I believe we have ironed out all the identified bugs and we're ready to move the map into live. It took two days of work, but we've done it. If anyone else has any more mapping changes or updates to make, please do them
ACCESS:
- Scientists granted medbay access (temporarely, so they can get out) - I REPEAT: TEMPORARELY!!!
MAPPERS NOTE:
- If you wish to add more than one access requirement for doors or machinery, edit the req_access_txt like so: "5;6" if it requires accesses 5 AND 6. There is no way to make it allow 5 OR 6 tho.
That's all folks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@995 316c924e-a436-60f5-8080-3fe189b3f50e
-Morgue interior doors should now require medbay access.
-Cryo should now require medbay access.
-Chapel maintenance access set properly.
-Hydroponics doors given proper access(was all-access)
-Blast doors in assembly should now require robotics access.
-Lights added to several extremely dark maintenance corridors.
-Medbay entrance decal sprites are now shaded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@989 316c924e-a436-60f5-8080-3fe189b3f50e
- CE was granted access to robotics
- CMO was revoked access to robotics
- Roboticists were revoked access to medbay
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@988 316c924e-a436-60f5-8080-3fe189b3f50e
- Updated it so it displays accesses in categories
MAP UPDATES:
- More fixes... (sorry, i forgot all of them, some access stuff in research, medbay main should now be medbay + research access... )
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@986 316c924e-a436-60f5-8080-3fe189b3f50e
- Destructive Analyzer now only sends HALF of the material it salvages to a linked protolathe rather then all of it (some gets lost in the process).
- Lowered tech requirements of basic parts.
- Circuit Imprinter and Destructive Analyzer now properly use power.
- Added rating 2 versions of the basic stock parts (and the designs so you can make them). Note: Stock parts all have a rating that can affect the end result if you want them to (example: A lathe made with a rating 2 matter bin can hold more material then a rating 1 bin). Granted, I haven't added any handling for this yet, but it's there if needed :3
- Add some lights to various areas and redid break area some more. Add some tables to the science area.
- The freezer for the server room has been hooked up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@985 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
- Destructive analyzer has a new, spiffier icon by Veyveyr! Old icon's moved to old_and_unused.dmi. Since stationobjs.dmi was getting crowded, a lot of completely unused icons were moved as well.
- R&D console now will link to any Destructive Analyzer, Protolathe, or Circuit Imprinter up to 3 tiles away (but two machines won't link to the same console or vice versa). Also, it will only link up to one of each.
- New stock parts: Micro-laser and Matter Bin
- Computer Frame icons moved to stock_parts.dmi
- New build frame: "Machine Frame." Similar to a computer frame, you can make a variety of generically boxy machines with it. It'll cost five metal to build (as well as all the other parts) but it won't be accessible to players just yet (there really wouldn't be a whole lot for them to build). More will be add eventually as part of the R&D system.
- Circuit boards are now divided into types. "computer" boards are used in a computer frame to make a computer console, "machine" boards are used in a Machine frame to make a machine of some type. Other types may or may not be added in the future. Mecha boards will be redone to this format eventually.
- New Circuit Boards (Machine Type): Protolathe, Destructive Analyzer, Circuit Imprinter, and Autolathe.
- New Traitor Item! Paralysis Pen. It looks like a penlight (the kind all doctors start with) except it injects Zombie Powder into the victim (similar to a changeling's paralysis dart). The target is aware but cannot move, speak, or emote. They also appear to be dead on health analyzers. Non-refillable and costs two telecrystals.
- Anti-toxin now works on Zombie Powder. It was intended to work, I just forgot to add it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@961 316c924e-a436-60f5-8080-3fe189b3f50e
Changed mime suspenders from belt slot to suit slot. Moved their PDA back to spawning on their belt.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@948 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
As a side effect, I had to add some ex_act() procs to things because the rods kept getting stuck on them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@941 316c924e-a436-60f5-8080-3fe189b3f50e
Girder now have ex_act(), so it will not be indestructible anymore.
Max amount of steel floor tiles in one stack was set to 60 (was 10). If you made too much of tiles you can put undue ones into autolathe.
Fixed uncompilable line left by bizarre.babel in r939. Other her derp she should fix herself because I am mad >:[
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@940 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved circuit imprinter to code/game/research. Also, while it's being overhauled as part of the R&D update, it'll be removed from the rest of the station. Don't worry, it'll come back! Also, all the disk closets were removed as well.
