It seems it was intended to make movement cost a bit of hunger per tile,
but was actually only happening while you were floating (despite the
comment saying it should be easy).
This reverses that so it's now working as intended.
Testing shows this increases nutrition by about 5.6 per minute of
non-stop (non-floating) running movement. Walking cuts this cost by more
than half as not only do you cover fewer tiles in a minute, but walking
also costs half as much in tile-tile movement.
If you're on meth, expect to get quite hungry from zooming around the
station like a madman at 300 mph, which I think makes quite a bit of
sense.
Currently pAIs cannot be configured for DNA and secondary directives
while inside a PDA. If I need to eject my pAI from my PDA, why would I
want to drop it on the floor, especially when it hasn't been configured?
An activated pAI is too valuable to drop from your PDA directly to the
ground.
* FuCK
* Beret Resprites
* e
* Adds the archaic and vintage berets.
* Grammar fix.
Just misspelled allegedly.
* Grammar fix.
* Modifies the beret to bring it a bit more off the eye.
By default (assuming the department based exp lockout config is enabled), hos requires 5 hours as security. but the captain only requires 3 hours as crew?
Seems silly.
@iamgoofball I wonder if banned accounts still get notifications.
Somebody with more time than me: make the config for these use a keyed list for per-job overrides, rather than a flat head override.
Somebody else with more time than me: make a config that allows readying for time restricted roles anyways, but only at low priority.
Sometimes a reason 1 restart will work to fix these for servers without
tgs3.
This works on tgs3 even though the api sleeps, this will likely not work on
tgs4. In those cases the world/Reboot call will likely still bring the
server back up to a functional point that an admin can do a tgs restart via
the verb.
There is no point in attempting to notify clients, every attempt at doing
so failed.
I found that when the valve of a canister was closed, the
.../canister/process_atmos proc would never reach its update_icon call.
I've fixed that by removing the early return and having a single
update_icon call at the end run when necessary.
Space cleaner sprayed, splashed or vaporised onto someone will slightly
improve their hygiene. Effective janitors can spray stinky spessmen to
stave off the stench long enough for the offender to have a shower. Space
cleaner will only stop you from stinking for a short time, unlike a shower
which will keep you fresh for much longer.
The amount of cleanliness from a single application of space cleaner is
capped, so a chemist dumping a bluespace beaker of space cleaner on their
head is not going to be as effective as a shower.
Giving janitors an extra way to help the crew is probably good, especially
because this additional mechanic can't be replaced by janiborgs or
cleanbots.
Found by TGMC people, the CHECK_MULTIPLE_BITFIELDS macro wasn't
parenthesing the == rvalue, so
CHECK_MULTIPLE_BITFIELDS(var, flag1 | flag 2)
would come as
(var & (flag 1 | flag 2)) == flag 1 | flag2
instead of
(var & (flag 1 | flag 2)) == (flag 1 | flag2)
making the check always pass when a second flag was checked.
Only /datum/component/footstep/proc/play_footstep() was using it in that
way though and it doesn't seems it was impacting it much.
I came to the conclusion that quirks that put you on a death timer are
dumb and boring, one such reason being they make you unable to go AFK for
any length of time but also aren't interesting to manage other than
lugging around whatever medicine you need to survive every round.
Blood loss now stops just above a survivable threshold, meaning when left
untreated even the smallest of wounds is potentially lethal, hence it's
still 2 points. Watch out for paper cuts.
Renamed just to make it a bit shorter and less spooky.
A lot of equipment can be placed on the back and belt slot. Much of this
equipment is job specific. Sadly, the Clown and Mime have been left out
of the fun.
Why should all the other jobs have the fun of belt and back slots?
Sometimes you want to mosey around the station like a honkin' cowboy,
your bikehorn clipped securely to your belt. Now you can. Your trusty
honkshooter is ready to go. DRAW!
Or maybe you're a Mime who wants his crusty baguette saber at his side.
EN GARDE!
The War on Stun Based Combat Phase II
About The Pull Request
A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game
Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog
Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.
cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl