Revamped Donutstation's engineering and supermatter rooms to fix a number
of issues that prevented proper functionality, and resolved numerous
aesthetic complaints.
Fixed Jones actions on a couple away mission fridges.
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* Update LINDA_fire.dm
* the return value doesn't even fucking matter
* now it's much more readable
* just checking to see if you were awake
* Adds simple framework for learnable crafting recipes
* whoops
* Moves teach/check functions to mind
* Code golf
* I just moved these around but fine.
Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
Turns out brute causes bleeding. Tox does not, so the damage can be
stopped before they go into crit with tox. Stops Ethereals from dying
to low charge to prevent SSD deaths.
* Does the stuff
* Changes, see following post.
* Sending the eye to "null" deletes it, apparently
Leme go ahead and fix that
* Oh, that don't work that way.
* requested change
Anything I put here looks like ShizCalev typed it.
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
* Update ai.dm
* "zero" change in this one
get it?
* Update code/modules/mob/living/silicon/ai/ai.dm
Requested by Cobble, committed by Zxaber
Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
* cool & good new arcade game
* fixes issues, code improvements
- arcade machine board selection now uses pickweight
- the amputation machine actually works and has sound effects now
- removes raregame var and base path for arcade boards
* more comprehensive arm checks
* better arm detection
amputation game will now target the active hand first
arm checks improved to not be redundant
saved a var definition in the prize vending code
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.
Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
will never have the gene naturally
Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
(see above)
Thermal vision is just a strictly worse xray
Now you can set the mode after the round starts, to be saved as the
default for next round and on
Otherwise you can now choose rather or not the mode change is for the
current round only or saved as the new default mode.
didn't think of testing that case. occupant's ghost is transferred
-after- go_out()
also fixed cloning pods spawning gibs when ex_act is called without an
occupant
Fixes this bogus somebody just dm'd me about
> hey so, just wondering if this is intended behavior or not after a
hivemind round again
> basically at the moment
> hiveminds can just immediately succumb if another one is killing them
and avoid being reclaimed
> since reclaim doesnt work on hivemind bodies
* Fixes runtime from attempting checking armor on missing bodypart, changes how ran_zone selects a zone.
* Update code/modules/mob/mob_helpers.dm
pickweight ran_zone is no longer percentage-based
Co-Authored-By: Militaires <ahmedosama2001@gmail.com>
* adds check to second return too
* look how they massacred my boy
* mechs have exit times, sleep pilot on death
* fixes edge case on mech destruction
* Revert "Update code/game/mecha/mecha.dm"
This reverts commit a4c466f3ab157ebbd6beb336d2851eccfa9753d3.
* Update code/game/mecha/mecha.dm
Co-Authored-By: py01 <pyronetics01@gmail.com>
* trying to fix giant diff
* Update mecha.dm
* readds changes to mecha.dm