- Caps labor camp quotas at 1000 points (the equivalent of 10 minutes in the brig)
- Adds a line explaining the conversion rate between points and minutes
- Removes erroneous information that claimed zero point quotass equalled to unlimited
-Shuttle points console will no longer open the release door while the shuttle is still on the labor camp dock. This is to prevent players from being trapped on the bottom half of the shuttle, as they're unable to reach the console again to move the shuttle
-Added a points checking machine on the labor camp to raise awareness that there usually IS a quota that will release you when met
We've been seeing plasteel production plummet to basically zero simply because the only way to do it was via the production line that:
A) Is sealed off with wooden barriers and
B) Does not give any point rewards
Implemented ex_act() in both the ore redemption machine and the mining
vendor. Sparks were added as a feedback for any explosion that call
ex_act() on these machines.
To allow for the reconstruction of these devices, I have implemented
machine recepies and circuitboard definitions for these devices. I also added
R&D recipies for the circuitboards.
Offline and Open icons have been added for both objects.
Squashed all of my previous commits and fixed the leftover garbled code
from my original rebase.
Also changes trees and space bats to "hostile" faction because they were copypasta'd carp before that, as well as changing goats to "neutral" and attack_self 1 so that the great mining drone / goat wars end
Fixes issue #119
Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.
Mineral Storage gives you access to the ore redemption machine, instead of keeping a list of req_one_access for various jobs. The intention is to make it easier to manage accesses and make it more clear who could use the machine.
Miners and their superiors now have access to the machine. If this becomes an issue I can adjust it.
Relabeled Mineral Storeroom access to Mineral Storage since the storeroom doesn't exist any more.
Fixes issue #2236.
Removed some spawn() calls.
Removed the chance of fail from the portal effects (the blue portals made with hand teleporters).
The portal datums will now return 0 if the teleport failed, and now use a new proc, start(), instead of New() to handle themselves.
Standarized teleport.dm from the helper_datums folder.
Removed the checks for centcomm z level and away missions z level for teleports. Now you can go there.
changed the /red messages from the teleports datum to span classes.
The "[something] bounces off of the portal!" were replaced for "The portal rejects [something]".
Removed an extra "the" on those messages.
Sprites by Ausop, which he posted in his sprite thread.
The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it will need repairs.
Changed C4 to stop del()'ing and instead will only use ex_act().
Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.
Removed the stun that people get when gravity changes.
Shuttles have gravity still.
Added a gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.
Hopefully nothing went wrong but you never know.
Conflicts:
code/FEA/FEA_fire.dm
code/controllers/supply_shuttle.dm
code/game/gamemodes/changeling/changeling_powers.dm
code/game/machinery/autolathe.dm
code/game/machinery/drying_rack.dm
code/modules/hydroponics/hydroponics.dm
code/modules/projectiles/projectile/magic.dm
code/modules/reagents/Chemistry-Recipes.dm
code/modules/reagents/reagent_dispenser.dm