Moved the Vacant office over by arrivals.
Merged Mail Sorter and Cargo Tech.
Cargo Techs now spawn with Mail Room access.
QM now spawns with Mail Room access.
Commented out the lockreset, lockenable, woodhit and pianocrash audio files from the respective lockers and piano smashing. It was causing compiling errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1547 316c924e-a436-60f5-8080-3fe189b3f50e
•Fireaxes, extinguishers and fireaxe closets placed around the station. Functionality described in changelog. Airlock modifying is because you can use the fireaxe to crank open doors.
•Piano? Being able to be smashed? What are you talking about?
•The two handed system is purely experimental and subject to much cleaning up/proc making to enable it for other objects as well.
The mob modifications is because of the two handed system making it unable for you to switch hands.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1543 316c924e-a436-60f5-8080-3fe189b3f50e
Added an /obj/vaultspawner which very shitty right now.
Health Scanner
Added xeno embryo detection.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1542 316c924e-a436-60f5-8080-3fe189b3f50e
-Mass Driver Moved down to the death sentences area
-Lethal Injections room added
-Lethal Injections locker added to prison station
-3 Empty Large Syringes added to lethal injections room
Added Lethal Injections Locker (Contains 2 Large Chloral Hydrate Syringes)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1541 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed PDA flashlight.
To clarify, you can still use the PDA when you are stunned/weakened. This was always the case, apparently. You cannot use the PDA when knocked out or dead.
You can now stick an ID card into a PDA without clicking 400 times (click on PDA with card in hand).
Changed how the ninja suit functions in relation to energy. It will now hold a power cell as APCs/Borgs/etc.
Ninjas can now replace their starting power cell (reduced to high capacity/10000) with larger capacities. Drain the cell as normal to do it. On that note, hyper-capacity (30k) cells added to research.
Can now drain energy from a recharger. Much like draining from wire.
Added cooldown to certain ninja abilities. It is a global cooldown; meaning, most abilities will be unusable until it finishes. Usually a second.
Some icon changes for ninjas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1540 316c924e-a436-60f5-8080-3fe189b3f50e
-captain tunic
-cap.
New suits for chaplain were placed in his/her wardrobe:
-Nun robe
-Hoodie
-outfit of Imperium monk
Credits for captain's and chaplain's stuff belongs to Farart.
Red jumpsuit (worn by security) for fat cops was fixed by axc9.
Glitch with items placed to/got from container laying on floor was fixed by Laguis.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1539 316c924e-a436-60f5-8080-3fe189b3f50e
Shows the health status of all humans in view. Has a slight delay and isn't very optimised, but 5 of them spawn in surgery, as well as one in CMO's office.
Crayon
Crayon runes are anchored.
Glowshrooms
Fixed their spread rate. Goddomot reset to 30 lifespan.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1536 316c924e-a436-60f5-8080-3fe189b3f50e
Toilets now work more like actual toilets. They will auto-flush when you insert a small object. You can also dunk people's heads into the toilet and try to choke them if you have a good grip.
Fixed wiring near detective's office.
Fixed larva and monkeys not being able to move on tables.
Fixed larva not being able to crawl through vents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1535 316c924e-a436-60f5-8080-3fe189b3f50e
Updated the way they work.
Clown now starts with a rainbow crayon that can draw in any two colours.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1533 316c924e-a436-60f5-8080-3fe189b3f50e
Reworked energy charging to where it's probably bug free and much easier to edit.
Reworked PDA code so it's much faster and easier to use. Might have some bugs left over.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1532 316c924e-a436-60f5-8080-3fe189b3f50e
Crayons
Clown and mime now spawn with crayons. This won't go horribly wrong.
Soap
Added soap to the station. Basically a reskinned banana peel for now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1530 316c924e-a436-60f5-8080-3fe189b3f50e
Nerfed the spread rate and chance, made the suspectible to plantbgone and acid.
Arcade
Added a new prize.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1528 316c924e-a436-60f5-8080-3fe189b3f50e
The nuke ops now spawn with normal names with one catch - their last names are the same (chosen by their boss).
FIXED microwave's "S" balloon for syndies. Attention, microwave - TEST your code before you commit it.
Revolution
Most likely fixed the bug with cloned rev icons being reversed.
Icons
Added rev/headrev/syndie balloon sprites for holding in hand. Now I need only the item sprites and we'll have new toys :D
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1526 316c924e-a436-60f5-8080-3fe189b3f50e
- Bananas can now be grown (they are now snack/grown/banana)
- Sunflowers can now be grown and harvested (very limited use till I add in some seed recipes). Smack people with them for a unique message.
- Both seeds are loaded into the seed vendor (for now), vendor is alphabetized.
- New seeds added to either of the seed crates.
- Move hydroponic items out of the weapon.dm and into hydroponics.dm
Nuclear Agents
- They have a little S symbol by their head now, that only other Agents can see.
Other
- Optical Material Scanners are blue goggles now, rather than a blind fold.
Map update was just to update all the bananas on clown planet to the new "grown" item path.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1525 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a horrible bug with the replica pods grabbing non-dead players.
Wizard
Fixed a potential exploit with the teleport spell (object, of course).
AIs
Fixed another horrible bug of mine, where the death() proc doesn't process past a certain point.
