* 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)
Fixes suit cooling units so they no longer have infinite power. Made
their batteries last much longer, too.
Anom suits can now hold suit coolers. Softsuits can now hold large o2
tanks.
Prosthetics now malfunction at brute+burn-11% chance so getting your arm
scratched doesn't turn you into humpty dumpty.
BSTs get a new verb to ruin everything.
Needs fixing:
See how quickly the powernet drains at default load, I thought atmos
went to quickly so I upped the power cell by one level,
Shuttle Tags,
Graphical glitches involving some wires,
There is still some things missing with NanoUI but they are not game
breaking in any way I have seen so far.
Other than that we should be good to go.
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
- 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
- Bluespace techs are spawnable by anyone with +DEV
- They are invincible.
- None of there OP items can be touched by anything that is not a
Bluespace Tech.
- Added some spark effects for spawning.
- Added spark effects and custom emote for when you suicide
- To remove an item from a slot (IE the ID card) you need to edit the
var canremove to = 1
- bsTechs can't be restrained.