Syringes now change its mode when brimmed/emptied.
Captain's Flask volume increased to make it useful.
Added proper examine verb for drink cans and snacks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1087 316c924e-a436-60f5-8080-3fe189b3f50e
Syndicate shuttle was moved from its own empty z-level to centcom z-level and surrounded by massive unbreakable wall.
Mining was moved to z-level 5.
Removed 3 unused z-levels, that should reduce lags, especially during startup.
Experimental AI asteroid was removed.
Unfinished medibot re-added to the derelict.
Added button for blast door in atmospherics.
timer/igniter assemblies in toxins now work.
Population of crowbars in the Crowbarland was cut down.
Added singularity telescreen.
Engine storage expanded.
Fixed some runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1081 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
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
Some bugs fixed.
Converting people doesnt give new words anymore.
Sacrificing people does. You can sacrifice a living person, a dead body, an alium or a monkey. 3 cultists must chant together to sacrifice a living person, but the chances to obtain new word are higher when you sacrifice living humans.
Also putting berry joice in a glass now works properly, instead of making it a "glass of...what?"
Highly untested, so come revise this and try to find any problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1069 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
- Paralysis Penlight now 3 telecrystals.
- Added some (commented out) code that CAN fix a Mind Swap bug but I have no way to test it (hence it's commented out).
- Fixed some more R&D bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1065 316c924e-a436-60f5-8080-3fe189b3f50e
- New look
- Radiation suit alone will now absorb 75% of rad damage, same as the RIG suit.
- Radiation hood added, will absorb 35% of radiation damage
- Radiation checks now check for both your outerwear and headgear. The sum of the radiation protection is used when determining damage.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1061 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
Medibot sprite fixed.
Aliens now attack bots instead of opening control window.
All bots can be damaged and repaired.
All bots are effected to EMP now.
Asteroids generation was tuned to do not spawn asteroid on z-level edges.
Enabling admin verbs now wont turn on deadchat if it was turned off.
An emergency toolbox now contain a red crowbar.
Mime job is now available to join as.
Added radio channel for miners, use :h or :d ("diggers" lol) as shortcut.
Added radio channel for cargo techs, use :h or :q as shortcut.
Added a personal headsets to HoP and QM.
Some unrelated runtime errors was fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1050 316c924e-a436-60f5-8080-3fe189b3f50e
Radio was optimized even more. Still have some reserves.
Restored admin verb "Radio Report". It shows some signs of errors on the map, but I am too tired to fix it now.
Optimized player login (that "400000 calls of new_player/Move" bug).
Various optimizations and fixes in radio code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1046 316c924e-a436-60f5-8080-3fe189b3f50e
- Added H.O.N.K construction.
- Removed unnecessary mecha parts.
- Fixed bug with switching intent while in mecha
- Tweaked mecha access permissions (maintenance hatch can be opened if player has any of the mecha internals_req_access permissions, piloting allowed only if player has all of operation_req_access permissions)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1042 316c924e-a436-60f5-8080-3fe189b3f50e
Carding a traitor AI and/or moving a traitor AI into a new core via intelicard no longer causes it to fail survive objectives.
Changed random ion storm law from "HARM IS DEFINED AS [x]" to "[x] IS A FORM OF HARM" because "hurr time for non-harmful harmbatoning from my secborgs" is terrible.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1032 316c924e-a436-60f5-8080-3fe189b3f50e
- Contents of un-worn backpacks no longer immune to EMP blasts.
- EMP'ed closets and crates have their contents EMP'ed as well. Secure versions (ie, ones you can lock and unlock) also have a chance of locking themselves, unlocking themselves, and/or opening themselves.
- Fixed a bug that (hopefully) no one noticed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1031 316c924e-a436-60f5-8080-3fe189b3f50e
RADIATION SUITS protect from 100% radiation
RIG SUIT offers some protection from singularity's radiation
SPACE SUITS offer little protection, but some none the less
being UNPROTECTED near the singularity is still deadly and I'd like this to not change. Use radiation suits!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1030 316c924e-a436-60f5-8080-3fe189b3f50e
electrocution:
while breaking a light: chance quartered, damage quartered
vendomats and autolathe: damage reduced by 30%
hacking an apc: chance reduced
In general electrocution was nerfed a bit. Now you shouldn't be instacrited by grille/airlock unless someone wired engine directly to the power grid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1024 316c924e-a436-60f5-8080-3fe189b3f50e
- Players can modify operation permissions of newly constructed civilian mechs. Click on mech with ID card or PDA with ID inside.
