Adds an interactive away site: Outpost Nemora PART I (#20993)

## About PR

Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!


## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>

- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.

</p>
</details> 

---

### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?

This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.

***This needs to be evaluated by a lore nerd!***
**Possible Sectors:** 
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).

<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>

Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.

This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.

To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.

In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.

Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.

</p>
</details> 

---

### What does "interactive" part entail exactly?

This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.

Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).

Also most of the functions used in this ruin was made so it could be
used in any maps.

## Images

this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197

and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160

<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>

## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
This commit is contained in:
Kano
2025-10-19 10:21:12 +00:00
committed by GitHub
parent 05c0d5d084
commit aec06bc427
54 changed files with 104527 additions and 142 deletions
+102 -1
View File
@@ -14,6 +14,11 @@
var/list/active_mobs = list()
var/max_active_mobs = 5
var/list/mob_choices = list() // List of mobs it'll spawn
/// Cooldown for spawning mobs. A value between min and max will be defined as seconds.
var/min_spawn_cooldown = 5
var/max_spawn_cooldown = 10
var/obj/effect/landmark/mob_waypoint/waypoint = null // The spawner automatically detects a waypoint on the same z-level, no need to set this manually
/obj/effect/fauna_spawner/Initialize()
@@ -44,7 +49,7 @@
active_mobs.Cut(i, i+1)
if (length(active_mobs) < max_active_mobs)
spawn_mob()
sleep(rand(5 SECONDS, 10 SECONDS))
sleep(rand(min_spawn_cooldown, max_spawn_cooldown) SECONDS)
/obj/effect/fauna_spawner/proc/spawn_mob()
if (!mob_choices || !length(mob_choices))
@@ -103,5 +108,101 @@
list(type = /mob/living/simple_animal/hostile/carp, speed = 2)
)
/**
* Opposed to `fauna_spawner`, this spawner allows further customization and checks over spawned mobs, such as:
* * Having multiple spawn points, randomly chosen to spawn mobs.
* * Keeping track of total mob counts inside a single object.
*
* How does it work?
* * This type serves as a single spawner, it detects the spawn points in the same Z level and randomly chooses
*/
/obj/effect/fauna_spawner/organized
name = "Organized mob spawner"
desc = "You are not supposed to see this!"
icon_state = "master_spawner"
anchored = TRUE
unacidable = TRUE
simulated = FALSE
invisibility = 101
min_spawn_cooldown = 20
max_spawn_cooldown = 25
max_active_mobs = 15
/// Integer, fixed number of mobs that'll be spawned before spawner enters cooldown.
var/spawn_points_to_pick
/// The number range of mobs that can spawn before spawner enters cooldown. Ignored if 'spawn_points_to_pick' isn't null.
var/min_spawn = 2
var/max_spawn = 3
/// If true, object will avoid spawning multiple mobs on the same point.
var/one_spawn_per_point = FALSE
/obj/effect/fauna_spawner/organized/spawn_mob()
if (!mob_choices || !length(mob_choices))
return
var/obj/effect/landmark/organized_spawn_point/SP
var/list/available_points = GLOB.organized_spawn_points.Copy() // we make a copy so 'pick_n_take()' doesn't get rid of instances in global list
var/list/chosen_group = list()
if(LAZYLEN(available_points))
var/loop_amount
var/obj/effect/spawn_point
loop_amount = !spawn_points_to_pick ? rand(min_spawn, max_spawn) : spawn_points_to_pick // if no value is set we will randomly pick a number for each spawn time
for(var/i in 1 to loop_amount)
spawn_point = one_spawn_per_point ? pick_n_take(available_points) : pick(available_points)
if(spawn_point.z == src.z)
chosen_group += spawn_point
for(SP in chosen_group) //---- spawning mobs on chosen points
if(length(active_mobs) >= max_active_mobs) // double check if we exceeded the threshold
return
var/turf/T = get_turf(SP)
var/mob_type
var/move_speed = 5
var/choice
choice = pick(mob_choices)
if (islist(choice))
mob_type = choice["type"]
move_speed = choice["speed"]
else
mob_type = choice
var/mob/living/new_mob = new mob_type(T)
active_mobs += new_mob
RegisterSignal(new_mob, COMSIG_GLOB_MOB_DEATH, PROC_REF(mob_died))
if(src.waypoint && istype(new_mob, /mob/living/simple_animal/hostile))
var/mob/living/simple_animal/hostile/H = new_mob
H.target_waypoint = src.waypoint
INVOKE_ASYNC(src, PROC_REF(lead_the_mob), H, waypoint, move_speed)
/obj/effect/fauna_spawner/organized/proc/lead_the_mob(H, waypoint, move_speed)
if(isturf(src.waypoint.loc))
GLOB.move_manager.move_towards(H, src.waypoint.loc, move_speed, TRUE)
// ---- Put your subtypes here
/obj/effect/fauna_spawner/organized/quarantined_outpost
name = "Quarantined Outpost Spawner"
mob_choices = list(
list(type = /mob/living/simple_animal/hostile/revivable/husked_creature/quarantined_outpost/horde, speed = 5),
list(type = /mob/living/simple_animal/hostile/revivable/abomination/quarantined_outpost/horde, speed = 5)
)
one_spawn_per_point = TRUE
/obj/effect/landmark/organized_spawn_point
name = "spawn point"
icon = 'icons/effects/map_effects.dmi'
icon_state = "spawner_spawnpoint"
/obj/effect/landmark/organized_spawn_point/Initialize()
. = ..()
GLOB.organized_spawn_points += src
/obj/effect/landmark/organized_spawn_point/Destroy()
GLOB.organized_spawn_points -= src
return ..()
/obj/effect/landmark/mob_waypoint
name = "mob waypoint"
@@ -9,10 +9,14 @@
var/shake_radius = 7 // How far the shaking effect extends to. By default it is one screen length.
var/shake_duration = 2 // How long the shaking lasts.
var/shake_strength = 1 // How much it shakes.
/// If true, each time screen is shaken an earthquake sound will play.
var/play_rumble_sound = FALSE
/obj/effect/map_effect/interval/screen_shaker/trigger()
for(var/A in GLOB.player_list)
var/mob/M = A
if(M.z == src.z && get_dist(src, M) <= shake_radius)
shake_camera(M, shake_duration, shake_strength)
if(play_rumble_sound)
playsound(M, 'sound/effects/earthquake_rumble.ogg', 80)
..()
+4
View File
@@ -98,6 +98,10 @@
footstep_sound = /singleton/sound_category/asteroid_footstep
/turf/simulated/floor/exoplanet/basalt/airless
initial_gas = null
temperature = TCMB
/turf/simulated/floor/exoplanet/basalt/cave
name = "dense basalt"
@@ -33,6 +33,8 @@
var/blood_overlay_icon = 'icons/mob/npc/blood_overlay.dmi'
var/blood_state = BLOOD_NONE
var/image/blood_overlay
/// If true, `handle_blood()` will run without handling blood overlays. Useful for the cases if Byond unable to handle overlay shenanigans happening in your mob.
var/bypass_blood_overlay = FALSE
/// If the animal is bleeding.
var/bleeding = FALSE
@@ -255,6 +257,11 @@
GC_TEMPORARY_HARDDEL
/mob/living/simple_animal/Move(NewLoc, direct)
// this is a janky way to prevent mobs wandering into chasms, but allows them to be thrown into it by someone else if the mob is dead
if(ischasm(NewLoc))
var/obj/structure/lattice/L = locate(/obj/structure/lattice) in NewLoc
if(!L && stat != DEAD)
return
. = ..()
if(.)
if(src.nutrition && src.stat != DEAD && hunger_enabled)
@@ -430,7 +437,7 @@
purge -= 1
/mob/living/simple_animal/proc/handle_blood(var/force_reset = FALSE)
if(!blood_overlay_icon)
if(!blood_overlay_icon && !bypass_blood_overlay)
return
if(blood_amount <= 0 && stat != DEAD)
@@ -459,7 +466,7 @@
blood_splatter(src, null, TRUE, sourceless_color = blood_type)
blood_amount -= 3
if(force_reset || current_blood_state != blood_state)
if((force_reset || current_blood_state != blood_state) && !bypass_blood_overlay)
if(blood_overlay)
CutOverlays(blood_overlay)
if(blood_state == BLOOD_NONE)
@@ -19,6 +19,22 @@
. = ..()
icon_state = "lavarocks[rand(1,3)]"
/obj/structure/flora/rock/stalagmite
name = "stalagmite"
desc = "A pointy pile of rocks."
icon_state = "stalagmite1"
/obj/structure/flora/rock/stalagmite/random/Initialize(mapload)
. = ..()
icon_state = "stalagmite[rand(1,4)]"
/obj/structure/flora/rock/stalagmite/brown
icon = 'icons/obj/flora/rocks_brown.dmi'
/obj/structure/flora/rock/stalagmite/brown/random/Initialize(mapload)
. = ..()
icon_state = "stalagmite[rand(1,6)]"
/obj/structure/flora/rock/ice
name = "ice"
desc = "A large formation made of ice."
@@ -9,7 +9,15 @@
/obj/singularity,
/obj/structure/lattice,
/obj/projectile,
/obj/effect
/obj/effect,
/obj/machinery/light,
/obj/structure/railing,
/obj/structure/stairs_railing,
/obj/structure/platform,
/obj/structure/platform_deco,
/obj/structure/extinguisher_cabinet,
/obj/structure/sign,
/obj/machinery/atmospherics/pipe
))
has_resources = FALSE
@@ -18,7 +26,7 @@
icon_state = "Fill"
/turf/simulated/floor/exoplanet/abyss/Entered(atom/movable/AM, atom/oldloc)
if(is_type_in_typecache(forbidden_types))
if(is_type_in_typecache(AM, forbidden_types))
return TRUE
else if(istype(AM, /mob/living))
@@ -35,10 +43,12 @@
return TRUE
else if(istype(AM, /obj/item))
var/obj/item/I = AM
I.visible_message(SPAN_DANGER("\The [I] falls into \the [src]."))
qdel(I)
else if(istype(AM, /obj/item) || istype(AM, /obj/structure) || istype(AM, /obj/machinery))
if(locate(/obj/structure/lattice, src)) // Should be safe to be placed upon.
return TRUE
var/obj/O = AM
O.visible_message(SPAN_DANGER("\The [O] falls into \the [src]."))
qdel(O)
else
..()
+177 -105
View File
@@ -33,6 +33,8 @@
var/obj/item/light/inserted_light = /obj/item/light/tube
var/fitting = "tube"
var/must_start_working = FALSE // Whether the bulb can break during Initialize or not
/// If true, light sources have 50% chance to be broken instead after Initialize.
var/maybe_broken = FALSE
var/switchcount = 0 // count of number of times switched on/off
// this is used to calc the probability the light burns out
@@ -78,108 +80,6 @@
if(cell)
. += "The charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%."
/obj/machinery/light/skrell
base_state = "skrell"
icon_state = "skrell_empty"
supports_nightmode = FALSE
fitting = "skrell"
bulb_is_noisy = FALSE
light_type = /obj/item/light/tube
inserted_light = /obj/item/light/tube
brightness_power = 0.45
brightness_color = LIGHT_COLOR_PURPLE
/obj/machinery/light/floor
name = "floor lighting fixture"
icon_state = "floortube_example"
base_state = "floortube"
desc = "A lighting fixture. This one is set into the floor."
layer = ABOVE_TILE_LAYER
fitting_has_empty_icon = TRUE
fitting_is_on_floor = TRUE
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb_preview"
base_state = "bulb"
fitting = "bulb"
brightness_range = 5
brightness_power = 0.45
brightness_color = LIGHT_COLOR_TUNGSTEN
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
