective way to dispose of corpses if you have time and access to fire. Makes sense to be able to burn off the evidence, after all.

It's also an extra way to kill off people with NODEATH if you dont have dismemberment tools, as they can be tossed into a fire until they become ash. So flooding the station with plasmafire is now an appropriate response to a zombie invasion.

You can now actually dispose of bodies in lava, instead of leaving a permanent ever-burning husk.

It's worth noting that unless done intentionally or literally swimming in plasmafire, this won't happen randomly.
Changelog

cl
add: Bodies can now be manually cremated by setting them on fire while their limbs are fully damaged.
add: Cremation causes limbs to gradually burn off into ash; once none are left, the body is destroyed.
tweak: Fire damage is now evenly distributed instead of applied to a random limb every tick.
/cl
2019-07-09 11:39:39 +12:00