Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
* Bunches of changes
Indeed, a whole barrel full
* Update ripley.dm
* Update mecha.dm
* Update ripley.dm
* Glad I'm testing this
* herpaderp
* Ripley MK-I to MK-II upgrade
text goes here. Also fixed the pressure comments for step_in.
* Various things.
* First pass at fire
also, sanity checks and reorganizations
* Drop fire stacks to 5, max
* bug fixes
* A few contruction sprite tweaks
* Some changes
DNA lock is kept during conversion
Maint_access setting is kept during conversion
Name is kept if it is not the default MK-I name
Typo 'enviroment' fixed
* Requested changes
* requested changes
* This is not my bug, but I will fix it
If the mech's radio is destroyed, it no longer run-times and breaks the view status popout.
* Summary (required)
* Indent-driven if statements are stupid
* Found the plus key
* Centered mech sprites
noticed the side view sprites were a pixel off.
* update_icon changes
* thing
* buffs the throw speed from 0.2 to 1.5
* Adds variable launch speed and gas leaking to powerfist
* Upgrades failure status with weak punch type things and special messages
* Fixes 0 content punch
* fugitives
* lets make this a bit cleaner
* cultists and the beginnings of security detail, lots of wip
* wip security
* WALDO (and some more work on yalp, of course)
* adding antagonist teams for both hunter and fugitives, roundend report beginnings
* this whole file is shit, but hopefully a little better
* it compiles (+ space police)
* some more work
* S.E.L.F. fluff
* grammar and icon fixes
* lets finish yalp elor, give it the justice it deserves
* moves hunter spawns to ship pods + russians P1
* moves hunter spawns to ship pods + russians P2
* fugitives and hunters now recognize eachother
* hunter spawning finished(?)
* missed this
* ATH's review
* runtime fixed, added yalp's transport ability
* anturk's review
* makes hunter.dm better trust me
* oopsies
* INVOKE_ASYNC
* russian ship + finally a (bad) sprite for the capture machine
* step > pixel, thanks travis
* mooshroom review p1
* mooshroom review p2
* improper use of /improper
* waldo's radio doesn't stick, police id
* candidate picking is more flexible + minor things
Removes access restriction on fridges and meat fridges in areas where you
shouldn't be expected to have kitchen access. Notably, everywhere that is not
the main station kitchen. I didn't think to check this in #41923.
* Fusion 6 begins.
* Adds location effects, updates analyzer feedback.
* Fixes a messed up prob statement
* Further work on reaction and some testing stuff.
* The debuggery continues
* Fusion continues
* Removes a check that's not longer relevant
* Tries to make filtering more possible
* More tweaks to make stable fusion more accessible, prevents a rare float overflow issue, makes unstable fusion less rewarding, reduces nuclear particle damage.
* Fixes my really poor implementation of the examine for volume pumps.
* Fixes an oopsie with probability
* Merge, and also tweaks instability scaling
Firebots were runtiming due to multiple initializations, so this fixes that
issue by calling a proc to refill the extinguisher rather than going through
the initialize proc to do it.
* Only two transit tubes per turf can be wrenched down.
* Made a can_wrench_in_loc() proc. Placed it at start of wrench_act and afterI.use_tool.
* This aint lookin hot.
* Should be working now.
* Added proc at start of wrench_act.
* Fixed if statement and put it before to_chat.
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)
PROS
- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail
- Their blood is spacelube
- They get a cool armored nodrop snail shell
- They don't slip
CONS
- Very slow
- Punch is pathetic
- Tttaaalllkkk llliiikkkeee ttthhhiiisss
- Extremely vulnerable to salt
- Can't wear glasses
Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails
You can also get gastrolisis by random_reagent_id, so maintpills and botany
🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628
Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
When the circuit lab was added and subsequently removed from the lavaland base, it left a poorly lit spot by medbay. Also adds explosive warnings in the test chamber to hopefully dissuade people from blowing the whole base up.
* Add a virus log, plus a log for facehuggers
Logs each infect event and contains detailed descriptions of the virus
I also added a log message for printing virus culture bottles including
who printed them
Finally i tacked on a change to adding a game log entry for facehuggers
because why not
* Further logging fixes and updates
Medbots now combat log
combat log no longer tries to run keyname on an object because that
doesn't make much sense
* Dead say no longer logs twice
* tabs to spaces
* initial firebot commit
* add sprites for the firebot
* firebot.dm: More work on the firebot, implemented emag behaviour and better extinguishing
construction.dm: Added firebot assembly
* extinguisher.dm: Added support for the firebot assembly
* fix build error
* commit missing dme
* now drops the helmet again, also added a message for knocking people over
* fix previous commit, thats what you get for pushing without building first
* firebot now deploys firefighting foam when under heat instead of spraying wildly
* fix typos, move defines to top of file and adds undefines to the end
* renamed loc to drop_location for clarity
* fix drop location for real this time
* extinguisher.dm: Add newline to eof
firebot.dm: Make explode() use drop_location properly (for real this time), text fixes, removed improper use of .loc
* Update code/modules/mob/living/simple_animal/bot/firebot.dm
Co-Authored-By: Lett1 <kilian2311@gmail.com>
* update emag behaviour to use cfl3
* recipes.dm: Add crafting recipe for firebot
extinguisher.dm + construction.dm: Move extinguisher on_attack code to construction.dm