- Circuit Imprinter now works like the protolathe: It needs to be connected to an R&D console and it get's it's production list from it.
- Replaced destructive analyzer icon (thanks Deuryn).
- New item type: Stock Parts. Used in the construction of certain items (none added yet but they're there for when they DO get added).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@937 316c924e-a436-60f5-8080-3fe189b3f50e
- Added destructive analyzer machine. You can stick items in it and deconstruct them to boost your tech levels. To function properly, it has to be built to the right/east of a R&D Console. It's controls are accessed from the linked R&D console.
- Protolathe added. It's an autolathe linked to an R&D console (it has to be built to the left/west of the R&D console). It can build any design stored in it's linked R&D console. Just feed glass/metal into the lathe like normal. Also, items destroyed in the Destructive Analyzer feed their raw materials into the Protolathe.
- R&D Console can upload it's data to all other R&D consoles in the game. Granted, that means someone might gain access to data you don't want them to but it also means that if your R&D console is destroyed, you won't lose all your data. Of course, you could always just back the data up on to disks.
- All objects now have a origin_tech and reliability var. origin_tech is a list of technologies that were used to create the object (in theory, anyway). It's used by the destructive analyzer to figure out what you learn from dismantling it. Reliability doesn't do anything on its own but it will (Eventually) be used by some constructed devices/machines to determine how reliable they are. Objects have a origin_tech var of null by default and can't be put in the destructive analyzer at all.
- Protolathe, R&D Console, and Destructive Analyzer added to Centcom for admins to play with (doesn't do a whole lot, at the moment).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@935 316c924e-a436-60f5-8080-3fe189b3f50e
- More R&D stuff. Moved code from code/datums/technology to code/game/research (more apt and it isn't JUST datums now). Still very WIP.
- Circuit printer now requires Sulfuric Acid instead of H2SO4. (Yes, I get the irony)
- New helper proc: between(low, middle, high). It returns middle unless it is greater than high (in which case, it returns high) or less than low (in which case it returns low). It's a fairly simple proc but it cleans up some bits of code I am working on.
- Changeling chem regeneration is now a curve rather then a flat amount. At low amounts (<20) it's faster then in r917, at high amounts it's slower (>20). This means you can use cheap abilities more often and expensive abilities less.
- Changeling "Dart" abilities now named "sting" abilities to (Hopefully) cause less confusion. "Boost Dart Range" renamed "Ranged Sting."
- Changeling "Absorb DNA" ability now not only doesn't cost chem to use, it actually regenerates a small amount (if successful).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@929 316c924e-a436-60f5-8080-3fe189b3f50e
Added o2 skin for medibot, thanks to Cheridan.
Bots now won't open firedoors (because they haven't crowbars).
DNA records in medical computer now starts empty. It was too easy for crew to reveal cultists with such records.
Map update: eliminated pipes-related glitch. If someone have modified map too and gets some svn conflicts - feel free to overwrite my map and notify me. I have an easy way to reapply my changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@922 316c924e-a436-60f5-8080-3fe189b3f50e
- Random Ion Storm laws now not stupid.
- There is a delay between the Ion Storm laws being uploaded and the station announcement.
- Random Ion Storm event added to random events.
- New area icon for the engine that doesn't annoy me so much.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@921 316c924e-a436-60f5-8080-3fe189b3f50e
Cola and similar drinks now won't prevent freezing to death in space.
Also fixed typo in glove charging code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@920 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
- Changling chem regeneration rate and start chem reduced by half.
- You can't emote while under the effects of the changeling's paralysis dart or zombie powder.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@917 316c924e-a436-60f5-8080-3fe189b3f50e
- fixed shock code (code by barhander)
- made them spark even if you're wearing insulated gloves. does no damage to you tho.
- fixed them sparking if no power is available
MAP updates:
- Slightly expanded mining dock's construction site. added an area for it and an APC. named it
- Completed the turfwork for the engineering construction site, gave it an area, an APC and connected it to the scrubber and vent pipeworks.
I've been moslty doing 15 minute projects the past week due to schoolwork. this one wasn't such a project, but i felt i owed to put more teme into it, as it was my map update which exposed the coding error for airlocks. (altho the error was not really my fault, it was still my update which exposed it.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@916 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