Welders and wires repair 15 of brute and burn respectively, this only repairs 5 of both. So you can do it a lot faster with a welder/wires, but you can carry a nanopaste with you to fix that time you hit yourself with a box or something. Quick fieldwork w/o goggles and such.
Fixes#1105
Now you can start with them in loadout. They are no longer SUNglasses though, so they won't protect you from flashes.
There are several models, the loadout ones are the civilian ones.
- Civilian: Displays job ID icon based on the person's ID, and shows a health bar only if they are injured.
- Medical: Same as civlian, but displays advanced status (virus, borer, etc) along with backup implant status, and allows medical records access.
- Security: Same as civilian, but displays warrant and arrest status, and will automatically darken (electrochromic) in response to flashes, making the wearer immune, plus security records access.
- Engineering: Same as civilian, but will automatically darken to protect one's eyes during welding.
- Research: Same as civilian, but has a trendy goggle form factor for SCIENCE reasons.
- Omni: Has the combined features of all of the above. The only pair available spawns in the CD's office. (CC officers also)
* Added expand area capability, it will add connected space area turfs to the current area.
* Made the allowed area types vars so they can be more easily configured if needed.
* Added verb to highlight nearby areas. Lets you actually see (in game) where area boundries are!
* Added a preview mode so you can see what new area the blueprints will make before it makes it.
* Both usable only while holding the blueprints, they go away when you drop them.
* Allows constructing new rooms out of the asteroid! Previously blueprint couldn't because it wasn't technically "/area/space"
* Also moved the list of what area types count as space or protected to variables so its not a list embedded in the middle of a proc...
* Allows constructing new rooms out of the asteroid! Previously blueprint couldn't because it wasn't technically "/area/space"
* Also moved the list of what area types count as space or protected to variables so its not a list embedded in the middle of a proc...
Trays have no attack cooldown because they have this crazy-long snowflake code for attacks.
Beds (and children like chairs) don't track target for grab-buckle do_after, letting them run away and get teleported back to the chair and buckled regardless of their efforts.
Trays have no attack cooldown because they have this crazy-long snowflake code for attacks.
Beds (and children like chairs) don't track target for grab-buckle do_after, letting them run away and get teleported back to the chair and buckled regardless of their efforts.
* The parts lathe can print tech level 1 stock parts (matter bins, capacitors) required to build basic unupgraded machines.
* This is a separate machine from the autolathe to ease any concern that the autolathe would become OP.
* ALSO, it can be hit with a circuit board and will conveniently display the parts required to build that board's machine.
* Added circuitboard and design for constructing a parts lathe.
Yes yes. I know.
Anyway, there's no cooldown on this so you can give someone about 800 brute in 10 seconds. A LITTLE UNUSUAL if you ask me. Also reduced it from 8 because what the hell is that toilet seat made out of? Osmium? For an armor-ignoring attack that's a little high. Also the swirlie thing was coded wrong for the do_after.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
* Put in our own circuit board so de-constructing and re-constructing gets the same machine back.
* Polaris now has all the same icon states as we do! We don't need our own jukebox_vr.dmi anymore.
* Every constructable machine with a circuit board needs to create its required parts in its constructor. These parts must be the same parts specified in the machine's circuit board, otherwise you get the wrong parts when you deconstruct. This creates an opportunity for error which we can eliminate by reading the circuit board's part list and just adding those to the machine directly! Plus its less tedious.
* Implemented it on the jukebox.
* Makes the paper shredder constructable and deconstructable.
* Switches to some new sprites which are animated!
* Machine now requires power, icons respond to power on/off etc.