* Photography Update
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Photos broke, retrying
* Persistence stuff
* I'm almost done I promise!
* Persistence mostly working, compile, etc etc
* Persistence mostly working, compile, etc etc
* Remove something really not needed from the PR
* Prevents duplication
* default to off
* removes check tick
* increase slots in albums to 21
* Allows for singular loading
* Update camera_image_capturing.dm
* Addresses review
* Anturk
* Update camera.dm
* Update misc.dm
* Update datum.dm
* Update camera.dm
* different guns can be inserted into emitters
* fixes portal gun runtime
* You can now switch type through wires
* makes one line more readable
* Fixes being able to grab nodrop guns from emitters
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.
The box can be recognized as of syndicate nature due to a red label on its side.
Adds a slight positive moodlet for working out, the same effect as reading a book
In the process refactors weight machines so they are actually object oriented, this creates map edits to Delta and Pubby as well as one ruin
Changes the message "Nothing special has happened to me" to something that is hopefully less immersion-demolishing.
Moodlet text for eating disgusting food no longer appears in positive green text
Other various grammar fixes
Redesigned the white ship for metastation, this one's a salvage/cargo vessel!
The salvage pod is currently missing, however, as it doesn't work right now.
I'll add it further down the line. This ship is also filled with a few syndies
protecting it, one of them is ranged, the others are unarmed melee.
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing
Remember higher sanity is BETTER
You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).
Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
* Updates the caravan ruin to remove some of its equipment and re-add the 2nd fighter ship as was originally intended.
* Airlock naming, changed office chairs in dropship to shuttle chairs because they got flung whenever it took off.
* Removes the 2nd syndicate fighter as ninjanomnom will design a better system for it at a later date.
* Renames syndicate fighter to "shiv"
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.
Fixes#38445
Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
* Fixes brain MMIs from being killed by ash storms.
Adds an istype brain check alongside the mech check for ash-storm proofyness. Brains don't really gain anything from being ash-proof outside of a bug fix,
* Update ash_storm.dm
Made it slightly better-good
* Update ash_storm.dm
* Update weather.dm
* Reverting to Orange's change
* Reverting to no change.
I was making a ninjutsu martial art, and I got really pissed that I have to
make specific snowflake items whenever I want to test a martial art, so I coded
a quick fix for that in the dropdown. Then, I realized that admins have to find
these same dumb snowflake art granters and so I decided to quickly make a new
branch and pr this.
Why: Way better way of doing martial art TC trades, hopefully saves some time
for our admins. Maybe helpful in setting up events.
The clown outfit got its hardcoded squeak on hit replaced with the component.
Objects which can squeak which are thrown in disposals will squeak when they hit bends in the piping.
* Exactly what it says on the tin. Adds time to explosions saved in the feedback table.
* Nevermind I want deciseconds
* Update feedback version
* Dumb ned
Then again the spam is usually funny.
* Blocks OOC during fake nuke.
* Makes this work only with global cinematic calls.
* Defaults to stopping OOC for all cinematics.
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.
The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.
Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl
oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes