* 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.
So if a mob is being held, like a Teshari, or anything else ~~like being eaten cough~~ then they are handled correctly by cryopods. Otherwise if someone scoops a Teshari, and cryos, they are simply deleted, their records stay in the round, their job slot is occupied indefinitely, etc.
So mobs being held (teshari, etc) are handled properly rather than simply deleted and not removed from the datacore, having their job slots occupied forever.
* 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.
Also just general AI QOL things.
AIs have a "Hardlight Noms" verb in the Vore tab. When their hologram is on top of a person, they can pick this, and will homf them. Takes 5 seconds, neither of you can move or it cancels. Holograms with someone inside become almost opaque and purple. They also have different examine text.
A hologram with someone inside cannot move through glass/tables/etc. Pressing "Hardlight Noms" again will give the option of dumping the prey out. Derezzing the hologram will also do this. Also because the hologram can be 'blocked' by things now when full, moving the hologram off the screen will derez it and dump the prey too.
AIs can examine mobs now to get flavortext and OOC notes. Shift-click only. This is for annoying technical reasons. Sorry to those that like to right-click and click examine.
* 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.
Adds random space traffic control chatter during the game. It's rare, not spammy. Like every 35 minutes it has one short conversation.
It adds a bunch of lore datums about different parties in space and ship names and stuff. That can be used for other stuff later.
If you find it annoying, you can disable it at the comms consoles (don't need to log in, anyone can do it).
***Normal traffic***
[Common] SCV Falken states, "Virgo TraCon, this is Federation SCV Falken on a military route to the Gateway 98-C at Arest, requesting refueling information."
[Common] Virgo Air/Space Control states, "Federation SCV Falken, this is Virgo TraCon, sending refueling information now."
[Common] SCV Falken states, "Virgo TraCon, thank you, good day."
***5% chance of wrong frequency***
[Common] SDV Lucina states, "Sol Command, this is Federation SDV Lucina on a diplomatic flight to NSB Checkmate, requesting remote telemetry data."
[Common] Virgo Air/Space Control states, "Federation SDV Lucina, this is Virgo TraCon, wrong frequency. Switch to 855.2."
[Common] SDV Lucina states, "Virgo TraCon, understood, apologies."
***2% chance of emergency traffic***
[Common] UNSC Colorado states, "This is Navy UNSC Colorado declaring an emergency! We have unknown life forms on board!"
[Common] Virgo Air/Space Control states, "Navy UNSC Colorado, this is Virgo TraCon, copy. Switch to emergency responder channel 639.2."
[Common] UNSC Colorado states, "Virgo TraCon, okay, switching now."
No-longer-infected but still ORGAN_DEAD flag limbs show up on scanner with a special thing so you can know they still need surgery/removal. They are pretty obvious from a visual exam, but hey, this scanner should show them too.
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.
Fix necrotic limb surgery
Make fever not so powerful that it resists cryotubes
All necrotic limbs produce toxins unless OD on spaceacillin, regardless of infection
Fix dropper use during surgery
Fix 'gap' in printable adv scanner infection reports
Fix nanoui template for adv scanner
Add examine text to gangrene and highly infected external limbs
Add flags to the MMI holder organs to make them robotic, and thus not infectable if they are > squishy MMI (posibrain, digital)
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.
* Protolate lid no longer bounces back and forth througout the whole build cycle.
* Autolathe lid no longer closes, snaps open, and then -nothing- until item spawns.
* Instead, the lid closes, stays closed while the item builds, then opens again.
* 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.