- Adds some more uplink stuff based on recent updates
- Purges Xenomorph hybrid whitelist (they are not whitelisted anymore)
- Adds some hybrid cells to the Dropship
- Refactors First aid kits to be mostly autoinjector and pill based. No syringes, just autoinjectors and pills. Health analyzers are also removed.
Regular First Aid Kit: 3x Gauze, 2x Ointment, 1x Paracetamol pill bottle, 1x Inaprovaline pill bottle
Toxin First Aid Kit: 1x Dylovene Pill Bottle, 6x Dylovene Autoinjectors
Burn First Aid Kit: 1x Kelotane pill bottle, 6x Dermaline autoinjectors.
Oxy First Aid Kit: 5x Dexalin Plus autoinjectors, 1x Iron pill bottle, 1x Dexalin Pill Bottle
Adv First Aid Kit: Replaces Autoinjector with Assorted Pill bottle (3 Inaprov, 3 Dylovene, 2 Iron, 2 Tramadol, 3 Hyronalin, 1 Spaceacillin pills)
- Buffs default pill bottle contents. This narrows the effectiveness between autogenerated pills and pill bottles, and those brewed up by players.
- Splits Miner autoinjector into four seperate autoinjectors, one for each damage type. Reduces the price in the mining/exploration vendors.
- Tweaks Pill contents for a bit better consistency. Biggest change is that dexalin pills are 7.5u each.
- Changes Vermicetol chemical color to something more reddish.
- Overhauls Internals closet, removed O2 kits from them, adds more emergency spacesuits.
- Removes Organ Kits, Combat First Aid Kits now have a pill bottle with assorted organ repair pills.
- Surgical kits now have a regular health analyzer, and can hold health analyzers.
- Removes all Science access from explorers
- Removes Gateway access from HoS and RD
- Removes Science comms from explorer headsets
- Adds Command comms to Pathfinder headset
- Refactors edited Southern Cross files into _vr files in the main code.
- Moves Exploration Equipment Vendor to the expedition shuttle.
- Moves the Chemical Analyzer in science to Exploration Prep
- Removes general science access from the Xenobiology office and equipment rooms
- Removes RD access to Explorer comms
- Adds Airlock and EVA access to explorers
- Increases number of pilot slots by 2
SOP notes:
- Pathfinder will be able to fire subordinates.
- Pathfinder will not be a full head.
- Field Medic will remain as a hybrid Medical/Explo role.
- Research Directors will no longer be exempted from the general rule that heads of staff should not attend expeditions.
- Exploration is still strongly encouraged to get volunteers from other departments, including Science.
- The Protector is now a minature energy gun, it has 3 lethal, 6 standard stun, and no special stun shot anymore. It retains the alert level lock, there is a version without the lock.
- The energy net gun now gets 3 net shots, but loses its stun alternate fire. It also gets a new sprite from baystation.
- Refactors all Vorestation weapons in vore/fluffstuff to be in their appropriate directories.
- Removes all personalized custom weapons.
- KHI is no longer the manufacturer for the Protector, Net Gun, and AR Glasses. I wanted to make KHI a bit rarer, and their specialty mainly ultra high tech equipment.
- Refactors Expedition Phasers. No practical change, but now there are unlocked versions of all three phaser variants.
- Remove duplicate pick_random_edge_turf resulting from our simultaneous addition of it (in overmaps PR)
- Disable SSgame_master and SSevent_ticker subystems, we are still using the original events subsystem.
- Disable the game_master implementations as we are not using them.
- Comment out references to SSgame_master since we are not using it (yet?)
- Best practice to avoid holding onto references to the subsystem instances aside from the global variables. (In case of restart/recover etc).
- The reference to GM was entirely unused by any event or meta-event. /datum/game_master would work fine using the global refs.
- Creates new advanced shield generators, designed to replace old hull and bubble shield generators.
- Upgrades the floor mounted and handheld shield diffusers.
- Makes underfloor shield diffusers actually constructable.
- Handheld diffusers orderable via uplink.
- Removes supply packs and research datums for the old generators, but leaves their code in place for maps that still use them.
- Integrates with the meteor and electrical storm events.
- Integrates with mob AI (they know how to attack it)
* Basic distillery uses logistic temp change
Basic distillery pings when at temp
Industrial distillery repsects gas laws
* Expands examine text to be informative
Adds verbs to distillery
* Tweaks distillery costs
Keeps the same "bold if changed" functionality added in recent QoL improvements, but replaces the one-datum-instance per hint per device with a two number vars per device.
* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.