Commit Graph

150 Commits

Author SHA1 Message Date
baloh.matevz
2b08d73a7d REINFORCED WINDOWS standardized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1077 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 16:38:00 +00:00
morikou@gmail.com
d25ee28cc4 Blood: The Last Annoying, Sparkly Twit Update:
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 20:18:18 +00:00
n3ophyt3@gmail.com
f794ebce5a Syndi-Cakes now have a delicious cream filling that heals extra to people with a special role (changelings, traitors, revheads, nuke ops, wizards, technically malf AIs, but I dont think you can feed them to begin with)
Made by copypasting and modifying the sprinkles reagent.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1072 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 17:06:30 +00:00
bizarre.babel@gmail.com
3a7e942b62 Miners have their own uniforms. Someone else is going to have to put them on the map in the mining colony, I'm not touching any of that. Here's hoping I didn't break something when I made them spawn with the new uniforms. Also, the pickaxe and shovel are now the same size as every other tool. It doesn't matter what's realistic, it matters what's useful and consistent. If a crowbar can fit in a pocket, then so can a shovel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1071 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 15:54:09 +00:00
baloh.matevz
13a90df9c9 Added a manual for singularity safety.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1070 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 01:47:40 +00:00
KFFFF00
b8dbdd30e1 Update to the cultist mode:
Some bugs fixed.
Converting people doesnt give new words anymore.
Sacrificing people does. You can sacrifice a living person, a dead body, an alium or a monkey. 3 cultists must chant together to sacrifice a living person, but the chances to obtain new word are higher when you sacrifice living humans.
Also putting berry joice in a glass now works properly, instead of making it a "glass of...what?"

Highly untested, so come revise this and try to find any problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1069 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 01:13:42 +00:00
morikou@gmail.com
8f26085da5 Mad Science Update:
- Adjusted constructable frame so that parts actually affect the end result (if you use better then standard parts). Also, you can now use 5 metal to make a machine frame. Process is 5 metal > wire > Circuit Board > various parts (in any order) > Screwdriver. Deconstructing a machine made in this way, the order is screwdriver (to open panel) > crowbar (to pop parts out) > wire cutters > Wrench
- Autolathe, Protolathe, Circuit Imprinter, and Destructive analyzer all are affected by what parts you make them with, can be built, and can be deconstructed now.
- Origin Tech var changed from a list to a string to save memory/processing. It's not a problem right now, but it could be one in the future.
- Item paths for stock parts changed around a bit to make typing easier.
- A lot of items have been given an origin_tech var and as such, a lot more things can be analyzed to further SCIENCE! Try and find them :D
- R&D Lab added to that semi-empty area in the north part of toxins. R&D Console, Destructive Analyzer, Protolathe, and Circuit Imprinter added along with all the other tools and (basic) materials required. Very little "new" stuff is available but you can still unlock existing tech (such as AI modules or circuit boards) so  that you can make more copies of them.
- Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 04:41:56 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
baloh.matevz
6fa042697c prep work for craftlathe, nothing the players will see.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1052 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-16 19:09:37 +00:00
n3ophyt3@gmail.com
98bfe06605 Cloning bugfixes
Ladies now keep their ladyparts after being cloned
  Those damned lizards now pop out of the cloner as lizards
  Cloning revheads shouldn't make the rev icons tweak out anymore, but proper testing of this is difficult with only two people
  Cloned traitors no longer get reported as "name (originally name)" at round end

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1051 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 21:18:48 +00:00
baloh.matevz
c77c307200 duffle bag fix, can now remove coins from it, small mining mapping fix to fix power, also fixed an area being slightly wrongly placed in escape arm. made the satchel spawn in the miners' hand instead of pocket.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 04:45:21 +00:00
baloh.matevz
04586604d4 MINING update:
- Mining shuttle computer is now emaggable

CHANGELOG update:
- Redesigned changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 22:14:38 +00:00
baloh.matevz
57b636025e MINING bugfixes:
- overlays now finally work on floors and space too, not just asteroid floors
- removed seeds spawning till the seeds actually do something

