Headset+Earphones=Earset. Because headphones is too long. Sprite request fulfilled.
Increased limits on cyborgs at round start. I still see people killing themselves to become cyborgs, so clearly it's in demand. On an average round this is potentially about 10% of the station, but that is lower than the number of potential engineers, security, or medical personnel by far.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1214 316c924e-a436-60f5-8080-3fe189b3f50e
As a side effect of fixing this, since digging into the related code to make it not the case would be a chore and a half, round-start cyborgs are capable of being traitors, receiving the same objective/law set as an AI would. Much like a traitor AI, they can use a robotics terminal to hack themselves to unlock the emag module, at the cost of RED ANTENNA ROUGE BORG.
It has been suggested that they get additional perks, such as immunity to robotics terminal detonation/lockdown, but I am wary of adding such things right off the bat. We shall see.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1204 316c924e-a436-60f5-8080-3fe189b3f50e
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
After getting the general opinion of the coding staff I'm Re-Enacting welding masks tinting as on by default. Once the sprites are done, we can make the helmets be toggleable.
Added "say *wave"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1201 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed bug with random last name being empty in rare cases.
Fixed spawnable dnainjectors (/dnainjector/hulkmut and so on)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1199 316c924e-a436-60f5-8080-3fe189b3f50e
Green lab coat can now be spawned.
Tweak to several sprites, nothing major.
Default sprite added to masks, so that some gimmick items may be spawned now.
Tea has a funnier name and description. Vending machine changed to "Hot" from "Warm" to better reflect contents.
Service Cyborgs can be picked! Shaker, dropper, tray, pen+paper for note/order taking and DOSH to show their class off. When emagged, Colonel Butlertron did it in Atmosia with the Energy Sword. Possibly bugged, must investigate further. (SoS authorized some live testing!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1197 316c924e-a436-60f5-8080-3fe189b3f50e
- You can add a photo to you ID (Just one tho)
- If you examine someone with a photo on his ID, it'll tell you it has a photo
- Commented out code which spawns a photo of you at round start/late join
- Moving Mining out of beta
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1193 316c924e-a436-60f5-8080-3fe189b3f50e
- Mechs equipment is customizable (you can add different equipment to mechs). Weapons go to combat mechs only, clown mech equipment - to HONK only. Clamp goes only to Ripley.
- Mech equipment can be built by mech fabricator.
- Added mecha RCD, mecha teleporter, mecha wormhole generator equipment.
- Equipment(if any left) can be pried from mecha wreckage with crowbar.
- Mech control console circuitboard added to circuit storage.
- Mechs can teleport from teleport hub.
- Fixed ripley cargo problems with moving objects(bots, carps, huggers etc). Loading hostile organisms may be harmful. Be vigilant.
- Fixed bug with many mobs climbing inside one mecha.
- Fixed mecha "unable-to-move" message spam.
Other things:
- Rooms in random asteroids for extended and sandbox (WIP)
- Misc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1190 316c924e-a436-60f5-8080-3fe189b3f50e
MAP:
- replaced some tiles under airlocks with platings instead of the dark floors (escape hallway north maintenance)
- Replaced bartender's top hat with a sturdy version, which has helmet characteristics.
- Added 3 regular top hats to black jumpsuit lockers
Expecting a negative vote from vey...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1188 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
- Redesigned assembly line area
- Corrected CE's office name
- Corrected Mining shuttle area name
- More maintenance hallways
I hope i've fixed all the mapping bugs as i've spent quite a few hours debugging it but you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1184 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo no longer makes people inside the tube only process reagents every 10th tick (which was fucking retarded, considering that the cryoxadone happens to BE a reagent)
Clonexadone now heals non-cloneloss at the same rate as regular cryo reagent, so it's not strictly better in all cases.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1179 316c924e-a436-60f5-8080-3fe189b3f50e
Mobs now have a "cloneloss" var, used to represent the fact that they aren't done being cloned. There are exactly 2 ways to heal cloneloss outside of badminnery.
1) Don't get popped out of the tube early.
