Spores now fly properly(and zombies don't)
Added Adaptive Nexuses, which does medium brute damage and kills unconscious targets, reaping points for the overmind.
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
Blobbernauts and blob spores now have ask, exclaim, and yell speak emotes.
Blobbernauts and blob spores have a randomly-generated number assigned to their names.
Blob mobs now heal for 2.5% of their maxhealth when blob_act()ed, basically whenever they're on the blob
Blob expansion no longer has a chance to fail inversely proportional with the expanding blob's health.
Blobbernauts have slight color differences.
Blob spores now produce a slightly larger cloud of smoke when dying. Fragile spores and blob zombies produce the current, smaller cloud.
Replicating Foam will try to expand when damaged much more often.
Adds Electromagnetic Web, which does burn damage and EMPs targets, as well as causing a small EMP when dying, but takes more damage; a normal blob that hasn't been near a node or the core for 6~ seconds can be oneshotted by a laser.
blobbernaut creation costs 30 points, does more damage to the factory
factories regenerate at half rate
reagents tweaked;
lexorin jelly does less brute
energized fibers does slightly more burn
sporing pods does slightly more toxin
replicating foam will try to replicate on all hits
hallucinogenic nectar does slightly more toxin and causes more hallucinations
cryogenic liquid does more burn
synchronous mesh does slightly less damage with one blob but massive damage with more blobs
pressurized slime has a lower chance to emit water when killed and when attacking
Nerfs the shit out of lexorin jelly's oxygen damage(two-hit crit, holy shit)
Blobbernaut chem attack is baaaaaack, but less absolutely insane this time; blobbernauts with an overmind will do 70% of the normal chem damage(plus 4) and attack at a much slower rate than the blob itself can. (So a blobbernaut with the ripping tendrils overmind would do 15 brute and 10 stamina damage)
Full list of blobbernaut hits to kill/stun, assuming no attempts to escape, armor, or bio protection;
Ripping Tendrils; 7, stun at 5
Reactive Gelatin; 5 to 10, Average of 7(not 7.5)
Energized Fibers; 10, stun at 5
Boiling Oil; 6
Sorium; 7, assuming no nearby objects
Envenomed Filaments; 7, stun at 5
Lexorin Jelly(after nerf), 4
Cryogenic Liquid; 9, stun at 7
Dark Matter; 7, assuming no nearby objects
Hallucinogenic Nectar; 8
Pressurized Slime; 7, stun at 5
any blob can block atmos, the core and nodes now do so
blobs use two different procs for checking health and updating icons instead of one(there's probably a use for this)
the split consciousness verb now requires a node under your selector, instead of checking a global list of nodes and picking the newest(why?)
blobs can no longer take non-brute and burn damage types(I would make toxin do bonus damage but the crew can't apply it anyway)
This is a bug that seems to have been around since... a long time ago.
It also explains why blobs keep winning easily, seeing as their win
condition used to be SET to 2*350 instead of increasing by the the
amount used per blob.
This should hopefully make blob mode work as intended.
Blobs now get to know what their chemical does.
Added two more buttons, for readapt chemical and storage blob.
Added hotkey for removing blobs, alt-click.
Removing a blob gives you some points back.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
You can now partially (max is 50%) protect yourself again blob reagent effects (blob smoke and blob attack). Although some effects are unaffected (explosion probability, vortex power, adding fire_stacks).
Changes the "volume" argument used in reaction_mob() to "reac_volume" to avoid confusion with the "volume" variable.
Buffed blob smoke reagent amount from 5 to 10 to counterbalance the nerf from clothes protection.
Blob direct attack now uses the VAPOR method.
- TOUCH no longer transfer reagent by default, it's now only used for touch based effect like being flammable when touched by fuel or you and your stuff being acided when touched by acid).
- PATCH does no transfer of its own (but actual patches code do make a transfer) but is used for touch effect that ignore clothes and protection (blob attacks, patches effect going through hardsuits)
- VAPOR does reagent transfer but it takes into account clothing protection
Fixes a typo in humanoid/get_permeability_prot
Fixes acid splashing on objects not destroying it. Fixes acid splashing on turf not destroying objects on the turf.
Changed damp rag smothering code a bit.
Blob Smoke now doesn't do anything.
- Remove show_message argument from blob reagent reaction_mob()'s and remove the if(show_message) send_message(). Now send_message is called directly on each blob strike.
- Changed blob reagent effects to depend on volume so blob spore smoke isn't deadly.
- Breathing smoke now reduces its life expectancy and calls reaction(INGEST) with the accurate amount of reagent.
- Adjusted the effects on mobs of some other reagents.
- Adjusted reagent amounts in chem grenades.
MC:
No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
MC can now be told to init a zlevel
All Subsystems:
Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
All subsystems now properlly handle being given a zlevel in their init proc
Subsystem changes:
Air:
Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
Air now fires 4 times faster when it can do so without lagging things up
Pipenet has been merged into air
Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
Hotspots (the fire object) are now object pooled
Pipenet:
Deleted, added to air
Machinery:
Moved all atmos calcualtions in all objects's process() to process_atmos().
Lighting:
Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
Ticker:
Fixed ticker not updating the lobby panel when game start delayed
Fixed the game start timer updating rapidly from queued fires when game start delay is removed
Garbage/qdel:
qdel will now limit its process time to 2ds a fire.
qdel can now be given hints as a return to Destroy() as to what should be done with the object.
the options are:
queue: (default) this is the normal behavior.
letmelive: old default to non-null/zero. does nothing with the object
iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
Fixed some objects not GCing because they didn't properlly clear references in Destory()
Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.