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 made two alternative crates for the battery and engineering crates, they are named "Electrical Maintenance" and "Mechanical Maintenance".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2003 316c924e-a436-60f5-8080-3fe189b3f50e
CODING CHANGES:
New Labcoats for scientists, geneticists, chemists and virologists.
Updated the labcoat buttons code to be easily expandable.
Changed the file path of the CMO's labcoat and the green because of the buttons change.
Added in a silenced pistol into the code, currently adminbus only.
SMG can now be constructed via RD. You're going to need a decent amount of materials and tech levels to make it though.
MAPPING CHANGES:
Virology and Toxins Storage have swapped locations.
Virology now has an airlock system at the front door. Hopefully we'll have less random outbreaks now!
Virology now has a wall safe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1800 316c924e-a436-60f5-8080-3fe189b3f50e
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
New glove colors: red, orange, purple, blue, green, gray, light brown, brown
New sprite for pirate and mime jumpsuit item
Satchel added as an alternative to the backpack, not in game yet
Sprites can be considered as WIP
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1765 316c924e-a436-60f5-8080-3fe189b3f50e
-Engineers and Miners will now start with an 'industrial backpack'.
-Added two new graffiti decals. Now with alpha channels!
that's it I think.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1761 316c924e-a436-60f5-8080-3fe189b3f50e
Contains a welder, a wrench, a crowbar, wirecutters, a screwdriver, a multitool and some cable.
Syndicates can now acquire a syndicate toolbox for 1 telecrystal from their syndicate uplink.
Singularity beacon crystal cost upped to 8 crystals. It was way to Overpowered a 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1716 316c924e-a436-60f5-8080-3fe189b3f50e
- All code is now standardized. No more copy-pasted code for each item individually.
- It is now possible to edit the following things with variables alone (ingame too):
- Storage slots number: Ingame HUD support for up to 21 items.
- Max w_class: the maximum w_class of items that the storage item can hold. Note that it will not be able to hold storage items of the same size as it is to prevent the stacking of storage items in eachother.
- Can hold: List of items that the item can hold (old)
- Can't hold: List of items that the item specifically can't hold. (Use in the same way as can_hold, not used at the moment)
- Syringe boxes are no longer listed as first aid kits. I don't think this will affect anything but who knows.
- The HUD interface for storage items is slightly changed. It's just the X button is positioned one tile to the right of the bottom-right-most tile. This is needed for the correct expanding of the HUD.
I THINK I applied all the changes to these settings for all the items that used copy-pasted and slightly altered code. If there are any anomalies anywhere, let me know. If you find any special attackby() procs that still remain, delete them or tell me about them. Thanks.
Also: I checked to make sure first aid bots and floorbots are constructable.
Also: Listing myself as Game Master in the svn copy of admins.txt so I don't have to do it manually every time I do a fresh checkout. I need this to access the mapping helpers and since it doesn't cause any effects to the game, I don't see any potential problems with this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1683 316c924e-a436-60f5-8080-3fe189b3f50e
Also yes, yes, if you are really bothered by the fact that picking up a green wire piece with a blue coil will result in all of them being blue then that's fine, but I really think it's more than good enough for a game. It will also allow people who want to use a particular color the abbility to get enough wire pieces of it without unneeded problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1593 316c924e-a436-60f5-8080-3fe189b3f50e
Code:
- White wardrobe now called white wardrobe instead of medical wardrobe, contains 5 white jumpsuits and 5 white shoes, 1 placed in genetics for people without clothes.
- Added patient's locker, works like personal lockers, contains 1x white jumpsuit, 1x white shoes (2 outside surgery, 1 in genetics)
- Syringe box no longer has the "(biohazard alert)" in it's name, it's moved to the description.
- Riot crates are once again orderable (unrelated bug fix)
- NanoMed dispensers now only contain 4 spaceacilin dispensers each, 1 more placed in the examination room, 1 in virology
- NanoMed dispensers now contain 4 beakers and 2 droppers
- Security officers no longer spawn with mime gloves in their backpack
- Medical locker now contains 2x inaproveline bottle, 2x antitox bottle, 1x syringe box, 2x dropper, 2x beaker. Removed supplies moved to tables and such.
- anesthetic lockers now contain 3x anesthetic tank and 3x breath mask
- Medical garb locker renamed to medical doctor's locker, contains a labcoat, white shoes, medical backpack, breath mask, medical cartridge, medical headset and medical belt.
