The stealth rig is replaced with a equipped hazard rig
The hacker rig is replaced with a equipped eva rig
The industrial rig is replaced with a equipped industrial rig
A additional industrial rig has been added.
This pr adds toothpaste tubes and toothbrushes, you can get them in the loadout and the surface bathroom. Toothpaste works like alcohol to vaurca. A couple of vaurcan drink recipes are also added at the request of their lore writer.
-Adds an aspergillum, which will hold up to 10u of liquids, such as holy water, and spray out out to adjacent squares, such as those occupied by filthy vampires. It also makes a pretty jingle sound when you do so. The sprite was provided by Dronz.
-Removes the buggy null item box, and replaces it with obsidian shards that can be reassembled at will to whatever null item shape you crave.
-Null items can now be mounted on poncho backs
-Some backend updates to spraybottle code that will let you change the sound effect of a spray-object if someone makes one in the future.
Warning! Big Scary Change!
NTSL2+ is a re-work of NTSL.
The goals of this rework are to remove worries regarding server load, and make it impossible for a malicious program to crash the server.
The result is an asynchronous daemon based interpreted language, called NTSL2+.
The Daemon in question can be found Here
Features:
Programming Language worth considering a programming language
Limit-able execution - Unable to hold the server up
Runs on Modular Computers
Shitty in-game networking.
Players can finally write their own laptop programs I cannot stress that enough.
Added route for TCFL Cmdt to get to main area with blast doors, moved around office, and gave it a wardrobe with items.
https://imgur.com/chwi3E1 (ignore the blood, thats from testing)
After observing a number of rounds and gathering some feedback, having no way to test on monkeys in the upstairs lab by default doesn't work out that well, as the biochemists simply take a monkey cube with them up to the lab to avoid the long walking distance downstairs. This adds a single testing pen to the new lab.
https://i.imgur.com/1e7QgOh.png
This Pr tweaks previous update
Grounding rods now are vital for how many miniballs of Tesla can be contained without it going nuts and melt stuff. 1 rod = 4 miniballs. So with standard setup 4 rods = 16 miniballs max and that is around 4 million W energy.
Each time Tesla melts coil/rod/emitter it will loose a single miniball and drop in energy.
Tesla miniballs no longer shoot beams, instead they shoot main ball which shoot coils, accounting for energy produced by all miniballs.
Tesla miniballs no longer zap. Instead they shoot main Tesla ball which shoots one single beamn, which accounts how much power each miniball produces.
Tesla now looses more and faster energy with number of miniballs it has. Energy loss changes after 12 balls and after 16 miniballs.
Each miniball produces 156250W
Tesla Engine room is reduced in size, field is now 5x5.
Tesla now moves smoothly tile-by-tile. No more jumps
Added access to unstable mutagen back to xenobotany.
Added some latex gloves to eva prep.
Changed the name of some airlocks to fit better.
Edit: Fixed a missing window, some wrongly placed floor decals.
Fixes#5746Fixes#6017Fixes#3915Fixes#5987Fixes#2151
When using the mech teleporter now, if you attempt to teleport into a wall or dense object, the mech will create a large emission at the area before being sent elsewear, causing hallos damage.
Absolute pathed virus2/effect.dm
Fixed a absurd range for cell drain
Fix's Minor mapping issues
-fixes #5961
-fixes #5965
-fixes #5964
-fixes the blaster carbine fitting inside holsters
-places the drop pods behind blast doors for now
-removes some non medical related chemicals from their dispenser
Fixing Z level power and pipes mapping, my bad!
TL;DR of PR: moved one tile up by Y to align to the other level in command maint. Changed direction of Z down cable in security maint.
Oh boi, this one is a tiny in terms of lines, yet a huge impact. It absolutely solves problem with powernet bug of cables not updating through Z levels properly. Spend lots of time and especially intellectual effort to debug this thing and finally comparing Bay's code and debugging ours showed that lines 359 and 364 should be power_list(T, src, 12) because that stands for marked and we have unmarked cables.
Fixes Z level update of cables, now it updates them properly. So the substations work. Fixes#5165 , Fixes#5883 , Fixes#5655
Fixes mapping of cables
Increases charge of runtime SMES
Adds Z powernet to runtime levels for debug and tests
Adds Z level supply pipes and vents for debugging and tests
Adds two O- blood packs and a freezer to the medical storage.
Adds a snack and soda vending machines at the end of the hallway that is in between cargo and bar.
Fixes medbay sublevel maint door not being part of door that revoke access during rad event
improves medbay main level hallway look next to elevator a bit
Adds tip jars to the bar and kitchen.
Fixes area in medbay lobby. Fixes#5928Fixes#5929
In summary:
changes path of beartrap to make it a generic trap
Updated paths everywhere
Adds small trap, can capture mice, lizards, chick and spiderlings.
Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.
Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.
Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
This PR applies minor mapping suggestions from this thread page 3 https://forums.aurorastation.org/topic/8983-minor-mapping-suggestions/?page=3
Surface showers were reduced from 4 to 2, but racks with towels and soap were added as well as windows and windoors.
Bathroom on surface now has bolt control buttons for toilets
RND sublevel now has their own disposals system that leads to the outside just like the Virology
Medical and Security interstitial levels now have O2 lockers.
Adds Paper bins and paper shredder to the medical lobby
Medbay duplicated no smoking signs has been removed. Added more no smoking signs to medbay main, sublevel and interstitial
Kitchen freezer air alarm can now be controlled remotely. Added an atmos laptop to the kitchen that is connected to only that air alarm.
This PR fixes security lockdown. Because during lockdown not all doors in security have blastdoors, there are 5 doors that are missing it. It leaves one maintenance door without blast doors
Makes existing blastdoor stay behind airlock in list, so it doesn't stick out.
Removed shutter to SMES room in medbay, making lockdown not wholesome