- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time.
- Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator.
- Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil.
- Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days...
- Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful...
Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power
into.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
- PACMAN-type portable power generator now producable through the R&D system. You insert solid plasma coins (minted from solid plasma which you get from miners) into the generator and when you turn it on, it produces power (~5000 for a baseline model). Useful for powering small powernets/rooms. More powerful generators will be added eventually. To unlock the design, you need Plasma Technology 2 and Power Storage 3. To construct, it's 5 metal (Machine Frame) => cable => PACMAN board => 1 matter bin, 1 micro laser, 2 pieces of cable, and a capacitor => Screwdriver to finish. Screwdriver => Crowbar to start the deconstruction process. If not 100% reliable, the device will break down eventually.
- R&D console disk commands now actually work. Derp.
- In the R&D console settings menu, you can reset the console's R&D database to the default data. Make sure to backup data onto disk if you don't want to lose it!
- Instruction manuals in mech_construction.dm and mining.dm moved to code\game\objects\items\weapons\manuals.dm to make them easier to find. Condensed down some of the redundant code.
- R&Dinstruction manual added to the R&D lab.
- Fixed a pair of Destructive Analyzer bugs. If an object contains a mob (such as an intellicard with an AI in it), it runs the death routine for that mob.
- Protolathe now accepts uranium. GO FORTH, COMRADES.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1114 316c924e-a436-60f5-8080-3fe189b3f50e
Advanced Energy Gun
Tired of having to run back to a recharge station because your guns run out of charge? No more! Using advanced miniaturization techniques, we have managed to shove a fully functional nuclear reactor into the grip of an otherwise standard energy gun. Space requirements resulted in the removal of the standard recharger port you don't need because of the awesome reactor we added!
(Note: reactor not entirely stable. Minor radiation leaks have been reported, along with occasional reactor failure.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1113 316c924e-a436-60f5-8080-3fe189b3f50e
Jumpsuit sensors are now in all /obj/item/clothing/under except for tactical turtlenecks and their tacticool cousins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1076 316c924e-a436-60f5-8080-3fe189b3f50e
A new twist on the freeform law module, this adds laws in a high-priority slot.
Shuffled around the PDA uplink menu for some reason.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1067 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
- 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
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
Monkeys no longer deathemote when gibbed.
Added a Coder/Host level debug verb that forces the master_controller to run its process() proc. Pressing the button while the master_controller is already process()ing is not advised.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@978 316c924e-a436-60f5-8080-3fe189b3f50e
Given that the mind datum is where traitors store their objectives (and how assassination targets are tracked), I have gone to some effort to ensure that, much like people currently in the thunderdome, people that are borgs still get counted as being dead. Also, borgs cannot succeed at hijack/escape objectives. If you find this to not be the case, PLEASE REPORT IT.
Borging a changeling now ends the round, much like cremating/gibbing them does.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@962 316c924e-a436-60f5-8080-3fe189b3f50e
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
- shocking by autolathe, vendomats and airlocks works if powernet has power OR if APC has charged battery;
- autolathe able to shock without cable underneath;
- improvements from Barhandar and Errorage are included;
- making stungloves may electrocute you;
- handmade stungloves partially loses insulating;
Eliminated 4-seconds lag caused by all apcs changing state to "fully charged" after first few minutes of game.
Fixed message "The airlock's motors resist your efforts to pry it open."
Latest innovations in nanotechnologies! Matchbox now fits in pocket!
Fixed burn_skin(), so containment field now hurt people properly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@919 316c924e-a436-60f5-8080-3fe189b3f50e
- using a pen on itself not makes a menu appear through which you can choose how you want to write. It allows you to choose the text's size, color, weather it's bold, italic, underlined and weather it will jump into a new line at the end of the inserted text.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@912 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
-Moved the code for how cigarettes work to a more appropriate location (They were in clothing code)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@848 316c924e-a436-60f5-8080-3fe189b3f50e
- trowing pipes correctly rotates them;
- meters unwrenching;
- pipe dispenser can be unwrenched and pulled, wrench back to use;
- unused pipes can be returned to dispenser;
- Probably fixed bug with non-working connectors;
Windows now are always shown above grilles.
Pipes now are always shown above lattice.
