Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
- Flashers in brig cells now should work, extra floor flash in communal brig to deal with crims.
- Inproper access, SMES rooms.
- Trader start point being dark now fixed.
- Medical Vendor Plus has more advanced burn and trauma kits. Also splints.
- Cell 1 and 2 in the brig can now be accessed by detectives.
- Additional r-walls next to the engine room to help with rads.
- Floor decals in a couple areas.
- RD office now has its telescreen back.
Adds ability to have many different 'versions' of a PoI, yet only having one show up per round.
An example on how to do this is provided with Radio Free Sif (aka DJOutpost).
Just make sure all the different versions have the same 'template_group' value.
- Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner
- Added a random chance tool spawn for power tools (most of the time it should still just be regular tools)
- Adjusted the spawn rate of medkits, combat medkits should be more rare
- Cash split into its own loot item
- Plushies split into large and small plushies
- All the extra plushie spawns added to the random plushie spawn
- Eightball and conch shell added to toy spawns
- Added spawn points for the large plushies, cash, and the power tools
* adds cursed sword and 'haunted' object framework.
* fixes back.dmi conflicts
* adds cursed blade ghost pod
as well as fixing some ghost pod oddities
* fixes misc.dm conflicts
* adds cursed sword cave POI
* makes cursed sword use voice mob
as opposed to a brainmob
- Added, weapons crate for explorers that has bolt action rifles, weapon powercell crate (security access only).
- Touchy of all the munition and security supply pack names so it's easier to tell what crate contains weapons, armor, and or gear.
- Slight adjustment of certain security and weapon crates. Moving some guns out of some crates, splitting some crates up (automatic weapons crate is two crates now) and changing the type of crate stuff comes in.
- Holoplant fix, now properly comes in a crate instead of being shipped without a protective box.
* Supply Drop POI
* Ration Cache
* BlastMine1
* Supply Drop 2
* Tweaks, package bomb detonators can be re-used
* Changelog
* Missed some spots while cherry-picking
* Merge branch master (I hope this works)
* Appeases travis
* Missed a spot
- Fixed missing wire in AI core
- Readdition of first aid stations without sleepers
- Fixed some wall issues on the centcomm z
- Fixed Cafeteria register
- Minor adjustments to Security first aid station
- Extra heavy duty charger and battery to the drill staging area
- Getting the mine cave areas in line with what is on the map
- Fix for the doors to the wall to keep the heat in
- Multiple missing air alarms, pipes, and other bits fixed on the station.
- Starboard solars is now port and or vice versa.
- Addition of a washing machine, and sink to medical
- Heavy rework of the wilderness, minor adjustments to mining and outpost z-levels. To get to the wilderness you now have to travel through the mine z-level to do so, follow the green flagged path through the mine.
- Shuttles can now land at a site near the entrance to the wilderness. Removal of the mine shuttle landing pad to move it to the wilderness.
- New addition of warning sign, thanks to Schnayy.
- Bugfixes for Heist shuttle not going back to raider post, light overlays on shuttle areas, and certain shuttles not leaving behind floor tiles when they should.
* Adds the gift vendor, AlliCo Hallmark Goods, ran the name by Elgeon beforehand. Is a delightfully gaudy vending machine placed in the locker rooms. The coffee machine was removed and the sweatmax moved to take it's place so the gift vendor is next to the laptop and cigarette vendors. Prices were based off of the SweatMax vendor.
Before: https://i.gyazo.com/0d6758fc8a469fea6e340b5937b95f82.png
After: https://i.gyazo.com/ab21b6ff7ed012786d475b71f1ec180e.png
Vendor will normally dispense:
- Heart box chocolates
- Bouquets
- Cheaper fake bouquets
- Each of the 4 cards previously added.
- All the therapy dolls.
Will dispense the following with a coin:
- All small plushies
- Newly added trinket box.
Will dispense the following when hacked:
- Gilthari Luxury Champagne
- Plans to add a handbuzzer in the future but not right now.
Items & Reagents added:
- Champagne. Is not a mixable reagent, listed as a child of wine.
- Gilthari Luxury Champagne. Contains said reagent.
- Trinket box. Think an engagement ring box, except it can also hold coins and medals. May be toggled open/closed, when opened it's description will say what's inside. Can only hold one item. Thanks to Mechoid for helping me code this mess. https://i.gyazo.com/7a16faada015ef0795a4db2ec6429e68.png
- Also goes in and fixes a small bug with the heart box saying it contains donuts when it does, in fact, not contain donuts.
Side note, mapping things in is scary!!!
* In the process of fixing the map merger nonsense w/ mechoid's help.
* We're almost there lads.
* If this doesn't work I'll cry.
* Changes name to AlliCo Baubles and Confectioneries, fixes conflict (hopefully), and adds friendship bracelets to vendor.
* REVERTING ITEMS.DMI. Attempting to fix conflict.
* Recommitting items.dmi
* One last attempt to fix the conflict before I make some bigger changes to get this through.
* Removed conflicting file and committed out calls on the sprite. Will readd in separate PR.
* now with 20% less silly
- Because mirroring is now *much* easier to setup than digital remote control, we reverse the order of inheritance to de-duplicate all the radio code from digital t-valves!
- This requires changing the following type paths:
/obj/machinery/atmospherics/tvalve/mirrored/digital -> /obj/machinery/atmospherics/tvalve/digital/mirrored
/obj/machinery/atmospherics/tvalve/mirrored/digital/bypass -> /obj/machinery/atmospherics/tvalve/digital/mirrored/bypass
- Change made on all maps.
- We can eliminate any overriden methods at all on flipped trinary devices by making a `mirrored` and `tee` variable! This allows us to do things like flip them without delete/spawning.
- T-Valves are also basically trinary. Sadly they are not a subtype, so to share code with them I have to put it into an outside proc. But still worth it.