Commit Graph

2244 Commits

Author SHA1 Message Date
baloh.matevz
a05867438f NEW AI SATELITE PROTOTYPE
- On the clown planet z-level
- Take a look at it and comment. 
- As many will likely get at me for placing the teleporter where it is, i don't think the AI can do much about it, seeing as it's wired to the AI's own APC.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@959 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 10:18:30 +00:00
baloh.matevz
cad7f87a16 MINING UPDATES:
- Fixed the mint
- Please report any additional bugs
- Added money bag item which can hold coins. Can't remove them at the moment tho.. whoops... forgot that

MAP UPDATES:
- added mint between crew quarters and detective's
- moved mining shuttle dock a step forward
- Removed the mint from mining outpost
- Added cammeras to mining outpost, CE's office and mining shuttle dock

ICONS:
- Added new smelter icon (it's a WIP but still better than the old one... SPRITERS!!!)
- Added mining console icons. I like these ones to be honest...
- Changed a tile to a floor in maintenance between mechbay and toxins
- REMOVED DOUBLE LOCKING DOORS TO ENGINEERING
- Made the flashlight in right main solars spawn above the air scrubber... (i only found the flashlight was there a few days ago)
- Moved the location of the ships for the shipbuilder to the clown z-level

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@958 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 07:50:24 +00:00
baloh.matevz
c8a195386d CIGARS added, not available anywhere on the map at the moment. They will be, as their name suggests, PREMIUM and not widely available.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@952 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 00:05:17 +00:00
n3ophyt3@gmail.com
6368d36c77 Mime no longer starts with latex gloves. (he has White Gloves instead)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@950 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 18:03:19 +00:00
n3ophyt3@gmail.com
71aecf433c Moved clothing defines into separate files based on where you equip them.
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
2011-02-03 17:34:18 +00:00
mport2004@gmail.com
cd79ae951d Updated:
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
2011-02-03 08:15:17 +00:00
rastaf.zero@gmail.com
0af3ebe054 Fixed crashing master_controller() process when mob suddenly gets deleted during his Life().
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
2011-02-02 18:56:03 +00:00
morikou@gmail.com
470964c12c I'm-too-lazy-to-think-of-something-clever update:
- 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
2011-02-02 06:47:54 +00:00
morikou@gmail.com
9209ecf041 We Can Rebuild It! update:
- 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
2011-02-01 06:41:58 +00:00
morikou@gmail.com
78774bf0a0 SCIENCE! Update:
- 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
2011-01-30 01:40:20 +00:00
polyxenitopalidou@gmail.com
80c9e67e30 •Bar now has a Maltese Falcon sign, because I was feeling nostalgic today
•Remove it if you're uncouth bastards and you don;t like it ;_;
•Cigarette machines now hold more matches due to popular demand. Also more zippos once hacked.