Some other things.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@830 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e
- A few last re-adds of Pierrot's throat stuff /sigh
- Circuit Imprinter Added. It makes new circuit boards, AI Modules, and stuff. Insert a disk with the circuit design into the machine, load in glass and sulfuric acid (placeholder for now) and go nuts. Circuit Design disks are stored in their related departments.
- To accommodate the new lockers, the RD's office is slightly bigger.
- Chief Medical Officer can no longer be mistakenly picked for the Rev/Cult intercept reports. Warden can no longer be mistakenly picked for Revolution intercept reports.
- New AI Module: T.Y.R.A.N.T., Think evil PALADIN module, or perhaps XISC without those pesky asimov laws.
Need sleeps so if anything is broken, sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@811 316c924e-a436-60f5-8080-3fe189b3f50e
Items that have blood cleaned off of them should now properly be able to update their icon. Most notably, this includes energy weapons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@789 316c924e-a436-60f5-8080-3fe189b3f50e
Law 1: Never willingly commit an evil act.
Law 2: Respect legitimate authority.
Law 3: Act with honor.
Law 4: Help those in need.
Law 5: Punish those who harm or threaten innocents.
Currently requires adminspawning, will be added to map when one of the usual map people gets told to, may eventually become a possible starting module if it proves reasonably safe for the crew in general.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@768 316c924e-a436-60f5-8080-3fe189b3f50e
Alien stun chance on harm decreased.
Alien stab intent changed to stun intent which deals light damage. It does have a very high chance of knock down and an even higher chance of disarming the target.
Hud icon changed to reflect this.
Upped the chance aliens stunning cyborgs with stun intent.
Updated aliens attacking monkeys code.
Aliens can now directly attack the AI.
General code cleanup for alien attacks and others attacking aliens (hand to hand).
Humanoid aliens may no longer run on tables.
Fixed a typo in the Corrode ability.
Increased the amount of abuse resin walls can take. Changed how damaging them works (as windows). Hulks may now smash straight through resin walls. Aliens may now destroy them without acid (and can no longer use acid on them).
Spit now produces a message when used.
Fixed aliens not being stunned by stun batons.
Aliens can now attack/destroy turrets.
Removed alien vision loss from being shot by lasors.
Aliens are not deterred by flash now (flashbangs should still work).
You can no-longer stab aliens in their nonexistent eyes with screwdrivers or forks.
Changing a mob into an alien now properly sets their intent (help).
Minor, misc alien code adjustments.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@762 316c924e-a436-60f5-8080-3fe189b3f50e
- Food items don't make you goddamn fat so easily.
- Bananas are now edible but still leave a banana peel.
- New Disease: Pierrot's Throat. While infected, random words you say are replaced with "honk." At the later stages, you'll randomly say honk as well. See your local doctor with a health analyzer to find the cure. Virus added to virus crate and random/badmin disease event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@753 316c924e-a436-60f5-8080-3fe189b3f50e
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
A badmin (ie off by default and only changed due to badminnery) var added to aliens allowing them to have hands.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@747 316c924e-a436-60f5-8080-3fe189b3f50e
Minor adjustments to alien health icons.
Fixed aliens hissing when they were doing their regular emotes.
Added death sound to aliens.
Aliens can now properly attack/interact with space carp.
Adjusted alien damage to monkeys.
A few wip sprites.
Fixed pulse rifles, again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@729 316c924e-a436-60f5-8080-3fe189b3f50e
Unconscious mobs:
-won't more get messages "someone bumps into someone"
-now cannot toggle jumpsuit sensors
-same for blender
Kitchen machinery now requires and uses power.
APC window now correctly autorefreshing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@715 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the ambiance track(s) for engine control. There are now 4 possible tracks.
Admins can now spawn pulse rifles.
Cleaned up some more pulse rifle code.
Monkeys should not properly be able to pick up guns but not fire them outside of monkey mode.
Added sounds to biting.
Larva can no longer roar.
Aliens now have hissing sound effects. Currently unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@704 316c924e-a436-60f5-8080-3fe189b3f50e
Update to Bridge.
More updates to CentCom. Added doors (elevator sprite) to CentCom but they are inaccessible at the moment.
Added new weapon sounds: blaster, laser, pulse, wave, emitter, and one for the marauder canon. Not all are used at the moment.
New sounds for the energy sword on and off states (they're unlicensed, I promise).
Added/changed alien attack sounds.
Added some more messages for aliens attacking mechs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@700 316c924e-a436-60f5-8080-3fe189b3f50e