Commit Graph

4274 Commits

Author SHA1 Message Date
Alberyk
2bc5f44628 Adds crutches (#6939)
This pr adds crutches, that works like canes, to medical.
2019-09-06 23:39:46 +03:00
Panter
2bb959da4c Fixed inconsistencies in Requests Consoles names and department types. (#6923)
As reported here #6909 there were a few Requests Consoles that didn't have correct Department names.
This pull request fixes that, sets proper Department Types for a few Request Consoles and also makes the Requests Consoles' names more consistent in general by adding the 's' to 'Requests' everywhere.

Fixes #6909
2019-08-30 22:05:27 +03:00
VTCobaltblood
86f2e249be Research is now properly enclosed during biohazards (#6869)
The biohazard shutter now covers Robotics's hallway door and window, isolating it from the rest of Research during a biohazard situation.
2019-08-25 22:23:47 +03:00
fernerr
cb1210bdbd A round of mapping requests and overall polish. (#6887)
Remaps the representative office fully to be more fit for purpose and the kitchen partially as well as some parts of maintenance.

The changes to the kitchen allows two chefs to work more easily together without bumping into eachother, triples their actual seating which their lack of has been a common complaint and brings the cutlery vendor closer to the front to ease the process of actually serving customers.
2019-08-24 15:02:57 +03:00
fernerr
808e48b42e Fixes wrongly placed turf, deletes derelict maps that were supposed to be removed. (#6894) 2019-08-21 00:27:39 +02:00
Panter
dc6998d40a Fixed the four lethal turrets in telecoms not being controlled by their turret controller. (#6882)
There are six turrets around the telecommunications area.
2 should be controlled by one controller, the other our by a second one.
There was a problem where neither controller correctly set their 'control_area', resulting in players only being able to turn off the first two turrets, and never the four other lethal ones.
This fix sets the correct 'control_area' for both the controllers, resolving this issue.
2019-08-18 13:08:14 +03:00
SueTheCake
312814a0c4 Forensic Lab Changes (#6843)
* Edits the Forensics Office to have much more space and necessary fluff tools for proper autopsy work and laboratory work.
2019-08-15 12:10:04 +02:00
Joshie
13871a7bf4 Various Map Tweaks v.2 (#6856)
All the stuff from #6804 but with a couple extra changes.

    Adjusted the pipes and air canisters at blue and yellow dock to be a little more neat and symmetrical.
    Made the roof solars just slightly bigger.
    The solars SMES units now start with one additional coil each at roundstart, for a slightly higher input and output capacity.
2019-08-13 21:46:33 +03:00
VTCobaltblood
b79f1da980 The Lore PR (#6833) 2019-08-11 04:49:14 +02:00
Werner
a8e4e7f88c Ghost Roles (#6706) 2019-08-10 23:57:49 +02:00
Alberyk
2d3461b96d Replaces a couple of derelict with a bigger one (#6825)
This pr replaces some small derelicts, like the sol frigate, synicatebase and tcfl frigate with a bigger map, the screapheap, that bears all of those maps into a bigger map.
2019-08-10 16:03:10 +03:00
VTCobaltblood
ca67789fe4 Adds a RIG module press to Robotics (#6822) 2019-08-08 20:17:06 +02:00
Werner
91814dc061 Removes head of staff access from the rep. (#6832) 2019-08-08 00:36:30 +02:00
Mykhailo Bykhovtsev
0dda68cd39 A.L.I.C.E. Retired (#6819)
Replaced all references from A.L.I.C.E. to Bubble.
2019-08-07 21:29:06 +03:00
Werner
ca7468ea88 Fixes some oversights with the protection of admin areas. (#6826) 2019-08-07 00:51:39 +02:00
Werner
b2d1cad33f Fixes Maps (#6812) 2019-08-02 21:14:43 +02:00
Karolis
8b785b3815 New record consoles and removal of old datacore, adds SSrecords (#4878)
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.

Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.

    Add new records console and admin record management.

I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
2019-07-27 12:24:16 +03:00
MarinaGryphon
68dd51121c Makeshift Chemistry and Medical (#6618)
Skull is fucking CRYING right now.
2019-07-26 11:57:05 +03:00
Alberyk
8ceefde494 Replaces the IAA with the Representative job (#6752)
This pr does what is suggested in this thread: https://forums.aurorastation.org/topic/12395-iaa-rework-representatives/
2019-07-25 01:15:21 +03:00
Alberyk
d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
Joshie
b8f5b18036 Fixes Some Missing Things (#6713)
Fixes the missing lights in the engineering sublevel.
    Fixes the missing riot shields in the Armoury.
2019-07-13 16:32:46 +03:00
ben10083
16f1dd2748 Ian Came Home. (#6696) 2019-07-12 20:10:47 +02:00
Werner
6849b23191 Prevents ghosts from freely observing on the derelict. (#6670) 2019-07-12 02:47:00 +02:00
fernerr
ab32e83a75 Fixes spot with wrongly designated area in research maintenance. (#6700)
Fixes a spot in research maintenance designated as the wrong area, which lead to a hole in the ceiling into space on occasion.
Fixes #6699
2019-07-10 18:36:56 +03:00
Alberyk
12f5f5d870 Changes the away site research shuttle base turf to be reinforced floor. (#6671) 2019-07-09 19:15:43 +03:00
Joshie
32c8cd4b0c Map Adjustments v.3 (#6694) 2019-07-09 01:45:56 +02:00
fernerr
70cc2601c5 Fixes mice skeletons. (#6676) 2019-07-06 19:20:49 +02:00
ParadoxSpace
6916089d4e Replaces Mice w/ Rats (#6625) 2019-07-06 00:03:35 +02:00
fernerr
e48bebb66a Fixes the medical quarantine creamtorium igniter being inaccessible to medical personnel (#6658) 2019-07-03 17:22:35 +02:00
fernerr
a068c517e9 A couple mapping bugfixes for problems introduced with #6627 (#6646) 2019-06-30 20:49:59 +02:00
fernerr
8e99c33b62 Pool and Construction Site Remap, Widespread map polish and smaller additions of suggested things (#6627)
Remapped the Pool/Fitness Center, the construction level. Shuffled around the surface washroom, adjusted surface cryo.
    pool10
    Special thanks to Gemspark for the idea of the original layout/further feedback and help.
    fitness3
    (Staircase goes up to a rooftop running track above the pool.)
    con3

    Renamed and moved around some areas to fit better.

    Added cameras to some areas missing them.

    Added an exterior airlock to the fore of engineering and to the telecoms ladder shaft.

    Adjusted the merchant shuttle dock slightly.

    Added blast doors to purge the atmosphere of individual anomaly isolation cells, added a monitor to look through the cell cameras. Added a proper storage area for potential artifacts/anomalies once they've been researched. Made the anomaly isolation air alarms not report their status to the alarm monitor, not causing annoyance for engineering.

    Adjusted the toxins chambers to be a bit less prone to melting.

    Added light switches in a number of areas missing them.

    Fixed a number of minor bugs around the map, missing shutters, wrongly pixel shifted things, objects with the wrong icon state, etc.

    Added a mine cart at cargo interstitial.

    Fixed the psychiatry isolation room monitor.

    Made the small investigations maintenance area actually count as maintenance.

    Added paramedic access to mining.
2019-06-30 15:28:56 +03:00
Werner
0bfec2ca0f Cam Purge (#6623)
Removed the bathroom cams and the bar backroom cam (again)
2019-06-28 19:59:02 +03:00
alsoandanswer
53c5ff67a5 Fixes #6567, tidying up glass code and #6575, #6577 (#6576) 2019-06-25 17:39:04 +02:00
fernerr
8dd983455b Fixed the roof z-level always being filled with air (#6615) 2019-06-24 09:14:31 +02:00
Joshie
50ff34f830 Disposals Layout Tweaks + Generic Changes (#6565)
Changed the disposals lines on the sublevel so that they're linked to the tracks on the main level and empty into the crusher, instead of ejecting into space on a bunch of places around the sublevel. Virology and Xenobiology trash still eject into space, however.

    Added toeless workboots to the engineering wardrobes in Engineering, like how the security wardrobe has toeless jackboots. Also added them to the xeno wardrobe on the surface, along with some cloth footwraps too.

    Added two extra maglights, crowbars, and radios in the security equipment room so that officers and cadets don't need to fight over them.

    Cleared a little area underneath the open space turfs in the "Armoury Access Lift", renamed the airlocks to remove mention of the Armoury Access Lift because no one I asked seems to know why it exists and is called that.

    Tweaked the wire layout in the Tesla Engine room so that the APC down there doesn't always end up with a power alarm unless the engine is set up.

    Connected the Engineering Maintenance APC to the main grid instead of the Engineering subgrid, like the rest of the departmental maintenance APCs.

    Added a cell recharger in mining on the desk so that cells can be charged inside, as requested on the forums.

It's been a little while since I've mapped. I've tested these things and haven't been able to find any issues myself, but if anyone else spots any please say.
2019-06-22 09:33:50 +03:00
Alberyk
76f55d8aed Fixes some space ruins issues. (#6581)
-fixes the space hulk ruin having a supermatter
-fixes a broken item type in the nt cloneship
-fixes the sol covertte having a landmark that caused ghosts to be teleported to it when observing, instead of the station
2019-06-16 23:01:27 +03:00
Werner
4d50f08933 Something Something Consequences (#6569) 2019-06-14 17:52:02 +02:00
alsoandanswer
0ba36f1828 Refactors objects.dmi and items.dmi, and a few more little things (#6487)
Refactors objects.dmi and items.dmi

Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker

also improves sprites for wrapping paper and the pocketwatch

This basically makes it easier for future sprite improvements
2019-06-02 19:12:54 +03:00
Alberyk
3364afda2e Adds two new space ruins and more cool stuff (#6477) 2019-06-01 19:27:09 +02:00
fernerr
7ec85635e5 A round of sprite improvments/additions. (#6363)
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)

    Adds new sprites for the tactical gear available in cargo.
    Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
    Improves the sprite of the ushanka, adds the old one as a variant by request.
    Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
    Adds a TCFL jacket to the loadout.
    Changes the flipped sprites of most caps to be leaning rather than straight.
    Makes the visors of biosuits transparent.
    Recolours the security biosuit from orange to pale blue.
    Recolors the hip holster to be black.
    Makes the tactical gas masks eyes transparent.
    Tweaks the red and blue bandanas to be less bright.
    Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
    Makes the security berets more fitting with the standard blue one.
2019-05-23 09:16:55 +03:00
Werner
6d8a94d408 Simulated to Unsimulated (#6410) 2019-05-19 16:22:54 +02:00
Mykhailo Bykhovtsev
8d5cc6b470 Space ruins update (#6451) 2019-05-19 15:44:09 +02:00
Kaedwuff
3cd6c69def Fixes Raiders Hazard Rig (#6441)
Per #6429, someone mapped in a hazard suit into the pirate ship with a modified (and invalid) newlist access value that ATLAS could not understand.

To fix this, I have created a new pirate-only subtype of the hazard rig that can be accessed with the pirate's syndicate IDs. I also removed its ability to be viewed through station cameras at the same time, as an added bonus.
2019-05-18 12:59:01 +03:00
Alberyk
1df9443927 Fixes all the holofloors on the space ruins and fixes the eternal darkness on the ruins (#6389) 2019-05-07 20:09:46 +02:00
William Lemon
c2296f6b4a Main level patch (#6392) 2019-05-07 07:43:47 +02:00
Alberyk
07a1cc5e31 Fixes the diona away mission. (#6386) 2019-05-06 01:55:57 +02:00
Kaedwuff
3e4c5c8e09 Adds Drafting Chalk (#6301)
* Chalktime

* Now more chalkable

* Now public access.

* typofix

* stfu lohikar god

* redundafix

* arrowfix
2019-05-05 23:41:50 +02:00
Alberyk
6393c26326 Adds a system for random explorable space sites (#6320) 2019-05-05 23:37:03 +02:00
Werner
899a8d5c9a Two small bugfixes (#6376)
* Fixes the upgraded mech fabricator not processing the next queue item despite having sufficient materials.
* Fixes the wrong airlocks being used at central.
2019-05-04 13:44:04 +02:00
Baa
0589cba2b9 Maintenance Drone Adjustments (#6303)
This PR intends to make Maintenance Drones more practical
Drones can wire the rooftop solars.
Drones can carry atmospheric pipe.
Introduction
So if you've played as a maintenance drone you might have noticed that pulling atmospherics pipes around is a pain, and you can't pull disposal pipe at all (They're size 10!)

MC introduced
I've added the atmospherics pipe to the magnetic gripper list, this will affect other robots with the gripper, but it's mostly a convenience.
2019-05-01 13:51:06 +03:00