inserted_light = /obj/item/light/bulb
supports_nightmode = FALSE
bulb_is_noisy = FALSE
/obj/machinery/light/small/floor
name = "small floor lighting fixture"
icon_state = "floor_example"
base_state = "floor"
desc = "A small lighting fixture. This one is set into the floor."
fitting_is_on_floor = TRUE
layer = ABOVE_TILE_LAYER
/obj/machinery/light/small/emergency
icon_state = "bulb_emergency_preview"
brightness_range = 6
brightness_power = 0.45
brightness_color = LIGHT_COLOR_EMERGENCY_SOFT
randomize_color = FALSE
/obj/machinery/light/small/broken
status = LIGHT_BROKEN
icon_state = "bulb_broken_preview"
/obj/machinery/light/small/red
brightness_range = 2.5
brightness_power = 0.45
brightness_color = LIGHT_COLOR_RED
randomize_color = FALSE
/obj/machinery/light/colored/blue
brightness_color = LIGHT_COLOR_BLUE
randomize_color = FALSE
/obj/machinery/light/colored/red
brightness_color = LIGHT_COLOR_RED
randomize_color = FALSE
icon_state = "tube_red_preview"
/obj/machinery/light/colored/violet
brightness_color = LIGHT_COLOR_VIOLET
randomize_color = FALSE
icon_state = "tube_violet_preview"
/obj/machinery/light/colored/decayed
brightness_color = LIGHT_COLOR_DECAYED
randomize_color = FALSE
icon_state = "tube_decayed_preview"
/obj/machinery/light/colored/dying
brightness_color = LIGHT_COLOR_DYING
randomize_color = FALSE
icon_state = "tube_decayed_preview"
/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube_broken_preview"
/obj/machinery/light/spot
name = "spotlight fixture"
icon_state = "tube_empty"
desc = "An extremely powerful lighting fixture."
fitting = "large tube"
light_type = /obj/item/light/tube/large
inserted_light = /obj/item/light/tube/large
brightness_range = 12
brightness_power = 3.5
supports_nightmode = FALSE
/obj/machinery/light/built
start_with_cell = FALSE
/obj/machinery/light/built/Initialize()
status = LIGHT_EMPTY
stat |= MAINT
@@ -217,13 +117,13 @@
if (!must_start_working && mapload && loc && isNotAdminLevel(z))
switch(fitting)
if("tube")
if(prob(2))
if(prob(2) || (maybe_broken && prob(50)))
broken(1)
if("bulb")
if(prob(5))
if(prob(5) || (maybe_broken && prob(50)))
broken(1)
if("large tube")
if(prob(1))
if(prob(1) || (maybe_broken && prob(50)))
broken(1)
if(randomize_color)
@@ -739,3 +639,175 @@
. = ..()
brightness_color = initial(brightness_color)
update()
/*
##############################
LIGHT SUBTYPES
##############################
*/
//---- Tube lights
/obj/machinery/light/built
start_with_cell = FALSE
/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube_broken_preview"
/obj/machinery/light/maybe_broken
maybe_broken = TRUE
icon_state = "tube_maybe_broken_preview"
/obj/machinery/light/maybe_broken/decayed
brightness_color = LIGHT_COLOR_DECAYED
randomize_color = FALSE
/obj/machinery/light/skrell
base_state = "skrell"
icon_state = "skrell_empty"
supports_nightmode = FALSE
fitting = "skrell"
bulb_is_noisy = FALSE
light_type = /obj/item/light/tube
inserted_light = /obj/item/light/tube
brightness_power = 0.45
brightness_color = LIGHT_COLOR_PURPLE
/obj/machinery/light/spot
name = "spotlight fixture"
icon_state = "tube_empty"
desc = "An extremely powerful lighting fixture."
fitting = "large tube"
light_type = /obj/item/light/tube/large
inserted_light = /obj/item/light/tube/large
brightness_range = 12
brightness_power = 3.5
supports_nightmode = FALSE
/obj/machinery/light/colored/blue
brightness_color = LIGHT_COLOR_BLUE
randomize_color = FALSE
/obj/machinery/light/colored/red
brightness_color = LIGHT_COLOR_RED
randomize_color = FALSE
icon_state = "tube_red_preview"
/obj/machinery/light/colored/violet
brightness_color = LIGHT_COLOR_VIOLET
