Commit Graph

169 Commits

Author SHA1 Message Date
MarinaGryphon
65f0e0e558 Large Multi-Bugfix (#4917)
* fixes #4877
* fixes #4797
* fixes #4827
* newscaster formatting fixes, fixes #4907, fixes character limit
2018-06-22 22:42:38 +03:00
Alberyk
12f3bb080f Fixes cardox recipe (#4417)
-fixes #4415
-fixes gun offhand having pins
-fixes cloth having the same hardness as steel
2018-03-15 12:43:52 +02:00
Alberyk
cad0bb1584 Adds more ancient warfare to spessmen (#4325)
This prs adds some new melee weapons, besides some sprites fixes and changes.

-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
2018-03-10 17:18:15 +02:00
Alberyk
faf9d48fec Fixes brig timers, medboots and titanium (#4241)
-fixes #4216
-fixes #4239
-fixes titanium being the same thing as plasteel
-fixes drop pods not working when you select a ghost
2018-02-03 23:33:28 +02:00
Alberyk
c4479586c1 Ports material and makeshift armor from Polaris (#3968)
-adds support to material clothing, already used by rings and makeshift weapon
-adds makeshift armor that you can craft using buckets for helmets and material sheets to make the plates
-adds a wooden bucket that can be crafted using planks also ported from polaris
-adds icon_has_variants to some sheets, adding sprites to them from tg
-fixes bronze being just a place holder
-adds sheet types to bronze and titanium
2017-12-23 21:12:39 +02:00
Alberyk
581f266ae8 Rings (#3886)
Adds rings, ported from baystation12. You can make them out of most materials and etc. Also, it adds support for wearing rings under gloves, like magboots.
2017-12-04 18:53:39 -06:00
TheGreatJorge
95bb5c7668 Turret fixes (#3520) 2017-10-02 19:17:17 -05:00
TheGreatJorge
f414d9267c Smooth doors + multi-tile door code tweaks (#3365)
-Changes almost all of door opening/closing animations to be smooth. Also adjusts some door sprites so they actually can be opened smoothly.
-Fixes minor problems with some door sprites. Usually only few pixels.
-Adds "o_door_open" opened state with panel open to common glass door, lift door and vault door, since these have visible panel even while opened. EDIT: They will now show up correctly when needed. Added a var used to mark doors with panels visible while open.
-Adds opening/closing animations "door_closing_stat" and "door_opening_stat" with lights off to doors that did not have it. EDIT: Should now correctly show up when the door is forced manually.
-Removes many unused duplicate dmi files and icon states in door file.
-Adds new dmi file in doors folder containing misc door overlays. Not used anywhere, purely for reference and spriting.
-Changes the multi-tile airlock to have 4 directions instead of 2. Also makes it correctly update hatches for those directions when moved or built from scratch.
-Adds vault assembly. It can be built like any other door, but it costs 10 sheets instead of 4 and takes double the time to make, since it has double explosion resistance and lot more health.
-Adds elevator door assembly along with icon states into the code. It is currently unused, because I have yet to figure out how to make building lift-doors work, and that will not be included in this PR.
2017-09-03 16:24:25 +03:00
Alberyk
c52b4f5775 Fixes some walls and turf types (#3368)
Fixes the rusty walls, dionae walls(credits goes to thegreatjorge), all cult walls being reinforced by default and fixes snow and lava turfs.
2017-09-01 17:54:15 -05:00
Ron
cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Lohikar
41e39f52d1 Wall Icon Refactor (#3023)
changes:

Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.

This PR breaks 510 compatibility.
2017-07-15 16:22:21 +03:00
Lohikar
4cf407ea33 More stack icons (#2654)
Top is a stack over 2/3 full, middle is between 1/3 and 2/3 full, bottom is under 1/3 full.

Also converted stacks to use Initialize().

affected stacks:

Ointment
Bandages
Steel Sheets
Plastic Sheets
Glass Sheets
Plasteel Sheets
Reinforced Glass Sheets
Leather
Wet Leather
Hide
Sprites from /tg/.
2017-06-10 09:30:18 +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
MarinaGryphon
27e6b355b7 Fixes #2215 (#2592)
Wood now has a stack type.

Fixes #2215
2017-06-04 13:32:00 +03:00
SoundScopes
a9b4b726a1 lift stuffs (#2126) 2017-04-24 22:54:24 -04:00
Lohikar
a13f3d9f7d Merge master into map-development 2017-03-21 18:28:39 -05:00
NanakoAC
fa12422854 Mining chargers, fruit slices, windoors (#1897)
A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge

Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills.
I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too.

Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop

Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag.

Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically.

Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault

fixes #990
fixes #862
fixes #1875
fixes #1842
fixes #1742
2017-03-18 20:04:13 +02:00
Lohikar
263bb7ab8d RnD & Cat fixes (#1913)
changes:

bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes #1158 
Fixes #1662
2017-03-12 12:18:58 +02:00
Lohikar
2080e40183 Merge with development 2017-03-04 15:58:56 -06:00
Lohikar
65e0f3de97 Simpler lighting process, bug fixes, & modular computer tweaks (#1809)
Fixes #1806
Fixes #1730
Fixes #1747
Partially addresses #1763
Addresses #1283
Fixes #1799
Fixes #1816
Fixes #1813
2017-02-24 20:24:31 +02:00
Alberyk
ed6dbee896 Bay wizard port/rework (#1635)
Ports the newest bay wizard version, with some additions and changes.

General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
2017-02-07 18:45:42 +02:00
LordFowl
471ef657d5 Merge branch 'Aurorastation/development' into Map-Development
# Conflicts:
#	code/TriDimension/controller_presets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/crates_lockers/closets/wardrobe.dm
#	code/game/objects/structures/signs.dm
#	code/game/turfs/simulated/floor_types.dm
#	code/modules/random_map/mining_distribution.dm
#	code/modules/random_map/random_map.dm
#	code/world.dm
#	icons/obj/barsigns.dmi
#	icons/obj/decals.dmi
#	icons/obj/plants.dmi
#	icons/obj/structures.dmi
#	icons/turf/floors.dmi
#	icons/turf/wall_masks.dmi
#	maps/exodus-2.dmm
2017-01-27 01:57:29 -05:00
skull132
b20032ea25 Merge branch 'master' into development 2017-01-23 15:52:13 -05:00
Alberyk
59584ae772 Tray, paper bin and bottle fixes (#1631)
- Fixes #1630 
-fix juggernauts breaking the shit out of door real fast
-fix trays having literaly no delay when smacking someone with one
- Fixes #1628 
-changes the recipe of sbiten, because it makes literaly zero sense for it to use vodka instead of mead, also added a bottle of it, spritted by datberry
-fixed bottles spawning without a name and icons on the cargo spawn, the base objects for bottles are just empty bottles now
-fix missing eye tape on mob sprite
-remove the last bit of "you can't fire a gun on help intent"
2017-01-23 23:41:33 +02:00
Werner
9d134d8e15 Computer manager and more (#1406)
The downloader and the file manager no longer come default on any device.
A client enrollment app comes now with every console
The user has to select weather the device is a private or company device and select a software preset if its a work console
Work devices are locked down to a specific set of programs
Private devices get the downloader and the file manager to install programs as usual.
Threw out the backup of the old-old camera monitor.
Made software presets a generic thing that are not dependant on the form factor of a device.
Ported holowarrants from bay
Ported wall mounted consoles from bay
Ported various computer fixes from bay
Vending machines spawn now with the holowarrant "client"
Mapping changes:

CE and HoS dont get a modular computer with command preset (they did not have that before bay merge, so why should they now)
Added a modular computer with command preset to the head of staff briefing room
Replaced the camera monitoring console in the Engine Control room with a modular computer
Replaced the cam monitor in the CE´s office with a wall mounted console
Switched places of the bar sink and console
Replaced the consoles with obj/item consoles
Mapped in the ERT and Merc Console (Merc Shuttle, ERT Area)
Fixed the "border" at the heisters base
Also waiting for CCIA on a design for the warrants.
But that can be changed with a follow up pull
2017-01-20 21:45:53 +02:00
Alberyk
f253c2c381 More delay issues, magboots, knive-boot, marble and ccia (#1586)
- Fixes #1583
- Fixes #1031 
-adds some checks for magboots
-reduces the hardness of marble
-finally adds a delay when attacking common mobs with weapons
-finally adds a delay of cult mobs attacking things, like machines
-fix the flash pistol having no flash rounds
-fully remove custom items gloves from spawning from cargo
-replace all the references of ahdomai and S'randarr with Adhomai and S'rendarr
-import a bay fixe to hud runtimes
-removes christmas pun pun
-replace the old appearance that the ccia used with the newest and most robust one
-do more changes on the ccia code at ccia request, also, removes all the red and blue shit from it
2017-01-18 18:56:06 +02:00
Alberyk
1c17f110ee Fixing hides and accessories/custom loadout changes (#1404)
-fix all the issues related to the leather things, as in they been just metal sheets, by adding leather materials and some things you can build with them.
-add a carp and corgi costume
-add some new accessories, like a new holster, the atlas armband that everyone wanted and some new medals
-add more things to the custom loadout, like the tracksuit things
-turns the waistcoat and suspender into accessories too
-fix the captain's medal at spawn being utter fucking broken
-add xeno sprites for the hazard suit
-add some more things to the cargo warehouse, like hides and winter coats
-replace force gloves sprites with cake's version
-add more jumpsuits that you can roll up sleeves
-stun from tabling someone is random now instead of a fixed ammount
2017-01-07 13:00:22 +02:00
skull132
e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
skull132
87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00
LordFowl
aecca75324 Merge remote-tracking branch 'Upstream/master' into Map-Development 2016-08-15 04:19:23 -04:00
NanakoAC
d1f79a6168 Janitor slot and janicart tweaks (#612)
Adds an extra janitor slot and some mapping work to support it, reworks the janicart a fair bit.