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1043 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 14:53:52 +00:00
baloh.matevz
3da17776ca MINING job added, world made, moving into BETA
ACCESS ASSIGNMENT fixed, If any further access problems develop, please report. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1038 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 02:06:47 +00:00
daelith.rhedynfre@gmail.com
2c392d5de9 Cleaned up a bunch of paths so that we weren't using items that had sprites in the old_or_unused.dmi file. It's now changed so that the sprites are in more appropriate locations. I'll be doing another commit later, where I'll be adding some unused sprites into the old file.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1033 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 16:18:43 +00:00
baloh.matevz
2cb277f1e1 - Fixed a note in the accelerator manual
- Added lights and some junk to the new room in engineering so it isn't completely empty...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1025 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 01:35:32 +00:00
baloh.matevz
04e66db3e2 CRAFT LATHE added
not to be used yet, as it's still a WIP

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1022 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 00:58:46 +00:00
morikou@gmail.com
a697428db7 Y2K update:
- New "empulse" proc. Works similarly to "explode" proc. It triggers the "emp_act" proc on everything within range. emp_act are effects similar or identical to the effects of the emp grenade. Any major changes to emp effects listed below. Note: EMPs now affect items in your backpack.
- New admin right-click command: EM Pulse. You can create an empulse at the desired location with a size you choose. Similar to Explosion command.
- disable device spell, emp grenade, and disable tech rune all use empulse now.
- New "disable device" spell datum added.
- EMP'ed gas canisters no longer drain the station of power.
- When a borg is EMP'ed, all objects in their module get their emp_act proc triggered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1018 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 03:01:12 +00:00
baloh.matevz
c252f802b9 fix to one of the request consoles in the assembly line + added a 'user manual' for the particle accelerator so the heads of staff can rightfully yell at the engineers who screw up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1016 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 16:42:46 +00:00
baloh.matevz
f82dbfe28d WELDER fixed
- Now hurts your eyes again if you use it unprotected.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1011 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 23:54:18 +00:00
n3ophyt3@gmail.com
76e44a4679 Build mode now adminlogs when you enter or leave it. Not adding logging to the actual USE of it at this time because I suspect normal usage would cause a lot of logspam.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@991 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 03:41:01 +00:00
baloh.matevz
4ce2ccd1ac ENGINEERING:
- Added book on being an engineer

ICONS:
- Added an icon to library.dmi for the new engineering guide

MAP:
- added a plasma cannister to engineering secure storage
- added a note to the CE that he now has a plasma tank in secure storage
- Reqorked the south of the prison station to make the shuttle get smoothwalled properly
- fixed the EVA external airlock not having a plating tile under it
- fixed a rogue area tile near the disposal unit

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@973 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-06 22:04:45 +00:00
morikou@gmail.com
e3f4cb8618 More R&D Stuff:
- Destructive analyzer has a new, spiffier icon by Veyveyr! Old icon's moved to old_and_unused.dmi. Since stationobjs.dmi was getting crowded, a lot of completely unused icons were moved as well.
- R&D console now will link to any Destructive Analyzer, Protolathe, or Circuit Imprinter up to 3 tiles away (but two machines won't link to the same console or vice versa). Also, it will only link up to one of each.
- New stock parts: Micro-laser and Matter Bin
- Computer Frame icons moved to stock_parts.dmi
- New build frame: "Machine Frame." Similar to a computer frame, you can make a variety of generically boxy machines with it. It'll cost five metal to build (as well as all the other parts) but it won't be accessible to players just yet (there really wouldn't be a whole lot for them to build). More will be add eventually as part of the R&D system.
- Circuit boards are now divided into types. "computer" boards are used in a computer frame to make a computer console, "machine" boards are used in a Machine frame to make a machine of some type. Other types may or may not be added in the future. Mecha boards will be redone to this format eventually.
- New Circuit Boards (Machine Type): Protolathe, Destructive Analyzer, Circuit Imprinter, and Autolathe.
- New Traitor Item! Paralysis Pen. It looks like a penlight (the kind all doctors start with) except it injects Zombie Powder into the victim (similar to a changeling's paralysis dart). The target is aware but cannot move, speak, or emote. They also appear to be dead on health analyzers. Non-refillable and costs two telecrystals.
- Anti-toxin now works on Zombie Powder. It was intended to work, I just forgot to add it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@961 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 00:50:44 +00:00
baloh.matevz
cad7f87a16 MINING UPDATES:
- Fixed the mint
- Please report any additional bugs
- Added money bag item which can hold coins. Can't remove them at the moment tho.. whoops... forgot that

