56 Commits

Author SHA1 Message Date
BoomerThor 8edb34e502 Mining buffs and QoL (#19316)
Adds galena and bauxite ore generation to exoplanets, and adds a raw
hydrogen sprite.
![Screenshot 2024-06-02
130358](https://github.com/Aurorastation/Aurora.3/assets/121932955/3eda1347-ab1e-46a7-b7fb-50e19b01c4b8)

Lets some previously un-stackable materials get stacked.
![Screenshot 2024-06-02
135255](https://github.com/Aurorastation/Aurora.3/assets/121932955/41aac2eb-6c9a-4084-b498-8a72f817be18)
2024-06-08 16:46:57 +00:00
Cody Brittain 65d7b07094 Added Galena and Bauxite to the map generation (#18827)
This should have been done when these ores were added. It's been done
now.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-04 10:34:47 +00:00
Wowzewow (Wezzy) 652a3d02d4 Adds Storage Container Animations (#17329)
* Much ado about the Bagginses

* god i hate manually mapped shit

* Update code/game/objects/items/weapons/storage/storage.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* fixes

* yes

* Update code/game/objects/items/weapons/storage/bags.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
2023-09-16 10:33:52 +00:00
Blundir bdc217806a 3/4 sprites for some old stuff (#17210)
* 3/4 sprites

* changelog
2023-09-01 18:33:47 +00:00
Geeves 2b70d859f0 Exoplanet Ore Patches (#16271)
* the end of the beginning

* SPEED

* SPEED

* we real speed

* fix ore gen

* re-organize exoplanet stuff

* reorg and rename defines, fix ores

* Everything Else

* 1.2.0+a3 rust_g

* fix merge

* get rid of noise maps

* fix adhomai, delete random maps

* make adhomai poggers or something idk

* debug

* crystal planet, misc bugfixes

* fixes

* log

* change mineral gen to make adhomai work

* try this

* huh

* huhw

* rust_g 1.2.0+a4

* Ore Patches

* finishing touches hopefully

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
2023-06-22 20:29:48 +00:00
Wowzewow (Wezzy) b42d489030 Materials And Medical Stacks (#15586) 2023-01-23 20:50:27 +01:00
listerla 5947c43ace Ports some xenoarchaeology sprites + minor tweaks (#15329) 2022-12-18 12:25:57 +01:00
listerla 17b1b0c556 General xenoarcheology touchup (#14485) 2022-07-29 14:19:20 +02:00
Geeves e9531b9927 Xenoarch Stuff (#11815) 2021-05-31 12:45:24 +02:00
Geeves 005de27e65 Sculpting Blocks (#10775) 2020-12-22 15:45:25 +01:00
Geeves a24f4ddb79 Crystal Agitators (#8609) 2020-09-01 14:04:12 +02:00
JohnWildkins b4901e0906 Sprite fixes and tweaks galore (#7374)
Fixes/tweaks:
        Wallets, lanyards, mining carts, Einstein Engines ID, and improvised sword missing sprites.
        Outlines / colors on engineering and cargo outfits, ore and sheet snatchers, atmos fire helmet and hardhats, and safety goggles.

Fixes #7371
2019-11-09 22:49:20 +02:00
JohnWildkins 4fe77f4323 Utility Resprite II: Once More with Feeling (#7246)
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
    rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
    rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
    imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
    imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
    imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
    imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."

also all sprites by AmoryBlaine I just unga dunga'd the code together
2019-11-02 19:46:33 +02:00
skull132 7a63a918c4 Mining flags into light beacons (#3039)
Turns the mining flags into light emitting beacons. This is for added ambiance and to make them more useful in the not-at-all lit asteroid of Nümap. They can now be used as waypoint markers!

Preview: https://kama.skullnet.me/index.php/s/E9ko2agfntCCamA
2017-07-15 21:57:53 +03:00
Alberyk 1bda977ae7 Makes the cavern dweller more interesting. (#3029)
Adds an unique type of meat to the cavern dweller, with hyperzine, giving people a reason to hunt them down like carp. Also, replaces the old sculping block sprite with one that shares the same color of our mineral walls.
2017-07-15 16:21:42 +03:00
LordFowl 61bca133ef [New Map] Fixes Dumb Turrets (#2621)
Removes most instances of doublepane glass walls in one tile corridors, which the game was not designed for, thus interfering with turret target calculations and throwing objects. This means that the turrets in telecoms and in the vault will be more responsive to intruders.