changes:

rscadd: "Increased number of janitor slots to two."
rscadd: "Janitorial carts can now be constructed with metal sheets, and deconstructed with a wrench, welder or plasmacutter if empty."
tweak: "Janicarts now come without a bucket. Click and drag a mop bucket onto a cart to mount it, and you can unmount it from the janicart interface."
tweak: "Placing a mop into a janicart, and pouring containers into the bucket, is now done with alt-click. A leftclick will now always wet the mop, and throw objects into the trashbag, respectively."
rscadd: "Janicarts can now be climbed over like tables - Click and drag your sprite onto it."
tweak: "Custodial closet's Spraycleaner, cleaning grenades, and spare lights, are now inside the janitorial locker instead of on table/floor."
tweak: "Added an extra janitorial locker in the custodial closet."
bugfix: "Fixed the Captain's deluxe soap being unuseable for cleaning"
tweak: "Soap can now clean more tiles when wetted"
tweak: "Soap and rags can now be wetted in buckets, mopbuckets, watertanks and janicarts"
2016-08-02 21:42:48 +03:00
LordFowl
3f2a1523b1 MapPuush 2016-07-29 10:39:45 -04:00
Alberyk
6dfd6bf3a0 Adding an improvised shotgun (#420)
The shotgun code and how to build it.
2016-06-23 02:26:54 +03:00
Atlantis
605b78d377 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into NTOSv2 2015-12-29 20:25:34 +01:00
PsiOmegaDelta
12078c48e9 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/__defines/mobs.dm
	code/game/asteroid.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/recycling/disposal.dm
2015-12-13 10:47:33 +01:00
PsiOmegaDelta
f382626075 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/asteroid.dm
	code/game/verbs/ooc.dm
	code/modules/admin/verbs/icarus.dm
	code/modules/mob/living/silicon/robot/robot_items.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/random_map/random_map.dm
	code/setup.dm
2015-12-13 10:15:29 +01:00
Zuhayr
d5447d9e95 Fixes #10838 2015-12-10 10:23:49 +10:30
GinjaNinja32
1921c35231 fix issues with indented absolute path definitions 2015-12-09 14:12:54 +00:00
Atlantis
7e39ef1a38 Hardware rework
- Hardware pieces are now items, rather than datums.
- Adds deconstruction for computers. Empty tablet/laptop/console frames may be wrenched to break them back into metal sheets. You have to empty the frame first, by using screwdriver to take out components one by one.
- Components may be moved between devices. You can for example take your tablet, remove it's hard drive, and slot it into a console. It will have all the files it had on your tablet.
- Not all hardware can be fitted into all devices. Tablet can't hold 2K GQ cluster hard drive, for example.
- Hardware may be fabricated by research for relatively low costs, once you have relevant research levels. Obtaining computer this way is much cheaper than buying it at the vendor.
- Data crystals added (glorified USB flash sticks) that allow file transfer to different devices. File browser program updated accordingly to support importing/exporting of files to these crystals.
- Battery module added.  These are wrappers for actual power cell object and act as limit for cell size, otherwise it would be possible to have 30k cells inside devices, which would allow them to run insanely long.
2015-12-02 10:32:49 +01:00
PsiOmegaDelta
3fd28dd361 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	html/changelogs/.all_changelog.yml
2015-10-14 08:41:38 +02:00
PsiOmegaDelta
3fd172ee63 Merge pull request #11294 from Baystation12/master
Dev-freeze
2015-10-14 08:40:03 +02:00
Hubblenaut
1c8ec1a700 Fixes stack creation logic and return value 2015-10-11 22:02:05 +02:00
Atlantis
e0a70d24ba Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into phoronwindowsv2 2015-09-01 03:22:08 +02:00
Zuhayr
b702c81060 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into randmap
Conflicts:
	code/game/turfs/simulated/floor_types.dm
2015-08-22 03:57:12 +09:30
Zuhayr
3f833f2b24 Reimplemented floor lights as a machine built at the autolathe. 2015-08-16 19:26:17 -07:00
Zuhayr
c8baafed2a Removed turf_animation for now, ported vg hasproximity optimisation. Rewrite and refactor of how turfs handle icon updates, edge smoothing and
construction/deconstruction. Major map rework/changes.
2015-08-16 06:05:21 -07:00
Kelenius
aa318b8d1c Merge branch 'dev' into ofBeesAndHoney
Conflicts:
	code/modules/materials/material_recipes.dm
2015-08-14 16:55:21 +03:00
Chinsky
3b500d4076 Merge pull request #10279 from Kearel/LibraryModifications
Library modifications
2015-08-13 17:47:16 +03:00
Zuhayr
f6df7df714 Added diona gestalt preset. 2015-08-13 16:59:37 +09:30
Zuhayr
a8b801b377 Added supply beacon. 2015-08-13 16:59:18 +09:30