MAP UPDATES:
- added mint between crew quarters and detective's
- moved mining shuttle dock a step forward
- Removed the mint from mining outpost
- Added cammeras to mining outpost, CE's office and mining shuttle dock

ICONS:
- Added new smelter icon (it's a WIP but still better than the old one... SPRITERS!!!)
- Added mining console icons. I like these ones to be honest...
- Changed a tile to a floor in maintenance between mechbay and toxins
- REMOVED DOUBLE LOCKING DOORS TO ENGINEERING
- Made the flashlight in right main solars spawn above the air scrubber... (i only found the flashlight was there a few days ago)
- Moved the location of the ships for the shipbuilder to the clown z-level

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@958 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 07:50:24 +00:00
mport2004@gmail.com
d0ea63c6bf Just a miniupdate, more on the way later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@954 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 04:13:50 +00:00
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00
n3ophyt3@gmail.com
e78f6c0d50 Fixed some runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@944 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 02:37:10 +00:00
baloh.matevz
171a3cff5b MAP UPDATES:
- Moved the Chief Engineer into his new office. Developers now have enough room to add new toys for him or the other engineers.
- Replaced the old CE's office with an observing area and lunge. This can be changed to anything you'd like
- Added two manuals to engineering: "Station repairs and construction" and "Hacking". My reasoning is that since both are freely available on the wiki, no point in not having them ingame as-well.
- Addd a welding fuel tank near the disposal unit, since that area had no fuel tank at all
- Fixed some area mismatch at the mining storage area
- Replaced the MK2 medical computer in the operating theater to a MK1 medical computer (same version as all the other medical computers on the map).
- Moved the engineering request console a bit so it doesn't cover the doors (i'll get to removing those stupid doors eventually)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@931 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-30 09:24:54 +00:00
n3ophyt3@gmail.com
fd0f845868 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@923 316c924e-a436-60f5-8080-3fe189b3f50e 2011-01-28 03:59:54 +00:00
rastaf.zero@gmail.com
4144fe8e79 Pre-spawned bottles now have transfer amount=10 as other bottles.
Added o2 skin for medibot, thanks to Cheridan.
Bots now won't open firedoors (because they haven't crowbars).
DNA records in medical computer now starts empty. It was too easy for crew to reveal cultists with such records.
Map update: eliminated pipes-related glitch. If someone have modified map too and gets some svn conflicts - feel free to overwrite my map and notify me. I have an easy way to reapply my changes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 21:59:45 +00:00
rastaf.zero@gmail.com
4f8c5285b1 Fixed message when someone directs flashlight to someone's eyes.
Cola and similar drinks now won't prevent freezing to death in space.
Also fixed typo in glove charging code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@920 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 17:13:17 +00:00
rastaf.zero@gmail.com
1de3867666 Welding fuel now a bit harmful when drinking/injecting.
Admin Crew Manifest can read assignments from PDA.
Some other id-in-pda related glitches fixed.
APC frame can we unwrenched in hand.
Medical computer now have DNA records.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@910 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-24 01:00:20 +00:00
daelith.rhedynfre
db63e7b8fe Added eye surgery as a start to the surgical procedures.
Performed by targeting eyes while patient is on an operating table.
Steps are scalpel > retractor > hemostat > cautery.
These steps will change in the future, when surgery becomes a little more complicated. 
Really this is just an excuse for me to make the operating room which will follow this update shortly.

Included sterilizine, which is going to be part of future surgical updates.

Also fixed that thing where all the tools were named the same.