Re-adds the fourth miner slot, but this time properly maps in a locker, spawn pos, hardsuit, and his own new type of flag - the purple flag (not that anyone uses flags ayy lmao.)

To further cement the uselessness of flags, all miners and the QM now start with a GPS.

CT's should now have access to the end of the miner belt, allowing them to collect resources.

Ore boxes can now be purchased and crafted from wood.
2017-06-05 10:40:32 +03:00
LordFowl 3c64b62c27 New Map Mining (#1935)
* Alpha Commit

* Alpha Commit

* Seconds

* Some Commit

* Final Commit

* Fixing minedrone synth ID

* Dance Fever

* Fixing Travis part 1

* Satisfying the demands

* Stuff

* Sub-final commit

* Sculpting update

* more sculpting. pr is 99% sculpting, in fact

* kkk

* brightness_off

* swjaugyuwvhuw
2017-03-22 18:14:37 -04:00
Zuhayr 79e3acc95e Finalized wall refactor. 2015-04-26 12:58:57 +09:30
Zuhayr dbf8e53020 Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores. 2015-04-26 12:53:26 +09:30
Zuhayr 12cb60daa3 First pass on wall refactor/mining changes. 2015-04-26 12:53:03 +09:30
Zuhayr e298b177db Added flags for Mining and Xenoarch. 2014-08-01 22:40:48 +09:30
Zuhayr 196fd07384 Resprited the majority of mining ores and turfs, added coal and plat to surface mining, add falloff for edges of asteroid. 2014-07-20 16:29:18 +09:30
Ravensdale 972adebf7a Oversight fix: Plasma->phoron icons 2014-04-29 12:37:35 -07:00
Cael_Aislinn b63bc43820 new sprites, reworked digspite spawning and geosamples to fit artifacts, misc tweaks (admin logging on syndie beacon, energy field)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-12 22:55:07 +10:00
Cael_Aislinn b2e9c265c4 new icons, added some large artifacts, renamed/restructured a bunch of files
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-10 01:30:40 +10:00
Cael_Aislinn b5df09de18 new xenoarchaeology icons/overlays
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-08 23:47:00 +10:00
Cael_Aislinn 0efb0311e3 removed misc file, added some extra sprites, added/tweaked list helpers
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-04 23:37:50 +10:00
Mij 4166ae3e3f Xenoarch: artifacts, strange rocks, pretty orebox
Artifacts and strange rock formations spawn during world gen. Frequency
may need tweaking.

Strange rocks melt when acid hits them due to what I assume are changes
/tg/ made with how acid works. Alternately I missed something during
copypasta spree. I'll muck with it later. For now, harvesting always
works with applied welding tools.

Ore boxes back to old beautiful selves. Re-added a few icons to
mining.dmi and the strange rock icon to turfs.dmi
2012-10-24 12:38:46 -07:00
Kortgstation@gmail.com 29a6891009 Removed a ton of old and unused icons. Full list below.
Removal list


-------------Removed entirely-------------
walls48.dmi
speechbubble.dmi
AF.dmi
airtunnel.dmi
dam_mask.dmi
flags.dmi
human_unused.dmi
mouse.dmi
old_or_unused.dmi
old_or_unused_food.dmi
organs.dmi
suit_nosides.dmi
tajaran.dmi
tajaran_face.dmi
title_unused.dmi
uniform_fat_nosides.dmi
uniform_nosides.dmi

----------cyrogenics2.dmi---------
canister connector_0old
sleeper_0old
celltopold
celltop-pold
cellbottomold
cellbottom-pold
freezerold
cellconsoleold
cellconsole-pold
sleeperconsoleold
coolant-corig
plasma-corig
oxygen-corig
canisterconnectorold
celltop_1old
freezer_0old
freezer_1old
securitycamera
sleeper_1old
scanner_1old
scanner_0old
restruct_1
restruct_0
coolant-c
oxygen-c
plasma-c
canister connector_0
canister connector

---------decals.dmi---------
secureareaold
redcross_old (also better)


----------food.dmi------------
saltshaker
peppermill


--------harvest.dmi---------
wheatOLD
blueprintsWIP


------items.dmi------------
shard-glass
old_rods
old-sheet-metal
old-sheet-plasteel
old-sheet-glass
old-sheet-rglass


------------library.dmi----------
bigscanner-old
binder-old
cooked_book old


-------mining.dmi---------------
drill_off
drill_on
sprayer
smelter
smelteron


--------projectiles.dmi--------
plasma
u_laserold
plasma_2


-----robot_parts.dmi-------
l_arm_old
r_arm_old
l_leg_old
r_leg_old
chest_old
head_old
l_arm+o_old
r_arm+o_old
l_leg+o_old
r_leg+o_old
chest+o_old
head+o_old
robo_suit_old


-------------singularity.dmi------------
emitter_old
emitter_+a_old
field_gen
field_gen+a1
field_gen+a2
field_gen+a3
collector
collector +p
energything


--------stationobjs.dmi-------------
portalb
portal1b
igniter1Old
igniter0Old


-----------toy.dmi------------
caps-0
caps-1
caps-2
caps-3
caps-4
caps-5
caps-6
caps-7
toysword0
toysword1


-----------weapons.dmi----------
legacy_stunbaton
legacy_stunbaton_active
bucklerOLD
dice-old


---------------wizard.dmi-------------
dontknow


--------------particle_accelerator.dmi-------------
end_cap_old_old
end_cap_old
emitter_center_old_old
emitter_center_old
emitter_left_old_old
emitter_left_old
emitter_right_old_old
emitter_right_old
power_box_old_old
_old
fuel_chamber_old_old
fuel_chamber_old
control_box_old_old
control_box_old


-----------floors.dmi--------
oldburning


---------shuttle.dmi-------
burning


--------walls.dmi----------
gradient
burning
rock_Macguffinite
oldwallweld
oldwalldent

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4361 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-10 20:53:42 +00:00
sieve32@gmail.com 834b9f98d1 TIME FOR CONTENT
-New item, the Sheet Snatcher. Picks up mineral sheets (Excluding wood and sandstone, since they aren't 'sheets' per se). Standard one holds up to 300 sheets, minerborgs get 500. Will hold any combination of sheets, and auto-stacks them when emptied, works similarly to the ore satchels
-Mech drills can mine sand, with diamond drills getting an extended volume
-Mech Diamond Drills will drill through rwalls again, but it is pretty slow, sometimes taking 5-6 tries just to get the plating off
-Mining Ripleys no longer runtime to hell when the status panel is opened
-Fixes Issue 572, now when floors are created, they assimilate air from nearby tiles, so if it's in space, there will be no air, etc...
-Bumping an asteroid wall as a human or borg with a pickaxe in your hand will make you automattically start mining the wall, feels MUCH faster due to ignoring click_delay()
-Miner borgs with the satchel in their active modules will automatically scoop up the ores
-Clicking an asteroid turf with the satchel will function just as if you clicked on an ore (if any are present)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3867 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 02:46:29 +00:00
petethegoat@gmail.com 2a5f2dfda9 Removed the mint.
Coins can still be found and used in vending machines.
PACMANs now run off sheets instead of coins.

Added coolity's new orebox sprites.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3178 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-23 19:32:54 +00:00
uporotiy f841d0eda6 Better sand sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-18 17:52:30 +00:00
vageyenaman@gmail.com bce6042fb7 Bugfixes:
- Laser cannons / Heavy laser cannons should now not be all mixed up.
     - Fixed a bug where the station heads and security crew could be revolutionaries and cultists on game start.
     - If you somehow drop the "Off Hand" that appears if you equip a fire axe, it will be deleted. No more silly "Off Hand" items lying around the station, yay!
     - If you threw a fire axe when it was wielded, it would would stay wieled.
     - Metroids should now, theoretically, not be able to phase through thin windows and glass doors. There's probably still going to be some Metroids phasing through thin glass doors if the right circumstances are met (BYOND pathfinding problem, will eventually migrate Metroid pathfinding to SS13's A* system.
     - Fixed up some of Firecage's half-assed sprites. The decloner projectile in specific.



