Researchable by RnD (materials and engineering tech), used to repair robots and robolimbs more efficiently (twice as fast and both damage types at once).
Committing for S0ldi3rKr4s0 (I hate your name).
Fixes some typos in blueprints.dm, designs.dm, dna_mutations.dm, gift_wrappaper.dm and research.dm.
Gives minerborg some eyes to signify activity (finally)
Made pAI cards need only programming 2.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5452 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 1052
Fixes Issue 1065
-Added a world limit for blueprints naming areas.
-Fixed a wrongfully named research design.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5394 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new borg upgrade module which requires illegal tech and combat tech to make. It allows you to give them their emagged equipment without fucking with their laws.
New LMG by Ausops (both sprites and code). Right now appears only in Summon Guns, but may appear elsewhere in time.
Grilles now have a bullet act, so they no longer magically absorb infinite bullets.
Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5037 316c924e-a436-60f5-8080-3fe189b3f50e
-Made a variation of hasvar(), creatively named has_var(), intended for objects versus datums, and the var name is case sensitive
-Clean up mech fabricator code considerably, the terrible switches are all gone, and I was able to make it more robust at the same time. Now, if a junk item is added to the mech fab then it will remove it in 1 of 2 places, either when you call for the queue to be displayed (Will throw it out then rebuild the queue) or when it is processing the queue (Will throw it out then reprocess the building), so now you won't even see the shit that finds its way in there.
-Made the add_part_to_set() useful, now instead of dumping everything in the "Exosuit Equipment" category, it checks if the design's category matches one of the part sets, then adds it to said set if it does (All others get dumped into "Misc"). Right now there isn't much through, mostly just moving MMIs, cells, etc... to the "Misc" set, but this would be easy to use with any other system that handles designs
-Little bit of OCD here, but I noticed that the cells on the map were all 'crap' cells, even though they had 1.5x the charge of a high-capacity cell, so I changed them all to high-capacity cells with the added capacity
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4395 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the dispensable chemicals list alphabetically.
-Made the chemical dispenser use process() instead of calling itself in a spawn()
-Made the receiver and broadcaster easier to build (less parts)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4256 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
-Added issue 672 's enhancement request. Disposal systems should leave fingerprints and transfer prints when building/deconstructing.
-You can put the Light Replacer on your belt.
-Gave the Light Replacer FPRINT and CONDUCT flags.
-Gave the Light Replacer origin tech.
-The Science department can now research the Light Replacer and build it. You need a required tech of "magnets = 3" and "materials = 4" with a material construction cost of 1500 metal, 150 silver and 3000 glass.
-Fixed a bug where you cannot place more than one object into a turned-off disposal unit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4127 316c924e-a436-60f5-8080-3fe189b3f50e
-AI Integrity Restorer circuits can now be made via imprinter
-Changes to Tech Storage inventory
--Removed teleporter circuit. It was intentionally moved to the RD's office to prevent nuke ops from stealing them.
--Added Protolathe, mining station monitor, and atmos alert circuits
--Added crew monitoring circuit to secure tech
--From the earlier commit: Added autolathe circuit and moved ID computer circuit into secure tech
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3789 316c924e-a436-60f5-8080-3fe189b3f50e
Details here: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8960
And, to summarise:
Added a new computer, the message monitor console. It is able to access the logs on the message server.
Made PDAs dependant on the message server instead of Telecomms. This fixes PDAs not sending any messages due to no listening_freqs.
When paper is splashed with Ethanol, the contents of the paper or book disappear.
Added white coloured pens. Allows you to write hidden messages that can be revealed by highlighting the text.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3777 316c924e-a436-60f5-8080-3fe189b3f50e
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
Made the rapid syringe gun a subtype of the syringe gun, and reduced it's capacity to four syringes.
Fixed the examine bug on syringe guns.
Added a new sprite for the regular syringe gun.
Added a new door for research. It's also used in robotics.
Updated the air injector sprite.
Fixed some pepperspray spelling errors.
~~REMOVED~~: the energy crossbow and chemsprayer from R&D.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3138 316c924e-a436-60f5-8080-3fe189b3f50e
- Added Exosuit Nuclear Reactor
- Added Ripley construction steps sprites (courtesy of WJohnston)
- Exosuit Sleeper can now inject occupant with reagents taken from Syringe Gun
- Exosuit Cable Layer will now auto-dismantle floors
- Exosuit Heavy Lazer cooldown increased, Scattershot now fires medium calibre ammo (less damage)
- EMP now drains half of current exosuit cell charge, not half of maximum charge.
- Exosuit wreckage can be pulled
- Fixed several possible exosuit equipment runtimes
- Moved all mecha-related icons to icons/mecha
- Mecha equipment messages will show equipment icons in chat window
- Fixed mecha creation reports being sent at wrong construction step
- Played with changelog markup. For some reason javascript is extremely slow in byond browser, I'll look into it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3057 316c924e-a436-60f5-8080-3fe189b3f50e