Commit Graph

1867 Commits

Author SHA1 Message Date
coiax 6449b65d30 Adds fireplaces, eswords are hot, cardboard is flammable (#19118)
Makes needed improvements to proposed fireplaces

- Fireplaces now use world.timer
- Fireplaces no longer prompt input() for inserting logs, it just
takes as many logs as possible
- Paper and paper bins can be thrown on the fire, thirty paper is worth
one log of burn time.
- One log gives 15 seconds of burn time, the fireplace can hold up to 5
minutes of fuel.
- Ignitable items now use a /obj level proc to generate their messages,
currently using this are cigarettes, candles, fireplaces
- The fireplace can be put out with an extinguisher
- Cardboard cutouts are now flammable
- The fireplace is only "warm and cozy" when lit
- Paperbins qdel their stored papers when destroyed (probably did that
already, but no harm in making sure)
- Also removed some returns hanging around

* Added new proc for lighting stuff

- Adds ignition_effect(atom/A, mob/user) to obj/item, which is called
when you're attempting to light things with that object. By default it
does nothing and prevents ignition, but if the object is hot, it returns
a message. May do other things for different stuff.

- Eswords now ignite flammable gasses in their area.

* Fireplace is no longer on fire when not on fire
2016-07-06 10:16:47 +12:00
Joan Lung 9c865c5cbb loc 2016-07-04 17:05:53 -04:00
Joan Lung 7dddd0d122 Adds logging to that one fucking toxin 2016-07-04 08:23:27 -04:00
Joan Lung c801f9a9c9 Replaces umbras with revenants (#19059)
Umbras have been removed.
Revenants have been readded, though they are now vulnerable to salt piles.
2016-07-03 01:33:52 +12:00
TechnoAlchemist e2f4a953ca Gives miners a survival medipen instead of brute patches. (#19007)
* Gets rid of the 8 patches in the vendor.

* Removes the brute pillbottles from miner gear, replaces with survival medipen.

At the behest of the design lead. New brute patches were ineffectual and giving them a bunch ruins the single get out of injury free card they used to have.
2016-06-30 19:45:44 +12:00
Joan Lung 8516999a2a Wetting turfs should actually last for some time 2016-06-28 14:28:51 -04:00
oranges 4a4fe0b492 Merge pull request #18949 from Xhuis/cup_fix
Liquid cooler fixes
2016-06-28 13:36:32 +12:00
Xhuis 8a852f196b Removes shadowling (#18951) 2016-06-27 20:53:35 -04:00
Xhuis 3f1e92c947 Paper cup bandaid fix 2016-06-26 19:17:43 -04:00
oranges b85862f070 Merge pull request #18785 from Incoming5643/patch-12
Fixes Infinitely Generating Exotic Blood
2016-06-22 12:32:23 +12:00
oranges 46bbb4b615 Merge pull request #18728 from coiax/spawn-removal-2
Removes spawn() from some more slime reactions
2016-06-21 09:57:07 +12:00
Incoming5643 f8547b852d Fixes Infinitely Generating Slime Jelly 2016-06-20 17:01:06 -04:00
Xhuis 3e890997f9 Welding fuel hotfix (#18773) 2016-06-20 14:05:11 -05:00
Kyle Spier-Swenson 0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
oranges 72371fcdc7 Merge pull request #18693 from Core0verload/list_overhead
Reduces list init overhead a tiny bit
2016-06-20 10:59:48 +12:00
oranges 448e386ac4 Merge pull request #18649 from Xhuis/my_eyes_have_seen_that_which_cannot_be_comprehended
Reagent tank optimization
2016-06-20 08:18:33 +12:00
oranges 7dc92e3f98 Merge pull request #18647 from TechnoAlchemisto/I_was_lucky_if_papa_went_for_me_first_because_then_at_least_I_would_be_too_disoriented_to_realize_what_he_was_doing_to_sis
Adds hard cider to the bar.
2016-06-20 08:18:05 +12:00
Jack Edge b16a03e9a8 Removes spawn() from some more slime reactions 2016-06-19 01:01:43 +01:00
Xhuis 1e4901c1f2 Another grammar tweak 2016-06-18 19:48:20 -04:00
Xhuis 5140f3d627 Refactors based on feedback 2016-06-18 19:39:25 -04:00
c0 0abc91c59d slot_equipment_priority no longer contributes to list init overhead 2016-06-18 05:09:15 +03:00
Xhuis 6289801964 Hydroponics changes 2016-06-17 10:46:55 -04:00
Xhuis 41935f8628 Reagent dispenser optimization and tweaks 2016-06-16 21:56:14 -04:00
TechnoAlchemist 779eec3779 booze dispenser 2016-06-16 16:36:38 -07:00
TechnoAlchemist 1e6efdbe78 Adds hard cider to the boozeomat. 2016-06-16 16:32:54 -07:00
Xhuis 527dddd95d Complete Revenant Rewrite (#18522)
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.

Total change list:

    Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
    Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
    Umbras' health is not based on vitae but has a hard cap at 100.
    Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
    When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
    Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
    EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
    Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
        Toggle Nightvision is self-explanatory.
        Discordant Whisper is identical to the original revenant's transmit.
        Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
        Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
    Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
2016-06-17 10:58:07 +12:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Sofia Acosta 1e6745921e Patch nerf
Goof was supposed to do this in his pr but he never did. He approves of this change though.

Patches now only hold 40u. This is 1:1 with goon and makes them less of a direct upgrade from pills with a tiny delay.