randomize_color = FALSE
icon_state = "tube_violet_preview"
/obj/machinery/light/colored/decayed
brightness_color = LIGHT_COLOR_DECAYED
randomize_color = FALSE
icon_state = "tube_decayed_preview"
/obj/machinery/light/colored/dying
brightness_color = LIGHT_COLOR_DYING
randomize_color = FALSE
icon_state = "tube_decayed_preview"
/obj/machinery/light/colored/decayed/dimmed
brightness_power = 0.2
//---- Floor lights
/obj/machinery/light/floor
name = "floor lighting fixture"
icon_state = "floortube_example"
base_state = "floortube"
desc = "A lighting fixture. This one is set into the floor."
layer = ABOVE_TILE_LAYER
fitting_has_empty_icon = TRUE
fitting_is_on_floor = TRUE
/obj/machinery/light/floor/broken
status = LIGHT_BROKEN
icon_state = "floortube"
/obj/machinery/light/floor/maybe_broken
maybe_broken = TRUE
icon_state = "floortube_maybe_broken_preview"
/obj/machinery/light/floor/maybe_broken/decayed
brightness_color = LIGHT_COLOR_DECAYED
randomize_color = FALSE
/obj/machinery/light/floor/maybe_broken
maybe_broken = TRUE
icon_state = "floortube_maybe_broken"
/obj/machinery/light/floor/decayed
brightness_color = "#fabd6d"
randomize_color = FALSE
brightness_power = 0.3
/obj/machinery/light/floor/decayed/brighter
brightness_power = 0.45
/obj/machinery/light/floor/decayed/brighter/broken
status = LIGHT_BROKEN
icon_state = "floortube"
//---- Small bulb lights
/obj/machinery/light/small
icon_state = "bulb_preview"
base_state = "bulb"
fitting = "bulb"
brightness_range = 5
brightness_power = 0.45
brightness_color = LIGHT_COLOR_TUNGSTEN
desc = "A small lighting fixture."
light_type = /obj/item/light/bulb
inserted_light = /obj/item/light/bulb
supports_nightmode = FALSE
bulb_is_noisy = FALSE
/obj/machinery/light/small/broken
status = LIGHT_BROKEN
icon_state = "bulb_broken_preview"
/obj/machinery/light/small/maybe_broken
maybe_broken = TRUE
icon_state = "bulb_maybe_broken_preview"
/obj/machinery/light/small/maybe_broken/decayed
brightness_color = LIGHT_COLOR_DECAYED
randomize_color = FALSE
/obj/machinery/light/small/floor
name = "small floor lighting fixture"
icon_state = "floor_example"
base_state = "floor"
desc = "A small lighting fixture. This one is set into the floor."
fitting_is_on_floor = TRUE
layer = ABOVE_TILE_LAYER
/obj/machinery/light/small/floor/emergency
icon_state = "floor_emergency"
brightness_range = 6
brightness_power = 0.45
brightness_color = LIGHT_COLOR_EMERGENCY_SOFT
randomize_color = FALSE
/obj/machinery/light/small/emergency
icon_state = "bulb_emergency_preview"
brightness_range = 6
brightness_power = 0.45
brightness_color = LIGHT_COLOR_EMERGENCY_SOFT
randomize_color = FALSE
/obj/machinery/light/small/red
brightness_range = 2.5
brightness_power = 0.45
brightness_color = LIGHT_COLOR_RED
randomize_color = FALSE
/obj/machinery/light/small/decayed
brightness_range = 6
brightness_power = 0.45
brightness_color = LIGHT_COLOR_DECAYED
randomize_color = FALSE
+5
View File
@@ -117,6 +117,11 @@
. = ..()
charge = 0
/obj/machinery/power/smes/buildable/third_party_shuttle/low_charge/Initialize()
. = ..()
output_level = 0
charge = 10.55e+005
//for third parties that have their solars autostart, It's slightly upgraded for them
/obj/machinery/power/smes/buildable/autosolars/Initialize()
. = ..()
+9
View File
@@ -4,6 +4,15 @@
icon_state = "solid_preview"
table_mat = DEFAULT_TABLE_MATERIAL
/obj/structure/table/standard/flipped
icon_state = "solid_flip0"
flipped = TRUE
/obj/structure/table/standard/flipped/Initialize()
. = ..()
if(dir != NORTH)
layer = ABOVE_HUMAN_LAYER
/obj/structure/table/steel
icon = 'icons/obj/structure/tables/steel_table.dmi'
icon_state = "steel_preview"