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Add content to radiation closets and medicine lockers #6006
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components: | ||
- type: StorageFill | ||
contents: | ||
- id: BoxPillCanister |
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Why pill canisters? Doctors have nothing to fill them with and chemists have them in the chemistry closet along with other chem storage stuff.
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Medicine lockers are a bit of a buffet of medical junk, so I think it's reasonable to give the doctors some pill canisters so they can build their own pill collection.
* Fix use delay (#6031) * Add small railing corner (#6036) * Add more chat filters (#6034) * Xeno improvements (#6032) * Automatic changelog update * Removed capsaicin oil from the chem dispenser (#6042) * Automatic changelog update * Add ability to resist out of welded lockers and locked closets (#5958) * Enable lighting of Cigars with IsHotEvent Subscribed to IsHotEvent in ThrusterSystem, added AfterInteractEvent to SmokingSystem.Cigar which will set SmokableState to Lit if IsHotEvent returns true This should mean that cigs/Cigars should light on anything hot * Revert "Enable lighting of Cigars with IsHotEvent" This reverts commit db896e1f80940892a87d34aa7182b9c605fa53bc. * Add the ability to kick your way out of welded or locked closets Added a ResistLocker component/system that hooks into OnRelayMove to begin resisting out of lockers so that players aren't stuck in lockers forever Also added check to EntityStorageComponent to not print out welded shut message if the entity attempting to open the locker is inside of it. * Changes based on review minor formatting changes make components passed into AttemptResist nullable and resolve them inside of the function Remove incorrectly named .ftl file * Changes based on review Ditched async DoAfter Used PopupSystem over User.PopupMessage Added Cancel token to ResistLockerComponent Subscribed to EntRemovedFromContainer event to cancel DoAfter if the player is removed from a container * I am in formatting hell, apparently * Changes based on review Added TryComp for the EntityStorageComponent instead of the event passed one * Changes based on review * Apply suggestions from code review Co-authored-by: ShadowCommander <[email protected]> * Formatting changes based on review * Shuffle functions around in LockSystem to properly trigger visualizer Moved all the unlocking logic to a Lock method inside of LockSystem and TryUnlock calls this method if the user passes all of the access checks * Formatting, replacing Resolve with TryComp and making AttemptResist arguments optional Co-authored-by: Leon Friedrich <[email protected]> * Check if the player is inside THE container not A container me no read good * ok ok I give my code is bad Co-authored-by: ShadowCommander <[email protected]> Co-authored-by: Leon Friedrich <[email protected]> * Automatic changelog update * Make smoking cool again. (#6046) * Automatic changelog update * Fixes minor issues with Reach and Dart. (#6035) Co-authored-by: metalgearsloth <[email protected]> * Automatic changelog update * Adds filled versions of coloured wardrobes (#6012) * Automatic changelog update * Add content to radiation closets and medicine lockers (#6006) * Automatic changelog update * Interrupt do-afters when the user gets incapacitated. (#6059) * Fix foldable-pickup interactions. (#6057) Co-authored-by: Leon Friedrich <[email protected]> Co-authored-by: Delete69 <[email protected]> Co-authored-by: ZeroDayDaemon <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: PJBot <[email protected]> Co-authored-by: Rane <[email protected]> Co-authored-by: JustinTime <[email protected]> Co-authored-by: ShadowCommander <[email protected]> Co-authored-by: LittleBuilderJane <[email protected]> Co-authored-by: Lamrr <[email protected]>
About the PR
The currently implemented versions of filled radiation closets and medicine lockers are empty. I've changed this, adding rad suits to the radiation closet and some medical supplies to the medicine lockers, as well as giving catchy descriptions to both. This should hopefully result in less engineers dying from the singularity and provide a source of medicine to doctors when the NanoMeds aren't working.
Changelog
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