- CMO locker now contains a cmo jumpsuit instead of a medical one and no longer contains the air tank
- Regular first aid now contains two kelotone pills instead of ointment
- Fire first aid kits now contain an additional 2 kelotone pills instead of ointment (they contain 4 pills, 2x inaproveline syringe and an analyzer)
Map:
GENETICS:
- Replaced empty closet with patient's closet which can be locked
- Replaced genetics wardrobe closet with white wardrobe closet
- Moved glasses box to clone room
- Added a 2nd diskette box
CMO Office
- Added an emergency closet for aesthetic reasons
MEDICAL STORAGE
- Placed 3x sleep toxin bottle on the table
- Placed 3x toxin bottle on the table
- Removed all first aid kits
- Placed glasses box on table
- Old garb locker is now a MD Locker
CHEMISTRY
- Doubled the supplies intended for grenade making so they can make 4 grenades now (once their construction is fixed that is)
- Added a third inaproveline bottle
- Removed kelotone pill bottle
- Added 2 empty pill bottles
- Added a second dropper
EXAMINATION ROOM
- Removed latex glove box
- Added inaproveline and antitox bottle on the table
- Added 2x inaproveline syringe on the table
- Added 1x spaceaciline syringe on another table
- Added a MD's locker (replaced closet)
SURGERY READY ROOM
- Replaced 2 closets with 2 patient's lockers
- Removed medical mask box.
MEDBAY LOBBY
- Now contains 2x fire first aid.
- Now contains 2x toxin first aid.
- Now contains 3x regular first aid.
- Contains 1 inaproveline, 1 antitox, 1 tox and 1 sleep tox bottle
- Contains a few inaproveline syringes, empty ones and boxed ones on tables around.
- Contains only one latex glove box and an extra set of gloves on a table
- Removed antitox pill bottle.
As with the r1490, please post any concerns or opinions you have. Try to be a bit more constructive this time. Generally if you were not able to keep score on what got removed and what got added, there is now less of all bottled medicine, but considering noone used the one that was locked away in medical lockers, it is not much more accessible and with that, more useful. There is the same number of medikits around, just placed in different areas and there is generally the same amount of stuff around, but it's easier to get to for non-medical personnel. The only serious nerf that I am aware of is the reduction of spaceacilin, but there are still 9 syringes in medbay, despite that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1497 316c924e-a436-60f5-8080-3fe189b3f50e
- I agree that setting up as engineer is a pain, so engineers will now start out with a utility belt with everything from a mechanical toolbox in it (except for the analyzer) and a piece of wire in it. For the moment this spawns in their hand due to traitor assignment requiring the PDA to be in the belt slot.
- Engineers now also spawn with a hardhat on
- Hardhats removed from engineers lockers
- A hardhat has been placed on the rack with the fire suit for a HoP-assigned engineers.
- Utility belts on the racks reduced from 6 to 2
- Placed two empty syringes in hydroponics
- Deleted all blob spawns and placed them again in hopes that they actually cause some damage now...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1492 316c924e-a436-60f5-8080-3fe189b3f50e
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
Glasses:
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.
Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).
Toys:
Typo fixes.
Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.
RSF:
Provides new items - Dice packs, pens, and cigarettes
Human life:
Made the Optical material scanners work to see objects.
Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).
Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out. The item state changed a bit out of the place holder status.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
Miner Cyborg looks better.
Better jackhammer (I like it at least).
New sink for kitchen
Few sprite fixes for the emergency oxygen tanks
Cyborg's RED eyes, will not work now.
Code Stuffs:
Adding some code for mining so I can eventually make the top tier mining items work for radius mining.
Showers are in their begining stages.
Tool boxes give weapons research bonus, of 1 (lol, tool boxers).
Map Stuffs:
Added a few more hazard signs.
Added enclose the engine (still airless).
Kitchen has new sink.
I desided the dispencer should be a water dispencer in the mine station.
Barely worked on the wizard's lair, just added lights I guess.
More colored clothing lockers in locker room/ arrivals shuttle. Now expect to see green wearing assitants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1315 316c924e-a436-60f5-8080-3fe189b3f50e
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
Added a few more names to wizard random gen.
Chaplains may now pick/create their religion and their deity. Don't lose that book!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@823 316c924e-a436-60f5-8080-3fe189b3f50e
-Added oxygen deprivation kit.
-Added O2 kit to med supply crate from QM.
-Added O2 kit to medbay.
-Added O2 kit to emergency lockers.
-Changed spawn chances and what items spawn in emergency lockers to something more sensible.
-Changed barman's top hat to allow small items to be stored within.
-Decreased emergency oxygen tank contents to ~100. Can be undone if people get really pissy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@702 316c924e-a436-60f5-8080-3fe189b3f50e
* New Implant: Chem. Insert up to 10 units of chemicals into implant with a syringe (while still in implant case) and then can use a prisoner management console to trigger 1, 5, or 10 units of the chemical to be injected into the implanted subject. Once all the chemicals are used up, the implant disables itself.
* Prisoner Management Console can now detect the approximate location of prisoners with tracking implants in them. It gives slightly more useful information then the tracker but isn't portable.
* AI cannot access Prisoner Management Console (unless malf/XISC).
* Prisoner Management Console re-added to Armory (It no longer can trigger explosive implants). Play nice or else you'll get your toys taken away from you.
BORK BORK update:
* Re-did ChemMaster. Now it allows you transfer reagents in and out of a buffer. You can then turn the contents of the buffer into either a pill or a bottle. When removing reagents from the buffer, you can either delete them entirely or return them to the beaker. However, removing the beaker clears the contents of the buffer (so no mixing inside the ChemMaster!). CondiMaster Neo is almost identical to the ChemMaster except it only makes condiment bottles (no pills).
