* Adjusts miner and prisoner slots
* Update landmarks.dm
* Oh yeah, borg slots.
* Merge branch 'master' into Shafts-uwu
* Genpop
* IDs say hi once sentence is up
* azzu wazzu helps linters
* wazzu
azzu!
* Update turnstile.dm
* Update turnstile.dm
* Update turnstile.dm
* the dme!
* Stops you shooting through turnstiles
You can still cross into them though. You just can't yeet stuff through them.
* ID Card access change logging, Part 2 (#56155)
I've condensed the logging into a single define, to allow ID card logging to be easily tweaked and to clean up some messy copy-pasted code.
There is no longer admin messaging for Head of Staff accesses, but it's all still logged as it was before.
There is a new option for the Investigate verb.
Which has the complete logging history for ID card changes that are currently tracked, all in one place.
Which admins can ALSO access from Get Current Logs and Get Server Logs for past rounds via id_card_changes.html
* ID Card access change logging, Part 2
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds logging and admin notifications to certain ID card access changes (#56014)
* Loog
* Adjust modular computer loog
* Update access.dm
* Move ADMIN_VV in string
* To define or not to define, that is the question when logging everything
* More user loog
* Ads loging and admun notifucations too certain ID card access changes
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Merge pull request #54049 from kriskog/auxbase
Adds separate aux base access
* Adds separate aux base access
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Removed from code
* Removes cloners from maps
* Some more references, now compiles.
* Reduces availability of replica pods
* DNA scanner and tech disk rebranding
* pubby door name, cargo pack description
* Cleans up the difference between Apothecary and Chemistry access
* Changes ACCESS_APOTHECARY to ACCESS_PHARMACY
* Map cleanup
* I deserve this for using capitals in a replace function
cl
add: Plumbing equipment is now available through the medical protolathe. It's under medical machinery boards
add: Add's a new chemistry area on metastation for chemical factories. It's located left of main surgery.
tweak: Chemistry has been turned into the Apothecary. It's basically normal chemistry, but Medical Doctors have acces aswell.
tweak: The smoke machine is now plumbing compatible. Put this knowledge to good use.
sprite: Thanks to @CRITAWAKETS for the plumbing RCD sprite!
/cl
Finally adds plumbing to the game!
Chemistry has been turned into the apothecary. For all intents and purposes it's old chem, but doctors have acces.
West of main surgery is now the new chemistry factory area.
I've also had to move stuff around alot, because you can't just add a big new room without having stuff in the way.
Currently only on metastation. I'm completely drained from adding it to meta alone and doing all maps right now will burn me out.
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.