Changed a sprite that isn't in use yet for surgery

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-23 20:26:22 +00:00
rastaf.zero@gmail.com
ca38eb1eb8 One little derp fixed.
Bottles now again transfers 10 units of contents at once.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@896 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-21 20:08:59 +00:00
rastaf.zero@gmail.com
05fa76963e Added primitive optimization to radio code.
Lag reduced by approx 30% (0.5 seconds of total 1.5 on my system).
Some air alarms on the map copypasted from toxins one, with its special settings.
Added list of used frequencies and HOW IT WORKS section to communications.dm. Sorry for some engrish.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@895 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-21 19:20:17 +00:00
morikou@gmail.com
a63ea22e7c Random Update:
- Napalm nerfed.
- Changelog updated.
- Cook(ed) book icon added for eventual cooking overhaul.
- Tech tree framework added (very WIP though).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@894 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-21 00:25:41 +00:00
rastaf.zero@gmail.com
37d9b954ed The Epic Emelette Fork update. Now it is not so epic.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@886 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 17:42:29 +00:00
crazyclonetheninja
1c88af44fa Runes fix by Barhandar.
Imidazoline now fixes nearsightedness.

You can now observe the Singularity!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@883 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 07:13:46 +00:00
rastaf.zero@gmail.com
33bf34e94c Almost all reagent containers now have verb to change how many contents will be transferred from. Syringes and hypospray haven't such feature, that is intentional.
Rephrased some of APC repairing messages to be more clear.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@873 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 13:28:29 +00:00
crazyclonetheninja
f36155cdd0 Possible fix for imidazoline not curing blindness.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@861 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 01:22:59 +00:00
uporotiy
16ca227fdc Reworked Spellcasting System v0.9
- Very flexible - you can edit some of the spell's vars on the fly, or hardcode variations of the core spells.
 - Everyone can access it - you could even have observers with spells.
 - Slightly better UI - no longer will the spell verbs blink in and out of your verb panel.
1.0 will convert the existing spell sources (ie wizard spellbook) to this system and convert the last two spells to it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@860 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 00:25:45 +00:00
baloh.matevz
44bf658fb8 Mining:
- The return of random mineral spawning
- Basic code for random mine generation: not yet implemented on the map
- removed the fluorescent lights at the entrance and replaced them with a light emitter (invisible object) to simulate the effect of transitioning into a dark mine. (need someone to test if right-clicking the plot gets the light emitter object in the context menu)

Map changes:
- Replaced some floor tiles with airless tiles on the abandoned, russian station.
- Slight changes to engineering intended to make room for expansion
- This was in the last update, but didn't point it out specifically: opened a new construction site just below the mining dock. I intend to build it up through the course of several updates into the mining processing and storage areas as the dock currently does not have enough space in it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@858 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 22:21:54 +00:00
morikou@gmail.com
70c6c46657 The Not-As-Big-As-It-Seems Update: Changelings Overhauled.
- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).

- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 02:10:24 +00:00
baloh.matevz
13898c006b REVERTING updates r830, r833, r836, r838, r839 and r841 due to suspected involvement in the huge lag we've been experiencing since them. All the files mentioned below have been reverted to their state in version r829.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@847 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 12:43:28 +00:00
crazyclonetheninja
2468bbea8d Forgot a few fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@844 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 01:33:57 +00:00
crazyclonetheninja
84d1fff1ed New disease added: The Rhumba Beat. Only available via extreme admindickery. GBS, but cured by plasma and with a Cuban Pete twist.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@843 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 01:31:24 +00:00
baloh.matevz
c9449c4249 hit me...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@839 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 20:42:11 +00:00
baloh.matevz
335a4cfd53 Mining hotfix - atmospherics in the mine updated so the whole mine has the same properties (oxy, nitrogen, temperature) as space.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@838 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 20:40:12 +00:00
baloh.matevz
2235bbe628 promised map update + mining hotfix
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@836 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:32:28 +00:00
baloh.matevz
5af6ed1597 mining floors and walls now respond to explosions. Large explosions cause a lot of lag tho!! badmins, you have been warned! Some mint related changes and temp graphics put up for the ore box and ore satchel. Not much else to say. A map update will come in a moment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@835 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:10:57 +00:00