- Added robotics access to default mecha maintenance permissions (all mechs) and operation permissions (civilian models only).
- Fixed double adminlog message of explosion proc.
- Fixed accidental mecha wreckage deletion.
- Tweaked mecha internal fire processing.
- Added some mecha-related sounds.
- Moved GaussRand to helpers.dm and added GaussRandRound helper proc.
- Other small changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1023 316c924e-a436-60f5-8080-3fe189b3f50e
Three new channels and new :h-like shortcuts for each channel.
shortcuts now are:
":r" = "right hand" (unchanged)
":l" = "left hand" (unchanged)
":i" = "intercom" (unchanged)
":h" = "department" (unchanged for everyone except captain)
":w" = "whisper" (NEW shortcut)
":b" = "binary" (CHANGED)
":a" = "alientalk" (unchanged)
":t" = "Syndicate" (NEW channel)
":c" = "Command" (NEW shortcut)
":n" = "Science" (NEW channel) ("n" because all other letters are occupied)
":m" = "Medical" (NEW shortcut)
":e" = "Engineering" (NEW shortcut)
":s" = "Security" (NEW shortcut)
Note:
":h" works as before, i.e. sends on engineering channel for engineers and CE, on medical channel for MD, CMO,etc and so on.
All heads have command channel in their headsets along with department channel.
Warden and QM aren't heads.
Captain have almost all channels in his/her headset, but some are switched off by default. The default channel for captain is "Command" now.
Bugs fixed:
If headset is tuned to other frequency dept channel don't work.
A receive wire in intercoms can be cut.
Some others bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1020 316c924e-a436-60f5-8080-3fe189b3f50e
Previously: After clicking on one thing, you could not click on another thing before 1 second had passed, and had to spam until 1 second had passed.
Now: After one click, if there's a second click right after, it will be queued and executed automatically after the 1 second has passed.
Tried to remove redundant DblClick() entries and changed them to QueueClick() where appropriate. Report for bugs.
Updated change log. :-)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1019 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
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 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
-Virology/Xenobiology disposals now feed directly outside the station to prevent contamination.
-Robotics now has mech production capability.
-Welding tank added to production line in lieu or as-yet unfinished welding machine.
-Crate of empty first-aid kits added to robotics.
-Ripley crate pared down to just circuit boards and manual, QMs who want a mech will have to ask robotics for parts.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1012 316c924e-a436-60f5-8080-3fe189b3f50e
- Cannisters now log who they have been opened and closed by. They also log if they were opened into the air or into an inserted tank.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1009 316c924e-a436-60f5-8080-3fe189b3f50e
- Mechs cannot interact with objects if not facing them. This includes firing a weapon.
- It takes some time to switch mech movement direction.
- Air for mech pilot breathing can be taken from air tank or environment.
- Zoom mode added to Marauder. Marauder cannot move or turn while in zoom mode.
- Some mech_fabricator helper procs.
Atmos update:
- Tired of clicking + and - to set various devices output pressure? Replaced with simple inputbox.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1004 316c924e-a436-60f5-8080-3fe189b3f50e
- R&D Console interface re-done a bit. Unlinked machines don't show up at all on the main menu but you can see what machines are linked and what aren't in the settings menu.
- Object path for robo-crate power cell changed.
- Basic and "super" power cells can now be deconstructed (in a deconstructive analyzer) for tech.
- New power cell: "SUPER" power cells. Can be built through R&D research (Req. Power Storage Tech 5) and holds twice as much as the power cell you get from robotics crates. Unfortunately, like a lot of prototype technology, it is unreliable. They'll randomly not recharge and eventually will stop recharging at all.
- Items with reliability < 90 and haven't critically failed cannot be destroyed in a destructive analyzer.
- Imprinter and Protolathe now drop their results on themselves rather then a linked destructive analyzer. Derp.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@998 316c924e-a436-60f5-8080-3fe189b3f50e