Alcohol and thermite now flammable. Laser pointers added! Flash now
comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish.
Being lit on fire turns off a borg's lights but the fire still shows.
I'll take it. Shield gens actually useable by the people they were
meant for.
Alterable Items
- Airlocks
- Buttons
- Ignighters
- Air Injecters
- Mass Drivers
- Convayor belts
- Shutters
- Wall mounted flashers
External Airlocks like the ones at the solars are going to take a little
more setup to get working as there are 7 things that need changing.
Bluespace Techs spawn with one in their bag.
Gravity no longer spams SoundScopes wil messages
Space is supposed to kill you really fast, but because ZAS is
consistently broken, no one ever takes the compound burn damage with the
brute. So, to compensate, because I hate fun, space is going to become
deadlier. Until ZAS fixes, I suppose.
Vox no longer die to death as soon as they inhale any O2. It's still
painful, but not as painful.
Defib added. After someone dies of suffocation, you have five minutes
to give them the zap. Works better on nakeds. Works poorly on clothed
and armoreds.
Detective revolver nerf. Because die.
- Chaplin can't be turned into a vampire
- Spelling errors
- A few debug messages for advanced checks
- Loadout spawning fixed
- IPC's can't be absorbed by lings.
- IPC will no longer be chosen as a ling
- Can't use radios if you are stunned >= 4
- dead bodys stop floating after they die
- debug messages to find out what's happening.
- Debugs for SoundScopes
- Some more change log
- Mice now have A 5 minute spawn timer after first mouse death
- Grav Gen uses more power
- Last vote timer for staff
Fixes: Full-power xray now works.
Enthrall reduced to 150 bloods.
Vampires fry! in starlight. You'll be dead in seconds.
Bats buffed. They're pretty strong now. No longer eat each other since
you only get one bat. May be nerfed in the future. Not sure.
Some blood fixes. You don't lose blood if an ability fails now. So if
you don't move to cancel it after trying to hypnotize yourself, that's
totally your fault.
Added a color to clonetox. Made cyanide's metabolism rate less stupid
high so it's actually useful maybe, or could be if it were ever used.
- Addition of Gravity Field Generators
- Added animation for when floating
- Toggle Gravity in Secrets menu only works when a Grav Gen is on the
station
- New debug verb to reset the gravity on the whole server
Because of the way this has been implemented, any Grav Gen on any zLevel
will affect the station level only. I would need to rewrite the whole
movement/gravity system as well.
Something I think can be saved for when we switch from station to
outpost.
Mapping info:
At the start of round there doesn't need to be one on the station as the
original gravity system will be running when the round starts. As soon
as a Grav Gen has been spawned and it has started up (Done automatically
if already on map or spawned using the /station/admin version) It will
take over all gravity simulation.
The main object:
/obj/machinery/gravity_field_generator/main
The one to be place on a map at round start:
/obj/machinery/gravity_field_generator/main/station
The one admins should spawn if they need/want to spawn one:
/obj/machinery/gravity_field_generator/main/station/admin
- Added visual languages
- Sign Language is now a visual language
- New visual languages can be added by adding 'vocal = 0' to the
language datum
- Visual languages can be used in a vacuum
- Visual languages can't be used on the radio