* Sky Bulge Commit mk2
WORK THIS TIME.
* Indentation.
* Jordbord's suggestions
Incorporated. The bone spear line was also doubletabbed I was set up!
* FUCKING INDENTATION
* the flan update
they don't exist in world but here have a mob
* we fireflans now
also isliving is in now, just gotta actually map a thing
* the tomb update
it's bigger now
* .gitignore revert
* workpls
* Revert ".gitignore revert"
This reverts commit 1fefd34fc7c0dbc8f1f353a95e53665e03ba75cf.
* workthistime
* Revert "workthistime"
This reverts commit 214509d5abda941c470708431536ccd715334e8e.
* well it's the closest gitignore fix so far
* fix dme change
will need to be loaded for the map part to work though
* gitignorerevert take 43
* jordbord fix mk 2
* includes flan.dm in the .dme
🆑 coiax
add: Whenever you automatically pick up ore with an ore satchel, if you
are dragging a wooden ore box, the satchel automatically empties into
the box.
/🆑
Because convinience. Streamlining. Less pointless clicking.
Becaue it's weird having the old borg module fading out, and the new one
fading in on a different tile, and also smoke that's not connected to
the cyborg.
* Added a Syndicate dock for the Emergency Shuttle
* Removes window from doorway to syndicate base
* Diverts shuttle if the hijack conditions are met
* Fixes incorrect define
* Shuttle needs people on it to hijack
* Redoes the syndicate base extension
* Centcom always lies
* [DNM] EMPs cause chameleon clothing to flicker
🆑 coiax
add: Chameleon clothing produced by the syndicate has been found to
react negatively to EMPs, randomly switching forms for a time.
/🆑
- EMPing them when they're in the box is fine, but when they're being
worn, the game slows down a LOT, which I assume is the constant spamming
of the regenerate_icons() proc on the mob every time the chameleon
clothes change, which if they're wearing all 10 of them, that's a lot of
redundant calls.
* EMPed camoclothing no longer causes lag
* Modifys the Research Requirements for Piercing Syringes
Engineering 7 Material 5 Combat 3 Makes very little sense. It's not an
engineering problem, its a materials problem. Plus, Sci shouldn't need
to track down a vortex anomaly for piercing syringes. This modifies it
to be Mat 7 (diamond sheet level), Engineering 5, Combat 3.
* Adds iron as one of steelcaps reagents
Purely to piss off kevinz
* Revert "Adds iron as one of steelcaps reagents"
This reverts commit 0a79dafc60facaeef24b57c015fdc059374df810.
* Revert "Modifys the Research Requirements for Piercing Syringes"
This reverts commit e43080359b3372048847e5d397fb3e6743fb89a1.
* Revert "Revert "Modifys the Research Requirements for Piercing Syringes""
This reverts commit 506bcf3de45c28697e8e0644941075821a96237d.
* Notice boards can use authorization
* stock notice boards for the heads of staff
* Title of the UI uses the notice board's name
* Add notice boards for heads of staff to boxstation
* formatting oversight
* noticeboards use proper examinate behaviour for paper
* You can now put images on the noticeboard
* Made interacting with the noticeboard not annoying
* Revert "Add notice boards for heads of staff to boxstation"
This reverts commit 56a30da0957ac3679bcd84744d54c526543802c1.
* code review
* properly restrict locate()
* Anomalies now have observer-visible countdowns
🆑 coiax
add: Anomalies now have observer-visible countdowns to their detonation.
/🆑
- Behind the scenes, moved the detonation code from the event to the
anomalies themselves. May be some differences of lifespan, given we're
going from event ticks to world.time, but meh.
* Changes the name of the anomaly cores
* Made loose pipes dangerous
🆑 coiax
add: Loose atmospherics pipes are now dangerous to be hit by.
/🆑
Makes them embeddable, just like metal rods, and gives them throw_force.
Makes the singularity just a tiny bit more threatening, with all that
debris flying everywhere.
* A typecache of TWO items
* MORE TYPECACHES
* Fixes compile bug
* Moved fridges var list
Examining a smartfridge board tells you its current setting
Renamed 'default' smartfridge setting to 'plant produce'
Described drying rack
Added a setting and subtype of smartfridge for food
Space Hotel fridge is in the food configuration
* Made fridges list static
* You can now push Wraith Spectacles up
* you need to... actually LOSE the xray vision
* Don't flicker toooo much
* for bonus points, let's us refactor status effects while we're here
* might as well keep that around
* Fixes ghost vision breaking randomly
There is a fine line between not wanting to hide bugs, and just making a simple to fragile and finicky.
The fact that things keep leaving nulls in this list is showing that not supporting this edge case is making shit too finicky
* I really should check to make sure I'm remembering these proc names correctly