* Omega atmos lockdown button no longer has bar access reqs
* Pubby disposals conveyors now have the correct dirs
* Pubby's service techfab is no longer inside a wall
* Pubby's disposals loop is no longer cut off near the RD office
* Lavaland seed vault chem dispenser now initializes with upgraded parts, since
those planty bastards are stuck in there and can't even upgrade/charge it etc
* Meta's SME cooling loop now has grilles that partially cover it. Nothing that
will stop a meteorite, but probably the odd space dust
Also cleaned up some duplicated code a bit and sorted the aibots file slightly.
Thinking about doing a minor refactor in the future to switch all these icons
over to overlays to remove the need to duplicate every unique animation/icon
for every power state. We'll see though.
It's no secret simple animals are pretty weak, so this tries to change it
without padding their health. Adds basic swerve when approaching the target,
and sidestep when fighting.
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:
Chemistry related changes:
* Made the testing chamber airlock heatproof and added scrubbers/vents to
restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
for strange reagent/life reactions. If syndies are clinically bored, they can
use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
experiment with more chemicals and gives miners an incentive to come inside.
Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
let players build more machinery and beakers for grenades.
Other changes:
* I added a cabinet with syndicate documents to the vault - this is valid for a
10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
gases quickly.
Now that shuttles are all loaded via template we no longer have a need for the
timid var on shuttles.
Well not all shuttles, it seems I forgot to template the backup shuttle so it
wouldn't have been working until now. This got fixed here as well.
The balance in the note is no longer a concern, a 50/50 sacid and facid dipped
cig took almost a minute to knockout and damage stopped when it was removed. It
allowed a severe bug in the chem system.
I'm not closing that issue report because in theory the underlying bug is still
present and any future ways to apply chems may still have it.
Another one in the series of bad ideas for simple animals. Multiple attacks per
npcpool tick, queued if the target is within the distance specified.
Performance concerns exist. (Subsystem split would be better but this is lazy
PR)
* 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 pr adds new clown costumes that come in a variety of colors including blue, green, yellow, purple, orange and now rainbow! so now clowns can go out in the station in the latest clown style!
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.
* Sets notransform on the mob and makes few more things respect it.
* Makes if location contains any indestructible walls. (I need to switch these
to flag instead of path checking)
* Adds it to smite.
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
I added the following bounty items:
* Firefighter APLU for 18.000 dosh - 5.000 more than a Ripley APLU since it
requires three times the amount of plasteel.
* Cat tail for 3000 since we already have a lizard tail bounty.
* Cat and Liz o' Nine Tails for 4000 as a variation on the tail bounties.
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.
This PR adds air alarm subtypes with preset dir/pixel offset values and adds
pixel offsets to autoname APCs.
While air alarm/APC pixel offsets get overwritten according to their dir on
New(), they still float in the middle of the room while you're working in the
map editor. Very annoying if you don't have another APC to copy and have to set
the pixel offset manually, just to move it out of the way.