* Replaces a bunch of manual OPENCONTAINER checks with helper procs
* Removes unnecessary vars
* Updates reagent bitflags, adds some new ones
* Replaces most of the is_open_container calls with more specific ones
* Puts new AMOUNT_VISIBLE flag to use
* Uses new helper procs in more objects
* Standardizes chemicals logging
* De-snowflakes two more checks
* Fixes
* Minor fixes and improvements
* Refactors disabilities into lists, allowing for independent disability sources
* defines
* Xhuiiiiissss
* living
* did that
* adjusted for traumas
* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.
* makes antur happy
* Makes the chemical smoke machine use stock parts for things
* makes code better
* Undoes the nerf
* tgui now updates
* now the machine spits
* minnotmax
* Allows usage of more parts
* ta-da
* Update smoke_machine.dm
* Update smoke_machine.dm
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.
This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.
I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
* Silver slime extract foods now fry correctly
The invocation to create fried food wasn't correct, and was ending up
creating fried food that had the default name and description.
- Also adds a "syringe/plasma" type, because it's annoying having to
spawn in plasma sheets and grind them and then put them into a syringe,
if you want to test slime spawning stuff.
* Contains
* Reworks Brain Damage
* mechanics
* rebalancing
* hulks in wheelchairs
* yup
* bugsquash
* Adds narcolepsy, phobias and agnosia. Not guaranteed 100% bug-free yet, testmerge at your own risk.
* lizard phobia
* Did you know there's a skeleton inside of you RIGHT NOW?
* Fixes for the new stuff
* The issue with those is that in most rounds you won't see them
I'll keep them available so they can be added manually, for example by events and such
* Goof reviews
* Brainloss is based off brain organ integrity
removes brainloss var
* Replaces some getorganslot with defines
* eyes
* put the traumas in the brainnnn
* text
* args
* Adds godwoken, puts split personality in severe, adds brainwashing
* Bluespace prophet special trauma (untested)
* Some minor stuff
* Monophobia, and tweaks
* More fixes
* fix
* a
* new tail
* Discoordination and Muscle Weakness
* thanks for the review!
* [B]oneless
* agnosia fix
* .
* go away agnosia
* pretend it didn't happen
* Shitcode-free-er
* bitwisdom
* psychotic brawling
* i guess this might be important
* latest reviews
* .
* conflict-free
* addresses it
* surgery fix
* a masterpiece
* fix
* fix again
* config
* damage formula reworked
* who needs to test anyway
* fixes some bugs
* fix 2
* proper spookin
* bluespace prophet fixes and improvements
* no bible healing
* .
* normalizes monophobia chances
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this
* Cryo rebalance
* performance, generic overlay
* No more space change
* oops i used commas instead of dots
* Update cryo.dm
* fukkin github
* Update cryo.dm
While I was messing with vitamins and nutrients, I decided to touch up on deep fryers as a separate project. A demo of sounds can be found here, using the looping sound framework added recently. Also, sound quality in the video is kind of terrible; it sounds much nicer in-game.
Fryers themselves now use the cooking oil reagent, which is new and can be obtained by grinding soybeans (for vegetable oil) or meat (for oil derived from fats.) This does include synthmeat, which you can also use for meat anyway! By default it takes about 1.2 units of oil to fry one object.
Also adds oil_use and fry_speed vars that determine how well the fryer does its job. These values start at ~0.04 and 1 respectively, and can be brought to 0.01 and 4 with max-tier parts (each fryer uses one micro laser.)
Cooking oil itself can be heated to 450 K to bring out its latent frying powers. When splashed on object, it will fry them instantly (albeit inefficiently)... and can also fry humans and other creatures rather painfully.
* https is the way to go
* changes links to https:// instead of http://
* tsk tsk byond
* Nerfs smoke machine + improves grammar
* requested changes
* i can spell
* a spooky commit
* It is too late, the skeleton is already inside you
* mexican river dolphins for halloween 2018
* Compiler warnings for halloween 2018
* First part of Assmos
* Adds tritium synthesis and basic in-body effects.
* Begins adding the higher tier gases. Removes Freon(not completely yet) adds new gases to scrubers. Fixes some dumb bugs.
* Whoops
* Adds effects and synthesis reactions for pluoxium and stimulum
* Kills Freon.
* Adds sprites
* Removes the magic numbers
* Hyper-Nobelium formation
* Removes Freon from maps.
* Initial Dunc Review changes
* Should ACTUALLY fix the maps this time.
* Dunc Final Review
* Debugging part 1
* Fixes brown gas synthesis
* Auto stash before merge of "assmos-pathconflicts" and "origin/master"
* fix compile errors
* Moves defines. Fixes stimulum coefficents.
* Reworks how Stim and brown gas work, adds tritium to tile fires, fixes a lot of general reaction bugs.
* fixes typo
* Hopefully fixes UI
* compiles tgui
* Tritium balance.
* Vampires
* Action name
* Cooldown so you can't queue drains
* Blood drain rate
* Vampire cleanup/additional checks
* Vampires can drink blood (reagent) (#30)
* New DRINKSBLOOD species_trait
All species can drink blood, but species with this trait
will restore lost blood_volume when drinking it
* Vampires have vampire blood and DRINKSBLOOD
People with vampire blood can take all other blood
Vampire blood can't be used for anyone that doesn't have it
* Vampire tweaks (#31)
* Universal Blood
* Removes spell on species loss
* Vampire heart for checking blood level