* Adds "weighted random" AI law config
- Streamlines some duplicated code for law config stuff
- Makes a new "weighted random" option for AI laws, where an AI has a
random lawset, but some lawsets are more common than others.
80% normal, 20% quirky.
For those unwilling to source dive, here are the weights:
- 32% Asimov
- 12% Asimov++
- 12% Corporate
- 12% Robocop
- 12% Paladin
- 4% Maintain
- 4% Reporter
- 3% Hippocratic
- 3% Live and Let Live
- 3% Peacekeeper
- 3% Drone
* Law weights are now in the config file
* Deltastation Playtest map
* Fixed Final Draft Deltastation Testmerge Playtest
* Fixed Final Draft Deltastation Testmerge Playtest and removes empty file
* Final Draft Deltastation bugs, issues, oversights fix 2.0
* More fixes!
* May the fixes guide you on your journey, brave undead
* minor fixes for the night
* more bugfixes 3.0!!
* Adds DeltaStation's emergency shuttle to the shuttle file list
* updating still not finished!
* more updates
* Update shuttles.dm
* Cyborgs have a reset module wire
🆑 coiax
add: Cyborgs now have a reset module wire, that when pulsed, triggers
the cyborg's reset module hardware.
/🆑
Because they can't touch it themselves for software reasons. Now you can
ask random assistants to reset you in a pinch, or do it on the FRONTIER.
* Upgrade ejection, removed reset board
* tgui slab interface
* as is done
asking for help is a myth, taking help is not
* byond rides again
* do things and forget to fix them
* plus some bullshit
* info!
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
Code files are less of an issue, but I have to ferry the config across linux and windows, and I don't want to have to care about the case of shit on the linux side.
* Replaces the 'no cache' alert with an alert showing what you need for the next tier
* please make a base
please
* this can't be more dynamic, no
* duh, I can do this
* much better
* i'm just kor but with clocks
* Syndicate Base
* Secret Base
* Forgot a file
* Gives the base red floors and syndie walls
* Fixes compile errors
* Makes sure you can't steal the bombs
* Adds some uranium
Radstorms would magically teleport to lavaland with the shuttles, so instead of trying to stupidly write L O R E as to why this occurs I just figured to make the mining shuttle [this includes gulag shuttle as well] radproof.
- Two new Swarmer classes, Melee and Ranged Combat Swarmers
- The Swarmer cap is now 60
- The Swarmer Beacon will replenish swarmer numbers up to 50% of the total swarmer cap (up from 20% of it)
- Fixed the Swarmer beacon chasing and nuzzling people