Commit Graph

54 Commits

Author SHA1 Message Date
tronaldnwn@hotmail.com
95587aad0d WELDING UPDATE:
- Welders no longer double charge for time AND work.
If anyone wants to fight about it I'll take you all on and beat you up with a tool box.
- Large Tank Industrial Welders now spawn in the weld closet, and can be hacked out of autolathes, they hold 40 units of fuel.
- Two new welders, the HUGE one that'll be in the prolathe construction later, and the experimental one that'll have regenerating fuel.

MONKEY BUG FIX:
- Monkey modules code changed so monkeys's back packs appear properly. Like people do, without me committing a billion duplicate back sprites.
- Monkeys have more masks to wear.
- Monkey gas masks have a north facing sprite now.
- Monkey Module code changed so MASKS will always work proper.

Mining Update:
- Plasma Cutter and sprites. It cuts at a delay of 0. meaning it is the best of the best of the best in the mining of ores. SIR! Thanks to VtecJumper, who happened to have it on his signature! It is robust as fuck looking.
- Belt sprites for all pickaxes and the jack hammer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1309 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-29 18:02:27 +00:00
rastaf.zero@gmail.com
e4907537b5 Fixed runtime errors in cryo and mining.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1308 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-29 17:00:42 +00:00
bizarre.babel@gmail.com
4fec78d87b Jackhammer delay changed so mining cyborgs are better than default miner equipment but no better than upgraded, researched miners and left behind by advanced researched miners.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1303 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-28 20:20:14 +00:00
tronaldnwn@hotmail.com
5f464d460a Let the miner unite, we won't stop the fight, a collective regime of peace and love.
Mining Cyborgs - Have a unique JACK HAMMER for mining! With included sprites (including mob carrying sprites)

Mining Tools - New sprites for pickaxes (of all types) and shovels. I used minecraft ones for parody sake (also mob carrying sprites will show custom pickaxes sprites and shovel sprites).

Other - Emergency oxygen tanks are now visible on mob carrying sprites (they were simply mislabeled by a Goon long ago).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1299 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-28 08:33:09 +00:00
panurgomatic
c7aa327159 - Operation permision now can be set for all mechs, including combat models.
- Added Durand parts and Durand construction (currently using Gygax part sprites)
- Other mecha tweaks.
- Fixed smelter not showing sand as smeltable material.
- Cyborg gibbing inside recharge station should now update its icon and power consumption.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1288 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 13:27:31 +00:00
tronaldnwn@hotmail.com
1047ebd828 Bug fix:
I placed a comma where I wasn't meant to, and then Nuke agents didn't get robust pills to kill people with. I feel bad.

Mining Update Minor:
Picks make a slight noise when they pick into mineral walls.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1287 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 09:45:33 +00:00
tronaldnwn@hotmail.com
0f886d4558 Well, I changed a typo, and made shoveling for sand less annoying.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1272 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 20:20:21 +00:00
baloh.matevz
67e0554d34 CHANGELOG UPDATED
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 06:23:59 +00:00
cagerrin@gmail.com
5637a3a4cf -Redesigned mint, moved autolathe storage northeast to the other side of the hall, moved N2O storage below prison shuttle dock.
-Added coin press sprites by Cheridan.
-Some rewiring done, will do more later tonight.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1260 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 05:04:11 +00:00
n3ophyt3@gmail.com
17d56d7033 Added silver, gold, and diamond pickaxes to the R&D system. They mine faster than regular pickaxes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1259 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 03:10:28 +00:00
baloh.matevz
cfe29735c7 - Added the machine loading floor tiles, changed loading sprites (which get deleted upon round start)
- Added a messaging server which will log all PDA and RC messages. Eventually I will make PDAs and RCs use this server, but since there are two major mapping things being done, I taught I'd get the map parts in early
- Messaging server currently logs all PDA and RC traffic (Only admins can see it tho via the View Variables verb)
- Included the missing file from a previous revision

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1252 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 20:53:38 +00:00
tronaldnwn@hotmail.com
fca3655293 I fixed some stuff.
Made the Hos A little more robust, and get handcuffs, energy gun, and a flash from the start along with sunglasses and an emergency gas mask.

Made the warden slightly less robust than his boss, and get hand cuffs, and no FLASHBANGS. I hate those things! Their gun is now a taser at the start.

All security members have a pair of latex gloves in their back packs for deal with with evidence, if they recall to put them on.

Miner lockers have MESON SCANNERS! And.. Miner rank jumpsuits...

Crates updated, new crate ARMOR. has helmets and armored vests (security access needed).

Food Crates updated, hydroponics crate updated, and um... I did a few more minor job/ crate changes.  Nothing stupid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1244 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 12:37:37 +00:00
baloh.matevz
ac74a20207 Mapping:
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.

New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.

Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 22:12:02 +00:00
n3ophyt3@gmail.com
1aca6254d4 The great verb retabbening.
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.