Misc:
     - Portable turrets can now be equipped with EVERY (except the "plasma gun" because it's stupid anyway) energy gun possible. I want to see laser cannons turrets, emagged energy crossbow turrets, and shock revolver turrets, people!
     - The decloner is no longer called "decloner" because that term really doesn't make any sense anyway. Does it imply that everyone in existence is actually a clone? While that does sound kind of cool, it's actually pretty stupid, so I changed the name but kept the path type "/obj/item/weapon/gun/energy/decloner".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1936 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 22:59:37 +00:00
tronaldnwn@hotmail.com 6b3476ed20 Syntiflesh update:
- Syntiflesh is going to be used in surgery to give people new faces.
- syntiflesh can be used in any recipe that requires normal meat.
- syntiflesh is made from 5 units of blood and 1 unit of clonexydone.

Plasma as a catalyst
-5 units of Plasma will be required as a catalyst in: Dexalin, Clonexydone, and Lepozine (requires copper as reagent now).
-NOTE: Catalysts are not consumed in reactions!

Clonexydone and cryoxydone
- result per reaction is three (it used to equal 10 per 3 unit reaction, that made no sense).
- Cryoxydone remove a slight amount of cloning damage at 170K.

Drinks 
- 4 new drinks! Atomic Bomb, 3 mile island ice tea, patron, and goldschlager!
- Look in the recipe code for how to mix each of them up.

Sprites:
-Added new Ore sprite for uranium, by Aru
- Drink and bottle sprites by Aru
- Manipulated Atomic bomb (drink) sprite from Aru and me.
- Unused yellowcake sprite (I need to tweak it a little more)

Food 
-Stream lined some food (removed WATER Reagents)
- Modified the nutriment value of other foods based on ingredients.
-Remember, Amanita is a poisonous mushroom! And, food made from it is also toxic.

Several new and exciting items added to reagent grinder:
-Bananas, carrots, liberty caps, chili peppers (ice too), and nettles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1742 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-30 07:24:33 +00:00
uporotiy 26e33a0a3c A couple of small changes before I tackle the buffing-up project.
Luminosity
Admins editing the luminosity var now properly uses sd_SetLuminosity().
 Britcup
A cup spawns for Kingston in hydroponics.
 Taser guns
New sprites, courtesy of Arcalane. Now with an actual 4-shot gauge!
 Interface
16x16 mode re-enabled for shits and giggles.
 Mining
Reverted the uranium ore sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1507 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-29 14:27:49 +00:00
tronaldnwn@hotmail.com 2456941fc7 New Uranium Ore icon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1480 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 22:01:19 +00:00
noisomehollow@lycos.com e55521799a #Fixed all known bugs with ninja voice.
#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed.
#Added more recharge locations for ninjas: cells, smes, and cyborgs.
#Recharge changed so that it takes less time but recharges for less.
#Adamantine sprites per request.
#Updated Ripley sprites per request(?).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 18:20:20 +00:00
bizarre.babel@gmail.com 162014c7f9 Fixed the missed line with captain armor slowdown.
Plasma ore sprite, refined plasma ore sprite, and proper silver ingot sprite added thanks to matty.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1422 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 22:12:46 +00:00
tronaldnwn@hotmail.com 0e042a0e57 Added Matty's bad ass gold/ silver/ iron ore sprites.
Perhaps he will give us some bad ass gold bar and silver bar sprites too? *cross fingers*

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1414 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 23:16:13 +00:00
bizarre.babel@gmail.com 184ff2e4a9 Satchel returned to a cleaned up version of the old sprite.
Bananium ore now looks like the other ores, inspiration drawn from the plasma ore. Refined bananium is a gem, and more symmetrical than the previous version of that sprite. 

Shovel head is a shovel head based on an actual real shovel used to move coal and dirt in mines and not a spade head used for breaking ground in gardens. 

Jackhammer handles more solid-looking. 

