* Fixes Hilbert Hotel's 'note to the institute' and Cybersun's password (#69237)
* Fixes Hilbert Hotel's paper
Initialize has to set the raw text before calling parent, as paper's base Initialize is when it checks for raw text to add onto the paper.
All other papers already follow this standard, this was just the odd one out.
* I lied, there was another case.
* Fixes Hilbert Hotel's 'note to the institute' and Cybersun's password
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913)
You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.
* Ladders take left/right clicks to go up or down (+ extra balance and QOL)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Hey there,
Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?
Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds lore terminals for mappers (#66589)
This adds the ability to use Fallout-style terminals for maps
* Revival of mapping lore terminals
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
* fixbatch 1
* fug
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* NukeOps Firebase Rework (#66149)
Attention Recruit: Welcome to Firebase Balthazord
Here you will lean how to:
-Kill corpo scum
-Kill corpo scum
-Kill corpo scu-
This has been on my docket for months. Ever since gave the Holding Facility a much needed facelift. I have been eyeballing the nukie base, waiting for that stroke of inspiration to hit me. It finally did. Gone are the aging walls of the old encampment. Nukies finally have what well-funded corpo-terrorists always dream of- a home.
It's more than a Home. This is a sweeping rework that is part of a series of reworks to revisit old locations and not only bring them up to date with our current asset roster, but to make them properly belong within the game world. The Nuke-Ops base may ultimately be a tiny chunk of the overall SS13 experience, but I'll be damned if it isn't a defining one. It's also a location that has the capacity to do one thing that I have always wanted to do. Purchase Property. You heard me right, you get to buy rooms now. The newly expanded Nuke-Ops base features, with @ Mothblocks blessing, further expansions that you can purchase from your local Syndicate Uplink. Spend your TC, expand your capabilities, and utilize your expertise in order to create
the most mind-boggling disky heists there are.
Possible expansions to your terrorism suite include:
-Ordinance Lab
-Bio-Terrorism Lab
-Chemical Manufacturing Plant
Definite expansions to your Nuke-Ops Firebase include:
-Crew Bunks
-Lab Wing
-War Table
-Upgraded "Disembarkment" Bay"
* NukeOps Firebase Rework
* Update CentCom_skyrat.dmm
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>