* Doc The World (Of Accesses) - The Main Bits (#68831)
Hey there,
One day, I became fed up of how dogshit it was for accesses. You would say fifty different things and find out you were wrong every time. So, I sat down today and went through and docced every single _station_ access and what it discretely did. If something wasn't true, it's not in here anymore. If it doesn't say it does something in the comment, it probably does not do it (unless I missed something poring through the code). This should be the main gist of everything, and it's much better than what we already had. As an example, ACCESS_LAWYER != ACCESS_COURT, you need to give both to the Lawyer job, or plan out those accesses accordingly when you map. It also helps when you wanna add something that only one specific job might have, because the names range from "self-explanatory" to "what?".
* Doc The World (Of Accesses) - The Main Bits
Co-authored-by: san7890 <the@san7890.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes the captain's PDA (#66908)
I screwed it up and didn't make the Captain's PDA a subtype of heads, so captain was spawning with the wrong PDA.
* Fixes the captain's PDA
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds ACCESS_SERVICE to list of service accesses (#64397)
Does what the title says. This allows the Plexagon Access Manager (the HoP ID card access control program) to be aware that ACCESS_SERVICE exists, instead of just dropping it off the list when messing with/creating service staff ID cards.
I'm sure there are other systems that use the region system that might have been affected, but that was the main one.
* Adds Service Hallway to list of general (service) access list
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Drops Ordnance/Toxins and Atmos accesses from command level to common level. (#62402)
Quick hot swap for the ordnance and atmos accesses to common.
The armory will stay command level and ID cards gaining access to it is expected to be under the exclusive oversight of the HoP or Captain.
This gives CEs and RDs a little bit more control over their own departments.
* Drops Ordnance/Toxins and Atmos accesses from command level to common level.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.
Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.
Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.
Makes the code more legible and makes mapping less painful.
(The payment has been made)
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* 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.