- Moves explorer job roles from their respective departments into an Exploration sub-department
- CHAIN OF COMMAND WILL REMAIN UNCHANGED
- ACCESS WILL REMAIN UNCHANGED
Note: Pathfinder's minimum access is getting tweaked, in case minimum access ever gets used.
This is a purely clerical change that is being done for two reasons.
1: To enable off duty exploration role, important for the upcoming timeclock PR. The upcoming timeclock functionality will cause difficulties for expedition roles, due to, at present, being in a wide variety of different departments.
2: Generally, explorer roles in other departments tended to create confusion, as people would ask (or even demand) those roles to do station-side duties, even if their access (or lack thereof) made it impossible.
No mechanical changes come of this change, only the ability to have an antagonist faction, as well as having specified visbility for the affiliation itself.
Also adds Skrell home system to the home system list.
Limits biolgical gender by species and defaults to male/female.
Can also set gender identity which determines which is displayed upon examination and suchlike along with being shown in medical records
- Synthetics now show on the crew manifest properly. This might as well be a bug fix since they already had the category, it just didn't work at all, since they don't have official security/medical/employment records.
- This does not mean synthetics are part of crew. They just show on the crew manifest for the sake of knowing who is in game when you are joining. I often saw people join a specific position, only to see that all work has already been done by a cyborg.
- As a note, Syndicate/Combat module cyborgs don't show on the manifest. Emagged cyborgs do show, however.
- This does not (probably) support the PDA manifest (which is currently broken anyway)
- Example screenshot: http://i.imgur.com/RSPuuom.png🆑
rscadd: Cyborgs and the AI now show on the crew manifest.
:/cl:
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
Because of the limitations of BYOND's bitwise operators (which affect both the old and new implementations of num2hex()), you cannot use numbers larger than 2^16 with that proc.
Manual port of https://github.com/PolarisSS13/Polaris/pull/430.
Because of the limitations of BYOND's bitwise operators (which affect both the
old and new implementations of num2hex()), you can't use numbers larger than 2^16
for this.
I cut the number of digits down to 4 and changed the maximum on the RNG to match.
* setup_economy() was called twice.
* Game state is set to playing just before creating characters, this ensures equipment such as headsets initialize properly().
* Removes the sleep in manifest creation. Prevents duplicate manifest entries from occurring if one joins within 4 seconds of round start.
The new general information being:
Home system
Citizenship
Faction
Religion
Still to be made available in employment/security/medical records as applicable.