Most hats and masks have had the "headspace" flags removed since most of them made no sense.
Removed all protection from the cueball hat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2078 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed Banana Bible and the "Necro" Bible from the list, they looked pretty awful and didnt have in hand sprites.
-Added Ithaqua, King In Yellow, and Scientology to the list
Tesla Energy Relay (for mechs) FINALLY has a sprite.
Credits:
Ithaqua and King in Yellow by Curwen, Scientology by IcePacks, and Tesla by Cheridan
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2077 316c924e-a436-60f5-8080-3fe189b3f50e
Void suit has a slight reduction in their slow down (making their speed on par with syndicate suits).
Rig suits are now more resistant to fire, and as the captain's armor's slowdown number.
Meson scanners had a -2 modifier to dark vision, I don't know if it was on purpose or not, but I reset the night vision to a zero modifier (-2 means you can't even see what's on your own tile in the dark, 0 modifier means no change from normal human night vision).
Santa suit no longer has a slow down, suit storage can carry everything. Not a big deal, but it is handy in sandbox mode (which I'm still working on, I'm just not good at making it less shit of a mode).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2075 316c924e-a436-60f5-8080-3fe189b3f50e
Tracking implants can now be used to message the holder.
Mini Readme update.
Explosive implants will explode when the host dies. Might try and wrap these into nuke or as a new traitor item.
Added a play local sound proc.
Fixed most of the runtimes in the latest log.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2074 316c924e-a436-60f5-8080-3fe189b3f50e
-Added IDs to the various operating tables/computers around the station that were missing
-Fixed an item I added earlier having reversed desc and name.
-Narrator costume added to Chaplains Wardrobe
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2073 316c924e-a436-60f5-8080-3fe189b3f50e
- You can no longer infinitely reinforce them, they have a limit. This should prevent them from becoming so reinforced that they become literally invisible.
- You can now rotate silicated windows without the icon not updating properly.
- Silicate now doesn't automatically double a window's integrity, instead, it now depends on the volume of silicate. This prevents windows from becoming virtually invincible. 1 unit of silicate is only 1/100ths as effective as 100 units of silicate, etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2072 316c924e-a436-60f5-8080-3fe189b3f50e
-Captain Armor and Space Helmet now have in hand sprites
-Another silly costume, credit to Noize for the effect
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2070 316c924e-a436-60f5-8080-3fe189b3f50e
- Library computers will now universally tap into these variables and retrieve information to paste onto bibles when printing new ones. Also, they now have a one-minute cooldown when printing bibles.
- An additional start-up prompt is given to the chaplains when they start. They can now select new bible icons (which can be immediately reversed and swapped with another icon if they don't like it) that have no real effect other than aesthetics. Thank you, Kor, for making these.
- Tweaked Metroids so that they are slightly more aggressive, move slower when aggressive, and gain more nutrition from eating. They also become hungrier faster.
- Adding a "recoil" variable to guns. No current guns use it yet, but if they did (through edit-variable) it would cause a player's screen to shake whenever they successfully fire a shot. Potential use for projectile firearms, especially shotguns.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2058 316c924e-a436-60f5-8080-3fe189b3f50e
- Ambrosia Vulgaris is now visible and harvestable
- Injecting a plant with an empty syringe now gives a more appropriate message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2056 316c924e-a436-60f5-8080-3fe189b3f50e
Forgot to add the bioprotection to the actual radiation suits.
Bedsheets actually use the bedsheet item icon now.
Tracking implant ID's work again.
Certain Critters can be harvested by the chef's knives for meat.
Renamed a few critter files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
EI NATH will once again gib the target.
Head Revs will get a failure message if they are unable to convert a human they flashed.
Syndie suits taken out of the station, EVA now has 6 Grey, Engineering gets two RIGs, Mining still has 3.
Engineering Rad suits also protect vs biological hazards a bit
Fixed a cult convert bug I made a few commits ago.
Steal a RIG objective removed.
SecSunglasses now have the hud built in.
Added more sprites for Kor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2051 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)
Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.
Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted
New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
- You can now simply wear a gas mask (or internals with a breath mask) to be completely immune to smoke, provided that you're wearing a full bio suit.
- Nerfed pacid and sulphuric acid a bit. Sulphuric acid is a lot less potent now, and requires large splash-dosages to actually burn peoples' faces off.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2048 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
I derped. Note to self: next time, don't write even the littlest bits of code at 1 in the night after a long period of not coding at all.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2042 316c924e-a436-60f5-8080-3fe189b3f50e
Can be imbued into talismans, and when invoked equips the user with a set of cult armor (Credit to Kor for making it).
Arcane Tomes can now fit in pockets.
Cult armor can now hold the cult sword and arcane tomes in suit storage.
The cult hood obscures your face, so while wearing it people can not see your identity unless you speak.
Checked the cult items file in tgstation.dme.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2039 316c924e-a436-60f5-8080-3fe189b3f50e
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs. I think I got everything back in place but would not mind if a mapper took a look.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
(Contributed by EuroNumbers)
Changelog:
- Plant potency now works. Amount of reagents inside of a fruit is based on the plant's potency.
- Minor adjustments to plants.
- Biogenerator fix. Amount of points is determined by the amount of nutrients plant has
- Blender fix. Amount of nutrients from tomatoes, soybeans and corn is transformed into their respected reagents properly in accordance to conservation of mass
- Plantspray and weedspray functionality reintroduced.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2034 316c924e-a436-60f5-8080-3fe189b3f50e
- A new /datum/reagents proc called copy_to() works like trans_to() except that it "copies" reagents instead of transferring them.
- Modified all breathing mobs to support inhaling chemical smoke reagents.
If you are a-hatin', please leave all your hate in this revision page. This is a very significant game change, and to be honest I only briefly mentioned it over IRC a couple of times (however the idea was positively received).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2033 316c924e-a436-60f5-8080-3fe189b3f50e
Flashlights
Cigs/lighters
Solars
RCDs can no longer build airlocks on doors
Airlocks now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.
After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
For those too lazy to read the thread:
Vending machines now have a switch inside the maintenance panel that when flipped, turns off those pesky advertisements.
A bunch of unused delivery locations have been removed.
You can no longer attack yourself with that bag of cheesie honkers you just finished eating from. Mining Satchels and trashbags now default to picking up everything on one tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2027 316c924e-a436-60f5-8080-3fe189b3f50e
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
tl;dr is that instead of being a single object, power armor now has component objects, which determine how good it is at things. They are still a work in progress, lacking a way to actually construct them and such. That said, there are adminspawnable sets. One is more or less what the old power armor was, sans a runtime error that was causing it to be immune to everything, the other is an adminbus set that is genuinely immune to everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2023 316c924e-a436-60f5-8080-3fe189b3f50e