(this was partially to test my abillity with a neon-like effect on sprites)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@926 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-28 19:40:56 +00:00
rastaf.zero@gmail.com
427313e0ad Shocking overhaul. Fixed bugs are:
- 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
2011-01-27 16:40:36 +00:00
daelith.rhedynfre
1b82a7690e Included a commented out version of the hub password to get onto the SS13 hub
-NOTE TO TGSTATION CODERS. DO NOT CHANGE THIS FILE. UNLESS SOS GIVES THE WORD, WE ARE NOT GOING PUBLIC.
-To hosts, and anyone else this may concern that isn't directly affiliated with the project, instructions on how to use it are included.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@918 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 04:22:34 +00:00
morikou@gmail.com
42cacda94b Oh god, no internet. What do? Update:
- 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
2011-01-27 03:00:54 +00:00
baloh.matevz
f6d380fc76 AIRLOCK update:
- 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
2011-01-26 20:45:39 +00:00
panurgomatic
b39f5656d6 - Buildable Ripley mech. Quartermaster can order the crate with parts. Manual sucks, I know.
- Fixed H.O.N.K. sound issue.
- Various mech fixes and tweaks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@913 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-25 06:25:05 +00:00
baloh.matevz
5192516c0e PEN AND PAPER:
- 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
2011-01-25 06:02:45 +00:00
daelith.rhedynfre
0a8aef9c59 Added an operating room to medbay. Operations must take place on an operating table.
MDs and CMO are the only medbay staff with access to this new area.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@907 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-23 23:07:01 +00:00
daelith.rhedynfre
db63e7b8fe Added eye surgery as a start to the surgical procedures.
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
2011-01-23 20:26:22 +00:00
baloh.matevz
236b47eea7 Map changes:
- slightly expanded building site below the mining dock to signal something is being built there.
- slightly expanded building site in engineering.
- err... crashed something into the derelict.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@898 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-22 01:14:53 +00:00
rastaf.zero@gmail.com
ab2ddb2fa7 APC screwdriving bug fixed.
Experimental: welding helmet nerf. It now reduces view range. For now this feature is globally turned off by default. Admins in game can turn it on if they like it. See "debug" tab.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@897 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-21 22:47:27 +00:00
baloh.matevz
3c5bac264e Added a penlight. also slightly changed the way flashlights work, so we can easily add more kinds of flashlights. Now they have a brightness_on var, which determines their luminosity when on, an icon_on and icon_off var which determine their sprites when on and off. Jobs that spawn with a pen-light: medical doctor, CMO, geneticist, virologist. note that a pen-light is a pen-sized light, not a pen, that's also a light.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@892 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-19 02:37:45 +00:00
n3ophyt3@gmail.com
0821ff0773 Added a list that tracks changes to AI/cyborg laws, similar to the list that tracks signaler use
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@890 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-18 01:37:20 +00:00
daelith.rhedynfre
687e37f359 Committing the tools I made for surgery, so maybe I'll finally have a bit more incentive to keep up with it
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@888 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-18 00:53:31 +00:00
polyxenitopalidou@gmail.com
e466429b67 •New matchbox and match sprites, so they don't look fucking awkward anymore.
Project shrink silly sprites is only just starting.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@887 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 21:30:06 +00:00
polyxenitopalidou@gmail.com
e742c0fecd •Added Golden Plaque in the station due to Christmas Content. It's next to the warden's entrance since the Captain's quarters was too saturated with special items to get another one.
•Fixed normal wall in the perimeter of rwalls of toxins storage. Weak point was intentional, maybe? In that case comment and i'll quickly revert.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@876 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 17:03:48 +00:00
crazyclonetheninja
cc2a8ce56b Magboots now correctly stop you from getting sucked into the singularity when activated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@865 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 05:57:35 +00:00
uporotiy
16ca227fdc Reworked Spellcasting System v0.9
- Very flexible - you can edit some of the spell's vars on the fly, or hardcode variations of the core spells.
 - Everyone can access it - you could even have observers with spells.
 - Slightly better UI - no longer will the spell verbs blink in and out of your verb panel.
1.0 will convert the existing spell sources (ie wizard spellbook) to this system and convert the last two spells to it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@860 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 00:25:45 +00:00
morikou@gmail.com
70c6c46657 The Not-As-Big-As-It-Seems Update: Changelings Overhauled.
- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).

- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 02:10:24 +00:00
noisomehollow@lycos.com
9995e7fad2 Alien eggs are can now be dragged.
Hunters begin with 100 plasma instead of 50.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@850 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 23:31:42 +00:00
daelith.rhedynfre
92de0d684a -Added matches. They are available in boxes from the smokes machine.
-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
2011-01-13 19:33:30 +00:00
crazyclonetheninja
d716d8a6c3 REALLY let ghost teleport go to Derelict, Thunderdome, and AI sat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@837 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:52:25 +00:00
crazyclonetheninja
4a9f8c42ba Ghost teleport now allows you to go to the Derelict, AI sat, and Thunderdome. You can now teleport to all locations you could before the renovation.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@832 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 07:05:34 +00:00
rastaf.zero@gmail.com
0aa11e69fe Pipes bugfix:
- 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
2011-01-12 06:56:00 +00:00
noisomehollow@lycos.com
c73a181f14 More work on Respawn Character proc. Now properly grants traitors and whomever their equipment/powers. Will also add them to all databases in-game if specified.
Added a few more names to wizard random gen.
Chaplains may now pick/create their religion and their deity. Don't lose that book!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@823 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 22:56:25 +00:00
morikou@gmail.com
e7783df73b Yayificaiton Update:
- Added some comments to circuit imprinter.
- Sleepypen nerfed from 50 units to 30 units. Still FAR more then you really need but still keeps them down for quite a while. However, how a pen holds more reagents then a syringe is beyond me.
- Changelog updated.
- Ghost Teleport now works.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@820 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 06:45:27 +00:00
rastaf.zero@gmail.com
6b7801c4af Singularity now wont leave floor under eaten walls.
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
2011-01-08 22:16:27 +00:00
morikou@gmail.com
a14a2d0ed0 Of What Things May Come Update:
- 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
2011-01-08 07:46:00 +00:00
noisomehollow@lycos.com
b39cc82d7a Added descriptions to wizard spells.
Beefed up Mind Transfer. Can now swap with traitors/revs/etc. Limited to humans and monkeys, and may not transfer to changelings, wizards, or cultists. Targets must still have a mind and a client for this to work (must also be alive).
Mind Transfer now correctly works for mime targets or other targets with special verbs.
Added a proper spell book for wizards.
Changelings are now properly assigned their special role at round start.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@810 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 07:19:14 +00:00
noisomehollow@lycos.com
13fe524141 Wizards no longer start out as members of the crew. Their basic equipment is also reduced to the bare neccessities.
Wizard spells will be selectable through a time, instead of PDA/other. Currently inserted as the radio uplink.
Spells are now contained within a single file.
Added new spell, mind transfer. Allows the user to swap bodies with any available (non-braindead) human being. Traitors, changelings, and other similar people are not affected. It is possible to lose spells during the transfer. 1 minute cooldown. Probably still has bugs and/or balance issues.
Wizard teleport cooldown increased to 60 seconds.
All humanoid aliens (other than queen) may now vent crawl.
Hunters gain shorter devour time and a new ability to regurgitate their victims (if they are still alive).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@807 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 01:33:32 +00:00
uhangi@gmail.com
28b6c40b3c doing some stuff to barriers
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@806 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 01:07:34 +00:00
bizarre.babel@gmail.com
4fbce6870a Bunny ears, clown+security+medical backpacks, and skirt added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@803 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 16:42:10 +00:00
hunterluthi
2258bd12cd Just some minor changes. I re-added the fire closets, and also changed them up quite a bit. They now output the exact same equipment that was previously on a rack in atmospherics. Said racks have been replaced with fire closets, maybe it'll give a hint to atmos that they're yanno... supposed to put out fires.
Also changed Head of Staff's office to Head of Personnel, and Head of Research's office to Research Director's. Figured it would be useful to update them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@798 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 10:24:22 +00:00
noisomehollow@lycos.com
33cc484782 Removed the new shuttle-dock hallway. Repositioned the shuttle dock, various other fixes/adjustments related to this.
Placed Mech Bay and chargers on the map.
Re-added PALADIN AI module to AI Upload.
Moved a chair on the Bridge so it's positioned properly.
Added mech chargers to CentCom.
Removed deployable barriers from engineering (or rather, overwrote them).
Moved DJ station location.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@797 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 07:28:06 +00:00
baloh.matevz
6a1bd13d0d A new look for the fire suit. Edited the lefthand, righthand, suit and suits files. defined under clothing/suit/fire/firefighter and has the same properties as the fire suit apart from icon_state and item_state. Also edited contents of the chief engineer's closet and fire closet. also replaced all existing pajama-like firesuits with these. Long message for a tiny update, i know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@793 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 21:26:46 +00:00
n3ophyt3@gmail.com
bd9819c272 Made items that get unbloodied update their icon during the unbloodying, so you can tell how much you used your gun between getting blood on it and cleaning it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@791 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 17:08:33 +00:00
n3ophyt3@gmail.com
cc51d5eeb1 Stack of runtime error fixes.
Didn't feel like digging into the DNA code to find the cause of one of the errors I got sent, if anyone feels like taking a crack at it:

runtime error: list index out of bounds
proc name: updateappearance (/proc/updateappearance)
  source file: dna.dm,257
  usr: Walter Bishop (/mob/living/carbon/human)
  src: null
  call stack:
updateappearance(Walter Bishop (/mob/living/carbon/human), "0FF0000660FF000066DC0000000000...")
Walter Bishop (/mob/living/carbon/human): Transform()

What I know: He was a changeling transforming between DNAs, apparently he somehow got a set of hair DNA that was literally off the charts for determining what hairstyle it was

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@781 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-05 02:12:37 +00:00
rastaf.zero@gmail.com
89fde1f3c3 Derp "DEBUG".
Analyzer now fit on utitity belt.
Also t-ray scanner now fit on utitity belt.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@774 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-04 13:58:53 +00:00
hunterluthi
2e2959d4b4 Right. This includes both some updates from myself, as well as some updates to mining from errorage.
My updates: 
-Alert Computer ( as seen in CE's office and bridge) renamed to Station Alert Computer. Object path altered to reflect this change (formerly computer/atmospherics/alerts, now computer/station_alert)
-Circuit board changed to reflect above alteration. Renamed as well (also easier to figure out what it goes to with the new name)
-Alert Computer added to atmospherics. 
-Alert computer will now report on power failures on the station.
-Alert computer will now flash red (similar to atmos alert computer) when an alert is present.
-General Alert computer renamed to Atmospheric Alert Computer. Same as changes to alert computer, however there was no circuit board to fix.
-Fixed bug in which APCs were not properly clearing power alerts for the AI and alert computers.
-Fixed a bug in which atmos alert computers were not properly updating icon_state-wise on a power change (they would just vanish). This bug also affected the updated station alert computer, but as I said this has been resolved. 

I think that's it on my updates. 

Errorage's updates are to the mining station and construction area. He vanished on IRC so I can't get him to cough up more details and I need sleep, so he can comment on this if he wants.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@772 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-04 10:48:45 +00:00
noisomehollow@lycos.com
45d92d09ff Divided aliens into castes: drones, hunters, and sentinels. Modified their sprites and abilities to reflect this. Aliens now have a mind variable when not admin-spawned.
Spawning generic alien humanoids is still possible but not recommended.
Alien procs changed to reflect alien castes.
Updated respawn character proc. Should now work right and factor in jobs if specified.
Added Neo's PALADIN core module to AI upload.
Pulse rifles are not spawnable by admins below coder rank.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-04 07:46:17 +00:00