Consolidated the pick sprites. Upgraded picks have only one point to differentiate their silhouettes. Separate sprites for the detached heads provided, as per the original intention of the one who was coding the research path. Sprites also added for pickaxe heads made of plasma crystal and uranium, which are about as rare as silver or gold, but not obtainable at the start of the round and make slightly more sense as mining heads than the soft, decorative metals. Plus rule of cool says a uranium mining pick is better.

Jackhammer in hand sprite (which shouldn't exist, since jackhammers are for cyborgs) changed to more accurately reflect what the jackhammer obj icon looks like.

All pick in hand sprites changed to reflect how the pick obj icons look. In hand icons added where needed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1368 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 19:52:00 +00:00
tronaldnwn@hotmail.com 8de3b7c62d Found a half decent backpack sprite from the Tibia game.
I thought it would make a great ore satchel sprite. All credit to the spriters for Tibia, they have nice item sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1342 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 11:53:51 +00:00
bizarre.babel@gmail.com c15820fca3 Gigadrill sprite changed in preparation of its impending facelift.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1328 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-01 03:45:18 +00:00
baloh.matevz 2b08d73a7d REINFORCED WINDOWS standardized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1077 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 16:38:00 +00:00
bizarre.babel@gmail.com cce5fcf56a Golem added to genetics. Fat sprite exposes liquid rock underbelly.
National flags removed from flags.dmi (do we even use anything from this dmi?)

Aradia gimmick sprite has slightly more directionality.

Gigadrill has slightly more directionality.

I tried to change the collector sprites but looking at them makes me sad so I didn't.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@976 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-07 03:20:14 +00:00
baloh.matevz cad7f87a16 MINING UPDATES:
- Fixed the mint
- Please report any additional bugs
- Added money bag item which can hold coins. Can't remove them at the moment tho.. whoops... forgot that

MAP UPDATES:
- added mint between crew quarters and detective's
- moved mining shuttle dock a step forward
- Removed the mint from mining outpost
- Added cammeras to mining outpost, CE's office and mining shuttle dock

ICONS:
- Added new smelter icon (it's a WIP but still better than the old one... SPRITERS!!!)
- Added mining console icons. I like these ones to be honest...
- Changed a tile to a floor in maintenance between mechbay and toxins
- REMOVED DOUBLE LOCKING DOORS TO ENGINEERING
- Made the flashlight in right main solars spawn above the air scrubber... (i only found the flashlight was there a few days ago)
- Moved the location of the ships for the shipbuilder to the clown z-level

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@958 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 07:50:24 +00:00
baloh.matevz 5af6ed1597 mining floors and walls now respond to explosions. Large explosions cause a lot of lag tho!! badmins, you have been warned! Some mint related changes and temp graphics put up for the ore box and ore satchel. Not much else to say. A map update will come in a moment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@835 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:10:57 +00:00
uporotiy 16822a16bb Added a full set of sprites for clown ore (probably only gimmick or clown planet stuff, but eh).
Changed the shovel and pick sprites to look less rusty.
There are now coin sprites for every mineral.
Changed the silver, gold and diamond sheet sprites to look less messy, though I'm not completely happy with the result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@822 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 13:57:29 +00:00
baloh.matevz 1bacbd80f3 Mining updates, mostly related to the production conveyor belt
Unloading unit:
- place ores, items or ore boxes there for them to get unloaded

Processing unit:
- now it works as intended

Stacking unit:
- finally made the code for it

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@817 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 23:17:51 +00:00
uporotiy 36c9325f13 More mining sprite changes. Changed the look of all the ores in wall form, changed solid plasma to be a semi-transparent crystal.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@809 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 02:41:27 +00:00
baloh.matevz 41e17aa313 added fire closets to spawn around the station. Each emergency closet has a 1/3 chance of changing to a fire closet. Lots of updates to mining, added satchels which can carry 10 pieces of ore each, they can gather all the ore from a tile at once or one at a time. They can get loaded into ore boxes, which can carry an unlimited amount, currently. Rail cars move much faster now, but demand more processor time, they will eventually get the role of getting loaded from satchels and producing ore boxes. Simply to make it easy to carry around hundreds of pieces of ore. (resubmit)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@799 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 12:05:33 +00:00