Medkit patches now only hold 20u by default. As they are now, patches will heal you to full health with like one or two. That means a medkit is more useful than a doctor. This fixes that and is also 1:1 with goon.
2016-06-16 13:53:15 +12:00
c0 9fdbe269d6 More fixes 2016-06-13 12:43:25 +03:00
oranges 29a1c6be5f Merge pull request #18433 from KorPhaeron/standard_borg
New Standard Cyborg Module Gear
2016-06-12 01:13:33 +12:00
oranges b3bbe1aef3 Merge pull request #18414 from bgobandit/lizwine
Adds lizard wine to the game.
2016-06-11 10:05:17 +12:00
KorPhaeron 5893abc9bc Standard Cyborg Gear 2016-06-10 07:59:40 -05:00
oranges a726c30a7f Merge pull request #18397 from coiax/fix-18352
Refactors slime names; altered slime, xeno names kept when evolving
2016-06-10 20:03:43 +12:00
Core0verload 77d70b9955 Finishes boards refactor (#18392)
This PR finishes work started in #17300 by making all the machines use apply_default_parts(src) for components initialization.

It also adds two new board sprites, one for Abductor boards and one for Ravtar boards:
board board_a board_r

There are no deconstructable Ravtar machines yet, sprites are added for future use. Abductor sprite is used only by Seed Vault's plant DNA modifier. It wasn't made by actual abductors, but it was surely made by aliens.

Boards now have a new var: def_components. It is a list containing replacement paths for default parts. For example, list(/obj/item/weapon/stock_parts/matter_bin = /obj/item/weapon/stock_parts/matter_bin/super) would make machine spawn with super matter bins instead of basic ones by default.

Console screens that were used in machines instead of glass sheets are replaced with actual glass sheets. Support for sheets as machine components was added in a previous PR
2016-06-10 13:13:33 +12:00
bgobandit 5bbdca473f Adds lizard wine. 2016-06-09 16:21:00 -04:00
Jordie 0389ff9528 fixes gold slime extracts (#18408) 2016-06-09 10:03:01 -05:00
Jack Edge 4f8981c6a5 Refactors slime names; altered slime, xeno names kept when evolving
Also fixes #18352.

Slime colour and adulthood are specified in New(), which is a lot better
than having an ugly spawn(0) in the middle of a New(). Slimes also only
update their names when growing or shrinking when it matches their
existing name format.

So if you happen to be a slime called Carl Lagerfield, it won't change
your name if you grow up to adulthood.

In addition non-standard xeno names are preserved while evolving.
And it also applies your old dir to the new xeno, because that looks
slightly better.
2016-06-09 15:57:24 +01:00
Xhuis 68b51d88cf Hydroponics tray changes and new plants (#18366)
You can now remove all plants and weeds from a hydroponics tray by using a spade on it. This process takes five seconds.

Hydroponics trays now have a unique variable, using_irrigation, that replaces the previous iteration of irrigation hoses that used the anchored variable to track it instead.

Fixes a possible runtime error that can occur when using irrigation hoses to transfer non-water reagents (specifically nutrients, although it hasn't been tested with any other reagents).

Added meatwheat, which is mutated from normal wheat plants. It's essentially a blood-red version of wheat that can be crushed into a meat slab by activating it with an empty hand. These meatwheat clumps are slightly bloodier than normal meat, but it still works for recipes that use normal meat slabs.

Added ambrosia gaia, which is mutated from ambrosia deus. It's yellow, glows brightly, and contains only earthsblood (renamed adminordrazine). The plant is destroyed after a single harvest, and its product can be planted in an empty hydroponics tray to cause it to become self-sufficient, no longer requiring nutrients, water, or weed/pest removal. Gaia-blessed trays will glow bright yellow in comparison to normal trays, and gaia-blessed soil will turn yellow. Both will emit light.

Added cherry bombs, which are mutated from blue cherries. They're orange and have a black stem, and start with a tiny amount of black powder in them. Activating them in an empty hand will ignite them and cause them to explode after three seconds, with explosion strength varying based on potency (at the most, it's around that of a minibomb).
2016-06-09 18:40:06 +12:00
PKPenguin321 b28da9cb97 Adds emag functions to chem dispensers (#18153)
* adds emag functions to chem dispensers

* chemical changes, slight code changes

* fixes multiple emagging
2016-06-08 11:09:25 +12:00
Xhuis ab41d85354 Conflicts II 2016-06-06 21:31:38 -04:00
oranges 9d6936a607 Merge pull request #18197 from pudl/tank
adds high-capacity watertanks
2016-06-07 13:01:16 +12:00
oranges ccbc302876 Merge pull request #18282 from coiax/removing-spawn
Removes spawn() from some things
2016-06-07 10:21:54 +12:00
oranges 744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
oranges 24cf031cb1 Merge pull request #17968 from Bobylein/chem-bottles-rework
Pill icons based on master reagent and transparent chem bottles
2016-06-07 09:56:11 +12:00
Kevin e584256330 removed pill changes 2016-06-06 00:10:32 +02:00
Jack Edge a01b48aa48 Removes spawn() from some things
Yay, refactoring.
2016-06-05 20:08:36 +01:00
phil235 40a371296a Adding lizard blood pack in medbay storage's freezer crate.
Added a var/exotic_bloodtype to species, instead of hardcoding a lizard type.
Fixes proc for objects who should never be bloodied.
2016-06-05 18:12:08 +02:00
phil235 bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235 b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Xhuis cfc1ba6620 SSU tweaks/optimizations and alcohol changes 2016-06-03 20:58:04 -04:00