Commit Graph
168 Commits
Author SHA1 Message Date
Ryan784 5f8e7fa30f Fixes #798
Sleeper consoles will no longer retain the contents of its occupants
items.
2016-01-11 20:53:44 -05:00
skull132 815a640d81 Merge pull request #840 from FelisCorax/fixes-jan2016
Fixes jan2016
2016-01-10 19:12:52 +02:00
Ryan784 ea0cb9f728 Fixes #731
Typo in the refitted hardsuit helmet item_color caused it to disappear
when the light was toggled. Fixed.
2016-01-09 18:57:55 -05:00
Ryan784 59150be7e0 Body Scan Enhancement
Body scan reports will now display the name of the person being scanned,
rather than just simply stating "Body Scan".
2016-01-09 17:09:38 -05:00
FelisCorax 2b687e1b38 Fixes #815 2016-01-07 22:07:00 -05:00
skull132 2797ce8336 Merge pull request #819 from skull132/maglock-update
Maglock update
2016-01-04 16:02:10 +02:00
skull132 13181c38b1 Door Bracers to Magnetic Locks
Renames the entire deal. Also gives a powercell to the maglocks, making them last about 16 minutes with a high capacity powercell. Cell can be replaced by unscrewing the front, and crowbarring it.
2016-01-01 18:09:39 +02:00
Michael Abbey e0611edac3 Fixes Airlocks losing pressure (Baystation Fix) And fixes the icon pathing
-Allows your code to be easily used by fixing the forensics icon
pathing.
-Ports a fix from Baystation's 12 Developer atlantiscze
(As well as testing done by Dennok on BS12 and Mango and Myself for
testing on Aurora Code)
2015-12-30 11:55:53 -05:00
skull132 14b99501a1 Fixes Fuel Fires
Code update courtesy of @mwerezak from Baystation12.
2015-12-22 12:44:50 +02:00
skull132 ac53f18798 Door Bracers - Update
- They can now be shot off/damaged with weapons
- Icon references were updated to match icons
2015-12-02 20:30:58 +02:00
skull132 05f78a97d7 Doorbrace - Initial Commit
Adds a device that can lock doors externally.
2015-11-15 22:00:31 +02:00
skull132 7b8efc9115 Life Support Enabled Operating Table - Final Update
* Adds the boards to RnD
* Fixes a few icon glitches
* Actually gives them icons.
2015-11-04 16:33:20 +02:00
skull132 376ac177e3 Operating Computer - Hotfix
Changes the attack_ai proc to call ui_interact, instead of interact.
2015-11-04 14:53:03 +02:00
skull132 83b766de34 Life Support Enabled Operating Table - Update
* Gives carbon/humans the proc/isonlifesupport() to replace the constant checks done in other areas. Returns 1 if the target is on life support, 0 if is not.
* Adds support for removing brains from mobs, without them dying. The installation of a brain into a body is still impossible at this time (looking to fix that, somehow).
* Adds an internal log to the advanced operating table, which keeps track of just about everything important done to it. This log can be viewed and wiped from the operating computer.
* Adds a blood syphon option, which becomes available when the advanced operating table gets emagged.
2015-10-31 13:55:31 +02:00
skull132 4e231e5bfa Life Support Enabled Operating Table - Initial Commit
Adds an advanced surgery table which enables you to keep a patient alive, even if they're lacking a heart. Also includes changes to the operating computer, making it run off of NanoUI, and makes both the advanced and normal surgery tables constructable with materials from RnD and the medical bay.

The advanced surgery table will require cryogenic freezing fluids to keep in operation, so either cryoxadone or clonexadone will work (though clonexadone will last you longer). You also have the capacity to add an air tank to the machinery and a bloodbag. The operation of both can be automated. The internals will be toggled as soon as you enable life support, and the blood bag will be connected if a patient is below 90% bloodlevel, if the respective systems are made to be automatic. Both can also be manually enabled and disabled.

----

To construct a surgery table, you will require:
* Circuit Board (Operating Table) - Biotech 2, Data theory 1
* Cable Coil
* Capacitor
* Health Analyzer

To construct an advanced surgery table, you will require:
* Circuit Board (Life Support Enabled Operating Table) - Biotech 4, Data theory 3
* Cable Coil
* Capacitor
* Health Analyzer
* Beaker (internal chemical store size dependant on beaker used)
* Advanced Sensor Module

Simple add them to a machine frame, as you would with any other machinery item.

----

A short list of to-dos remains:
* Sprites
* Investigate brain transplants/removal
* Emagged features
2015-10-31 00:57:43 +02:00
skull132 da76d9b580 Space to \improper Space
Fixes blueprints, primarily. Also adjusts some other safety-nets and checks to actually work.
2015-10-22 16:36:15 +03:00
SoundScopes bd223a9a2c Merge pull request #51 from Aurorastation/development
Codecatch
2015-09-02 18:54:02 +01:00
SoundScopes 8d4c7c34c8 Merge pull request #693 from jack-fractal/holodeck_carp
Holodeck carp
2015-08-24 14:04:41 +01:00
SoundScopes d375398fc7 Merge pull request #692 from jack-fractal/click_and_drag_medical_machinery
Click and drag medical machinery
2015-08-24 14:04:30 +01:00
jack-fractal e556c9e06a Click and Drag for Medical Machinery
This changelist allows people to click and drag nearby people into
medical machinery. This does not affect the ability to grab and click.

