CentCom Special Ops shuttle updates.
Removed gib implants from SS13 until we figure out what to do with them.
They are now located on CentCom for a future revision.
Added air alarms to Fore Primary Hallway.
Disintegrate now leaves different remains for robots and aliens.
Misc fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@628 316c924e-a436-60f5-8080-3fe189b3f50e
Added some Maintenance lights to reworked areas.
Removed entertainment monitor in Bar Maintenance.
Correctly placed a door near Bar Maintenance.
Added a Maintenance door near Med Bay entrance.
Changed the second Law Office into a vacant one until futher notice.
Added back Medical Doctor spawn locations.
Map ready for testing.
Report problems via adminhelp.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@563 316c924e-a436-60f5-8080-3fe189b3f50e
CMO now has a personal locker.
CE gets a pair of mag boots in his locker. Previously commented out.
Added department head sets to head lockers.
Fixed MULE dropoff at Security and Kitchen.
Syndicate space suits now slow you down by a small amount.
New prize at the arcade.
Added back Robocop selection for Security borgs.
More CentCom area adjustments.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@556 316c924e-a436-60f5-8080-3fe189b3f50e
Clown Planet is now located on its own z-level (7).
Updates to the areas page. When creating new or modifying existing areas, place them in an organized fashion for easier reference.
Chemistry and CMO are properly recognized as part of Med Bay now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@547 316c924e-a436-60f5-8080-3fe189b3f50e
Captain's armor, hat, jumpsuit are now blue. HoP's jumpsuit is also blue.
Old colors are now centcom Commander and Centcom Officer jumpsuits/armor.
Green=Central Command.
Blue=Command.
Red=Security.
White=Research.
Yellow=Engineering.
Light Blue=Medical.
Stamp colors changed to reflect this. Command radio also changed.
Minor tile color changes to the Bridge and other places.
Warden now has a dark red undersuit instead of blue.
Rig suit is fixed and is now in Engineering once again.
More redundancy fixes in clothing code.
Removed techpriest.dmi from mob. Not sure if it was committed with the last update. Sprites are stored in mob/robots.dmi.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@515 316c924e-a436-60f5-8080-3fe189b3f50e
Added a fire alarm to Fore Hallway North.
Name change for a monkey.
Introduced a new location to find in space.
Removed a closet from the AI Satellite Teleporter, moved to the new location.
Removed a useless pipe from the Prison Station, slight area adjustment.
Fixed Quartermaster mulebots.
Minor changes to Derelict.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@488 316c924e-a436-60f5-8080-3fe189b3f50e
Redid Sec again. Court back in previous position, HoS and Warden offices switched. Blast gate modifications. Switched the wiring/disposal pipes a bit as well.
HOW TO PROPERLY GET STUFF FROM THE ARMORY: write down what you want and why on a piece of paper. Ask the HoS to stamp it. Give it to the Warden. He is required to fulfill that request as per his job.
Removed a whole bunch of emergency closets from the Prison Station and moved a disposal unit into a corner.
Added a light switch for Warden and Lawyer.
Fixed West and East Aux Solars, along with other Solars. There are now port and starboard (+prison and aux) solars.
Removed the wiring from south AI Core grills for the time being since underneath them are walls, not floor.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@486 316c924e-a436-60f5-8080-3fe189b3f50e
More stuff added to new test area for future updates.
Added air alarms to Atmos.
Added intercomm to Genetics.
Added one more toxin and burn kit to Med Bay storage room.
Prize should again be accessible.
Made Brig West, Brig East, Female Toilets, Locker Toilets, Male Toilets. Construction and Construction Area 2 are now different areas. Their APCs were changed accordingly.
Centcom areas similarly modified.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@476 316c924e-a436-60f5-8080-3fe189b3f50e
http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=229
It includes the necessary resources and area adjustments.
The main map is tgstation.1.3.1.dmm
I have also included a testing map under backup, called JunkMap.dmm. Feel free to dump your WIP mapping in there.
Included with this revision is another job (the Warden) which is in the code but will not available at the job select screen.
Stuff that I would like to have in the new map:
***Working prison shuttle.
*ID locked crew cabins. Slide card on door, enter Cabin. Door is locked on that ID only.
**Button in Brig to open one set of the sliding glass doors (so prisoners can let themselves out when their time is up).
*One-way teleporter between Sec and Court-room to deliver prisoners. An easy alternative to this is simply to create a two-way disposal unit. The drawbacks is that one can ride it regardless of clearance and it hurls people upon exit (into obstacles doing damage).
*Toilets--flush small items only, works like a disposal unit.
*Updated derelict. Still not finished.
*detonates importance.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@424 316c924e-a436-60f5-8080-3fe189b3f50e
- Virology related things, like taking blood samples, making vaccines, splashing contagious blood all over the station and so on.
- Added one pathetic disease.
- Virus crates are now available from the quartermasters for 20 points.
- The DNA console bug (issue #40) was fixed, but I still made the DNA pod to lock itself while mutating someone.
- Added icons for unpowered CheMaster and Pandemic computers
- Added some sign decals. The icons were already there, but unused for reasons unknown.
- Some map-related changes.
- Removed all that MSOffice shit from changelog.html
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@312 316c924e-a436-60f5-8080-3fe189b3f50e