* Milk now being handled like the other reagents (as intended). Remember: 5 units of milk = 1 cup.
* Soymilk interchangable with regular milk in microwave recipes. (again, 5 units = 1 cup)
* Xenomeatbread! 3 xeno meat, 3 cheese, 3 flour. Extra Heretical!
* Monkey related food items renamed to generic meat (since I'm adding animals, I really don't want to add a new food items for every single new animal).
* Cola removed from fridge. Thematically appropriate but it just clutters it up (especially since there are vending machines all over the damn place).
* Faggots removed from meat locker. Instead, a small amount of meat spawns in there.
* Carp processes modified. Code is a littles cleaner (lawl) and the random pathing a a little cleaner as well.
Badmin Update:
* By request, Admins can now trigger radiation event.
* Confirmation warning on admin-triggered carp event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@660 316c924e-a436-60f5-8080-3fe189b3f50e
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
* Private meeting room attached to cafe!
* Starkist was somehow set to 0 in the vending machine. Fixed.
* Sleepy pen has been modified, it now puts people to sleep *near* instantly but only once. Cost increased slightly. Holds a signficantly lower amount of reagents. Might have to tone down the amount based on playtesting.
* Changed/removed some station radios that weren't loading properly (station radio frequencies cannot be set lower then 144.1 by default, FYI).
* Sodium now available from Chem Dispenser.
* New Condiment: Olive Oil (Graphic By Thedoorman). A bottle of it added to the kitchen (use wisely, there's only one).
* Minor food reagent tweaks. Now drinking too much soda will make you fat as well.
* New Device: Blender. It turns food items into reagents (Soybeans => Soy Milk, Berries => Berry Juice, Most grown items => Nutriment + Whatever, etc.) and acts as a container. Just stick the food items in, and select the "blend" option from the right-click menu.
* New Reagents: Universal Enzyme (Used in food production, a single bottle of it is in the kitchen), Soy Milk (Used in cooking,
can be made from a blender or obtained from a carton in the food locker), Berry Juice (used to make wine and jelly donuts), Chloral Hydrate (a powerful sedative, treat it with anti-toxin. Won't always wake instantly but you up but you'll wake up faster)
* New food/drink items: Tofu
* New Reactions: Create Tofu (10 soy milk + 2 universal enzyme), Create Wine (5 Berry Juice + 2 Universal Enzyme), Create Moonshine (5 nutriment + 2 universal enzyme), Create Cheese Wheel (40 milk + 2 universal enzyme), Create Chloral Hydrate (3 chlorine + 1 water + 1 ethanol), Create Soysauce (1 soymilk + 1 sulfuric acid)
* Condiment containers now transfer 1 unit rather then 2. Beaker added to kitchen (to aid in mixing).
* Condiment bottles now work similarly to drinking glasses: They change based on their contents. A box of blank/empty ones can be found in the kitchen backroom and more can be ordered from the QM.
* Processor no longer produces hotsauce, coldsauce, or soysauce. Use a blender to make them instead. Because of this change, it now takes multiples of a particular item to fill a bottle. PROTIP: High potency chilis/icepeppers produce more condiment then low potency ones.
* ChemMaster added to kitchen backroom to "purify" blender mixtures, door to kitchen backroom from cafe room removed.
* New recipe: Tofu Bread (3 tofu + 3 flour + 3 cheese). Can be sliced just like meatbread.
* Microwave recipe changes: Instead adding entire containers full (or empty!) of reagents to the microwave, you instead just add a specific amount. For milk and sauces (berryjuice/ketchup/soy/hot/cold), it's 5 unit of the milk/sauce instead of 1 container. It's lenient with reagents so if you put in too much you'll be fine.
* Processor Change: No longer makes cheese wheels.
* Berry Jam replaced with berry juice in Jelly Donut recipes. Berry Jam removed entirely.
Note: Sorry if my new icons look like ass. Microwave/processor changes kind of half-assed. Intend to overhaul them next (more ROBUST!). Since a lot of kichen stuff is mess around, i'll update the wiki... soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@490 316c924e-a436-60f5-8080-3fe189b3f50e
Added suspenders for mime.
Changed the virus crate so that it is a secure crate now.
Added the ability for admins to choose which virus to spread when triggering an outbreak.
Changed the dorf mode secret to be more manly.
Made clown's mask a gas one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@328 316c924e-a436-60f5-8080-3fe189b3f50e
Added Weed-B-Gone into crates at hydro, also Weed-B-Gone functionality.
Changed map accordingly.
Added weedbgone as a reagent and a recipe for it.
Added new spray sound effects and updated/changed those that were used before for fire extinguisher, refueling/refilling, using cleaner and using weed-b-gone.
Removed thumbs.db added by TLE as I saw it unnecessary.
Added buzzing sound to be used later with Fly Amanitas.
Changed some fertilizer graphics in chemical.dmi to be prettier.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@42 316c924e-a436-60f5-8080-3fe189b3f50e