Glowshrooms
Now drop to the floor when the walls nearby are destroyed.
Biomass
WIP added. Do NOT spawn them on live servers unless you want colors everywhere.
Also my code is horrible and I should feel horrible.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1521 316c924e-a436-60f5-8080-3fe189b3f50e
- Yo dawg we herd yo dislike errors, so we removed a link from yo link.
- Added health for space pods.
- 2 projectile sprite.
- Misc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1520 316c924e-a436-60f5-8080-3fe189b3f50e
Added a "lights out" event.
Flashlights
Red toolboxes now have only a 50% chance to spawn a flashlight (to add diversity and make the lights out event less easy to circumvent).
Explosions
Explosions are now round. This is quite a big balance change, so it's subject to change in the future.
Hydroponics
Hopefully fixed the bug with invading weeds etc being unharvestable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1516 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed bug with mutated plants not being harvestable.
Added glowshrooms. They (maybe) glown in the dark. To get their seeds, you need to hack the seed machine. They're pretty straightforward. To plant a glowshroom on the floor, you need to click it while it's in your hand.
Badmin
Added a "Honk" button.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1515 316c924e-a436-60f5-8080-3fe189b3f50e
1. Drill
2. Hydraulic Clamp.
3. Ore Box in cargo.
then ore will be moved to ore box.
- Mech fabricator build speed increased.
- Mech fab queue updates through byjax.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1514 316c924e-a436-60f5-8080-3fe189b3f50e
For non-coders:
- Added floor lights
- To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them.
- To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass.
- Click on tile with an empty hand to turn it on/off
For coders:
- The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs)
- Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type.
- Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves.
Credits for the sprites go to Hempuli, used with permission.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed bug with mechs not reading ID permissions from PDA.
- Updated H.O.N.K menu code.
- There should be no delay in updating mech equipment info in exosuit stats window.
- Added armor booster sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1510 316c924e-a436-60f5-8080-3fe189b3f50e
Replica pods are now available for growing. They're limited to 3 seed packets, take 10 minutes to clone a human by default (ie if you don't breed them) and have a 70% chance to grow a plantman instead of a human (again, by default). To make the pod clone a human, you merely need to inject the seeds with his blood. Then, if he's dead by the time you harvest the pod plant, you'll clone him, otherwise it'll be an inert clone. Planting the seeds without injecting them with dna allows you to breed them so they're better, as they always result in one seed packet on harvest if there's no dna.
Map
Added an easter egg. Moved Kingston's cup to medbay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1509 316c924e-a436-60f5-8080-3fe189b3f50e
Works like a normal syringe except for the following.
Cannot draw blood.
Takes 30 seconds to inject.
Injects 50 units all at once.
I've included one preloaded lethal injection needle into code for map builders to use, or for admins to spawn for testing in game.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1508 316c924e-a436-60f5-8080-3fe189b3f50e
Luminosity
Admins editing the luminosity var now properly uses sd_SetLuminosity().
Britcup
A cup spawns for Kingston in hydroponics.
Taser guns
New sprites, courtesy of Arcalane. Now with an actual 4-shot gauge!
Interface
16x16 mode re-enabled for shits and giggles.
Mining
Reverted the uranium ore sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1507 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a couple of nasty mech fabricator bugs.
- Tweaked mecha status window.
- Mecha equipment is now detachable (the command is in mecha "Equipment" menu).
- Misc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1506 316c924e-a436-60f5-8080-3fe189b3f50e
ATTENTION MAPPERS! If turret control thingy is not in the same area as the turrets, set its control_area variable to either area name or area typepath.
If it's in the same area, you can leave control_area null.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1505 316c924e-a436-60f5-8080-3fe189b3f50e
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.
- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed two misplaced pipes in atmos, so hopefully the AI won't get endless atmos alerts a few dozen minutes into the game and will hopefully reduce atmos lag at round start.
- Patient's locker should now contain the proper equipment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1501 316c924e-a436-60f5-8080-3fe189b3f50e
- Camera networks where all the cameras are either disabled or destroyed do not show up among the available camera networks for AIs to switch to.
- Fixed issue 79
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1500 316c924e-a436-60f5-8080-3fe189b3f50e
Code cleanup on some ninja+misc stuff.
Slightly faster energy recharge rate for ninjas.
Likely fixed the wizard/nuke operatives/MODE appearing in the Cent Com report.
Added a trio of hidden functions to ninja suit. Use with care!
I'm also removing myself as a committer.
Happy Easter! Peace!
PS: I'll miss you too Microwave :)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1498 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
- Suit properties are better organized (so they can be clearly/ quickly read and edited).
- Fat People can wear All robes, lab coats, aprons, suspenders and the hazard vest.
- Radiation suit has a heat transference of .30 now, 1000 protective temperature, gas transfer coefficient of 0.90. Reason, it may be made with lead, but it isn't a fire suit that also has radiation protection.
- Chef Apron has heat transference and permeability at .50. Reason, it will make it slightly harder to heat up, and it keep you from getting sick better than wearing nothing to shield you from germs.
Just minor little tweaks, nothing important overall. Unless you enjoy being a fat doctor or chef a lot.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1496 316c924e-a436-60f5-8080-3fe189b3f50e