This is an enhancement.
2015-08-14 15:59:08 -04:00
SoundScopes 7e72c088fa Fixes #681
Resorts the accept_check proc too
2015-08-14 13:50:25 +01:00
jack-fractal 7df7dcc398 Magnetic Gripper for Engineering Cyborg
This also modifies the gripper to display the name of the object held,
and the icon for the object held as well (though it's showing as an
underlay rather than an overlay because of the way the backpack works).
2015-08-13 15:46:55 -04:00
jack-fractal 89df78efc4 Adding HoloCarp
Adding holocarp to the holodeck. They spark before disappearing on
death. No more random carp corpses from a holodeck. They also look like
holograms.
2015-07-22 19:37:31 -04:00
skull132 68754941f3 Paper fixes
* Firing range instructions should work well better now.
* The bioprinter thing has a proper tag.
2015-06-28 18:08:43 +03:00
skull132 d6b539c9d2 SQL Backend Update 2
Updating all table names referenced in the code to match a more suitable
structure.
2015-06-21 20:57:40 +03:00
skull132 5c61608dff Bioprinter
Imported for the Biologist project.
2015-06-16 22:32:51 +03:00
skull132 b602579f2b Merge pull request #621 from skull132/master
Skull's Things, 15JUN2015
2015-06-16 20:36:39 +03:00
skull132 c2e9b8a168 .38 to lathes
* Adds .38 speedloaders into the autholathes
* Adds a variant of the .38 that uses rubber bullets, those are in as
well
2015-06-16 20:33:47 +03:00
SoundScopes fd5785d0d3 New holodeck screen thing 2015-06-16 12:44:30 +01:00
skull132 6547ef6181 Better logs for canisters
Has better info logs about the user and a jump link where needed.
Coordinates for the actual game log.
2015-06-15 14:26:39 +03:00
skull132 b766001ca8 Firedoor fix
Whenever welded in the open position, firedoors no longer close as they
used to. So, welding them open is actually possible again.
2015-06-15 14:07:14 +03:00
skull132 b8586c1277 Brig enhancements: round 2
* Adds a toggleable door control to the communal area access
* A few stupid checks to run in with the last updates
2015-06-10 16:50:32 +03:00
skull132 f7bd2b41e1 Linked uniforms
Initial addition of the labelled prisoner jumpsuits and cell control
functionality for the introduction of the communal brig. One note to
review (namely, if id = null for cell spawning, that may cause a runtime
error).
2015-06-10 02:08:42 +03:00
skull132 0d6e91f4ac Merge pull request #570 from skull132/master
Skull's things, 31MAY2015
2015-05-31 18:57:39 +03:00
skull132 4234fd8003 Fixes #562
Checks for power and broken computer stat added when uploading laws with
the respective upload computers.
2015-05-31 18:52:57 +03:00
skull132 8d555abf36 Merge pull request #565 from skull132/master
Skull's Things
2015-05-31 16:37:31 +03:00
SoundScopes 8e4edaeaee Allowing the holodeck to burn again 2015-05-29 17:34:37 +01:00
skull132 5831f7713d Interact_offline addition
Should make majority needed machinery useable while offline. Does not,
much to my own dismay, properly fix the APCs or atmos machinery shutting
down on itself (Bay code does it in another fashion, leading me to
believe that my solution is a little hamfisted. But it should work).
2015-05-27 23:14:34 +03:00
SoundScopes e3c5b58291 Stuff
All the updates
2015-05-15 20:24:50 +01:00
SoundScopes ff68c9e1f3 Scopes updates all merged and stuff
A lot of these will probably get edited again
2015-05-14 21:02:12 +01:00
SoundScopes d6ae626b33 Centcom doors visual fix 2015-04-25 09:48:24 +01:00
SoundScopes 6bbd408f3c #508 Fix 2015-04-23 11:15:59 +01:00
Duck- 0e3af9edd6 Merge pull request #15 from Aurorastation/master
updates
2015-04-01 10:18:55 -04:00
Duck- e706c5cc6f fixes xray, vampire eyes. adds suit cooling unit to autolathe.
there are a lot of robots on station and this seems the most practical.
also, xray/vampeyes use see invisible observer nolighting, which don't
worry doesn't let you see ghosts or anything and is essentially the same
as see invisible minimum.  it actually sees at a lower level than a
normal mob can see.
2015-04-01 09:35:21 -04:00
skull132 1478682c0e Fixes #442
I am really silly for not putting this check in originally. No more
infinite form printing.
2015-03-28 22:27:38 +02:00
skull132 a55a2bb8d7 Fluffy clauses
Yes.
2015-03-16 16:48:11 +02:00
skull132 1752cbc569 Spelling and Tables
* Clears up some of the spelling mistakes in the description for station
directives
* Requests Consoles table fixed (missing text2num() proc. Because all
data pulled from SQL is very specifically text)
2015-03-15 15:21:19 +02:00
skull132 272a671a5f Initial Commit
Mainly a conflict clearance method, content unmodified as of dropping
pull #387
2015-03-15 15:08:14 +02:00
Meowykins 15275de5aa New Storage
For minerals. Used in RnD and Robotics.
2015-03-02 10:40:32 -06:00
skull132 c04fc4ca95 Merge pull request #407 from skull132/master
Skull's Things, 25FEB2015
2015-02-25 21:13:15 +02:00