2) Load a cryo tube with Clonexadone (mix Cyroxadone, Plasma, and Sodium to make) and hop in.
Clonexadone also happens to heal regular damages twice as fast as cryoxadone, so it has more use than just fixing quickclones.
PDA medscanners aren't sophisticated enough to detect cloning imperfections, but the ones found in medkits are.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1178 316c924e-a436-60f5-8080-3fe189b3f50e
Dubbed the "Bag of Holding", this latest wonder is a backpack that has had the interior filled with a Bluespace generator. This allows for unmatched item storage potential! The generator has proven perfectly reliable under light use, but heavy loads have been proven to cause strain, eventually leading to total failure and loss of any stored items. Additionally, the generator does NOT play nice with other applications of Bluespace, do not wear or carry the device while attempting to teleport, or attempt to place one into the Bluespace pocket of a second device. The Bluespace interface has been observed to destabilize gravitational singularities.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1176 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed all known issues regarding storage items including photo albums being able to carry any item with w_class = 1 and the double messages that were generated when you or someone placed an item into a storage item. Same for bible, briefcase, etc. etc.
- A side effect of this is that storage items are no longer able to be wrapped with wrapping paper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1175 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new configuration .txt to enable forum database communication.
Every connected client receives a new verb to use this system, 'Activate Forum Account' as defined in forum_activation.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1173 316c924e-a436-60f5-8080-3fe189b3f50e
- destroying an autolathe no longer leaves a clone of the lathe under the frame
noticed problem:
- autolathe construction is bugged
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1169 316c924e-a436-60f5-8080-3fe189b3f50e
- Number of ejected sheets from protolathe and imprinter now limited by available material amount.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1168 316c924e-a436-60f5-8080-3fe189b3f50e
- Making single panned glass now checks if there is already a pane facing the default way and adjusts to face the nearest empty way in a counter-clockwise search direction. Should make placing windows easier
- Windows now have 'rotate clockwise' and 'rotate counter-clockwise' verbs
- Fixed window creation, a bug which my previous update made
MAPPING DEBUG TOOLS:
- Renamed all verbs in mapping to other names so they don't interfere with existing verbs when writing part of the command and pressing tab. (copied for previous update as this one actually fixes it)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1166 316c924e-a436-60f5-8080-3fe189b3f50e
- East facing basic windows now actually face east. (game panel spawning)
- Fully standardized reinforced windows and removed the obj/windows icon from displaying so it will never be used in mapping again.
- Gave robotics three health analyzers to go with their medic boxes.
- Minor mapping fixes here and there - stacked windows, wires, etc. the usual.
- Renamed all verbs in mapping to "MAP XYZ" so they won't show when you write part of a command and press tab. ("sec camera display" instead of "secrets")
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1165 316c924e-a436-60f5-8080-3fe189b3f50e
- A mapping debug proc which overlays the map where the areas where intercoms can listen. NOT FOR INGAME USE! It is also rather processor heavy and will take about 5s or so to process everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1162 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a tool which reports security camera annomalities such as c_tag matches and overlapping cameras.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1161 316c924e-a436-60f5-8080-3fe189b3f50e
- Host level admin verb added which displays the view ranges for security cameras. Not intended to be used in-game. Intended to help with the checking of camera coverage when mapping. (Already found some areas which need attention)
- For everyone who'll cry FEATURE, i asked for permission to code 'features' intended to aid with debugging and bug-fixing.
- From now on forgetting security cameras is NO LONGER A 'WHOOPS'-LEVEL EXCUSE!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1159 316c924e-a436-60f5-8080-3fe189b3f50e
- Vent pumps and scrubbers no longer spam radio broadcasts. Should help with lag a little.
- Fixed Gygax construction.
- Made Ripley more miner-friendly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1152 316c924e-a436-60f5-8080-3fe189b3f50e
Mining once again given to the quartermaster and HoP. The CE has no business with mining.
Removed the overstuffed Atmos/Engineering supply room.
Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.
The incinerator is now maintenance access only.
updated the changelog...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1150 316c924e-a436-60f5-8080-3fe189b3f50e