* adds a space ruin for where dad tells you they sent your pet catperson to live on a farm where they can be free and chase all the grayshirts they want
* dirty vars
* Vars
* changes windoor to proper subtype, removed extra circular saw
* area/space to area/ruin/unpowered, added gps tag
* in area/space nobody can hear you scream
* Update mrow_thats_right.dmm
if i scream, scream, scream, about a good man's life, would you ever stop and listen, would you open up your eyes
* cat
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
* Added mapping helper for preventing lava river generation
* Added lava protection to the syndicate base bridge
* Re-added decals to the syndicate lava base bridge
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Tweaks space syndie listening post and lava syndie base.
* Replaces sleeper with medicine locker.
* Gives the syndicate fighter pods and the drop ship the ability to dock at the listening post.
* whoops blacklist
* Removes syndicate access requirements on pirate bridge blast door button.
* Places the airlocks above the firelocks on listening and caravan.
* this kills the dirty vars
* the skill that cuts the DIR and LISTENING vars
🆑 coiax
del: The Free Golem Ship no longer has a teleport beacon.
del: Jaunters no longer have a special effect when teleporting golems.
/🆑
Originally, when I changed the golem equipment vendor to just have all
regular items + some special ones, people were concerned that golems
would use jaunters to get back to the station, so I put a teleport
beacon in the ship, and made jaunters send golems to that beacon.
But in practice, now, golems don't try to leave for the station;
instead, you just have people teleporting to the ship for the loot, then
hand teleporting out.
It also telegraphs the golem's presence, lessening the surprise of
miners when they run into them in the wastes.
I talked to Kor about this, and he says it's fine.
* Fixes a few more issues with the syndie lavaland base.
* Prevents potential monkey infighting derp.
* Fixes air pump and mixer in atmos.
* Misc fixes and tweaks.
* Whoops monkey.
* Prevents possible exploit relating to nuke op ship.
* Whoops forgot shuttle ID.
* Redesigns the syndicate lavaland base.
* Adds a couple of lights to airlocks.
* Makes external walkway's area unsafe during ash storms.
* Changes areas to /unpowered
* Minor fixes to lightbulbs, bar sign access, and air alarms having 152 when they should have been 150.
* Changes pump to /on subtype and removes unecessary null inupt tags.
* Removes a ton of dirty vars.
* More cleanup.
* I think that's the last of them.
* Removes icon states that shiz requested.
* Moves RPD and adds an empty canister in atmos.
* move door_assembly types to new door_assembly_types.dm
fixed some stupid airlock varedits
made glass airlocks a subtype of their solid variant
* examine door assembly to see what name is set
move airlock emagged description to examine()
* !ONE COMMIT PR!
* not one commit pr :(
* fuck wait
* speak emotes, claw attacks
* netherworld link!
* final fixes
* spells, and portals
* grammar
* fixed nether link, more mi-go sounds
* no more shitspells
* final touches
* HALF DONE
* fuck load of changes jesus
* i said TAKE THIS
* FULL DONE
* OK, shiz, take this!
* yea
* i'm actually gonna vomit
* fixes hopefully the last
* fuck
* fixes
* nice :)
* woop
* fantasmifc
* i get it :)
* removed typetext and icontext vars from door assemblies, airlock painter no longer works on door assemblies
removed 'anchored = TRUE, state = 1' copypasta from door assemblies
door assemblies update their name more regularly during construction
added new airlock types to airlock painter on airlocks, and to the RCD
airlock assemblies built with metal are now in a list, you can build many more airlocks
vault door assemblies can be built with 4 plasteel
added a solid version of station2 airlocks, renamed to "public airlock"
glass and mineral sheets are now able to be welded out of door assemblies
* find n replace airlock/glass to airlock/glass_public in maps
door_assembly_glass to door_assembly_public
* made highsec airlocks built with 6 plasteel, removed from RCD and airlock painter
vault doors built with 8 plasteel
removed redundant vars in airlock_types.dm
reverts the dumb rglass 'replacement' addition in door assembly construction
* moved airlock assembly defines to construction defines file
fixed incorrectly named shuttle airlock glass_closed and maint panel protected closed overlays
improved examination message for glass/minerals present in assembly
* airlocks take their dir from the assembly when built from assembly
removed "vertical" variant of survival pod airlock, unneeded
survival pod airlock assembly can have glass applied
solid and glass overlays for survival pod airlocks
* OOPs some airlocks, removes a duplicate door assembly, removes some var edits on maps for a new glass type
* turn copied door assembly code into a proc
some feedback during door assembly construction
door assembly created airlock takes name from base_name if no custom name
moved plasma airlock proc to airlock_types.dm