This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 21:29:42 +00:00
n3ophyt3@gmail.com
cc9e4a4922 Fixed more runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1158 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 16:21:21 +00:00
n3ophyt3@gmail.com
9cb797c382 Mech Fabricator now accepts materials that aren't metal or glass. BS'd some values for what you get per-unit on nonstandard ores, since the standard "one sheet = 3750" that glass and metal use seems a bit excessive for things like diamonds.
Diamond/enriched uranium: 1000 units per sheet
Gold/Silver/bananium/uranium/plasma: 2000 units per sheet

Numbers can be tweaked if needed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1126 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-25 01:25:33 +00:00
baloh.matevz
2c788fb2e4 MAPPING:
- slight change to arrival hallway

ADMIN COMMANDS:
- Added 3 commands to 'secrets': Move mining shuttle, move administration shuttle and move ferry. Each of these moves their respective shuttle. This is only intended for admin events. The mining shuttle still takes the 15-ish seconds to arrive, the other two are instantanious. All generate admin logs and admin-log-spam to prevent abuse.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1124 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 23:57:14 +00:00
baloh.matevz
a7171da6d0 MAPPING:
- Added a second r'n'd manual to the RD's office

MINING:
- Added enriched uranium, cannot be built yet tho.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1121 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 20:55:07 +00:00
morikou@gmail.com
3dacc661f3 Duckberg Update:
- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time.
- Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator.
- Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil.
- Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days...
- Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful...

Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power 

into.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 16:51:50 +00:00
morikou@gmail.com
17b01fac19 Wakka Wakka update
- PACMAN-type portable power generator now producable through the R&D system. You insert solid plasma coins (minted from solid plasma which you get from miners) into the generator and when you turn it on, it produces power (~5000 for a baseline model). Useful for powering small powernets/rooms. More powerful generators will be added eventually. To unlock the design, you need Plasma Technology 2 and Power Storage 3. To construct, it's 5 metal (Machine Frame) => cable => PACMAN board => 1 matter bin, 1 micro laser, 2 pieces of cable, and a capacitor => Screwdriver to finish. Screwdriver => Crowbar to start the deconstruction process. If not 100% reliable, the device will break down eventually.
- R&D console disk commands now actually work. Derp.
- In the R&D console settings menu, you can reset the console's R&D database to the default data. Make sure to backup data onto disk if you don't want to lose it!
- Instruction manuals in mech_construction.dm and mining.dm moved to code\game\objects\items\weapons\manuals.dm to make them easier to find. Condensed down some of the redundant code.
- R&Dinstruction manual added to the R&D lab.
- Fixed a pair of Destructive Analyzer bugs. If an object contains a mob (such as an intellicard with an AI in it), it runs the death routine for that mob.
- Protolathe now accepts uranium. GO FORTH, COMRADES.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1114 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 06:27:45 +00:00
n3ophyt3@gmail.com
f45e51e8fb Uranium ore can now be processed into uranium blocks. Sprite's a bit fugly, but I'm not a spriter.
Fixed typo in the stacking machine console.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1110 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 01:12:25 +00:00
n3ophyt3@gmail.com
a03f35b1da The stacking machine in the mining colony no longer devours stacks larger than 1 that are fed into it.
The assorted mining-related machines that have input and output sections no longer require them to be in specific directions to hook up (but it still needs to be a cardinal direction, not diagonal) The unloading machine in the mining dock that feeds a conveyor belt to the cargo bay now works as a result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1105 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 23:28:30 +00:00
morikou@gmail.com
aeecba8089 Minor Update:
- Thermite'd walls and mined minerals no longer fuck over the lighting code.
- Power cells now have a different examine-text entry when they fail due to low reliability.
- Some R&D console tweaks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1100 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 20:32:42 +00:00
baloh.matevz
c4ca650ddd Added cloning manual, as written by Perapsam
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1098 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 12:15:56 +00:00
baloh.matevz
e03fe53f97 MINING UPDATES:
- Sand for glass

Changelog updates:
- recent stuff added

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1078 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 17:57:09 +00:00
bizarre.babel@gmail.com
3a7e942b62 Miners have their own uniforms. Someone else is going to have to put them on the map in the mining colony, I'm not touching any of that. Here's hoping I didn't break something when I made them spawn with the new uniforms. Also, the pickaxe and shovel are now the same size as every other tool. It doesn't matter what's realistic, it matters what's useful and consistent. If a crowbar can fit in a pocket, then so can a shovel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1071 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 15:54:09 +00:00
baloh.matevz
13a90df9c9 Added a manual for singularity safety.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1070 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 01:47:40 +00:00
morikou@gmail.com
8f26085da5 Mad Science Update:
- Adjusted constructable frame so that parts actually affect the end result (if you use better then standard parts). Also, you can now use 5 metal to make a machine frame. Process is 5 metal > wire > Circuit Board > various parts (in any order) > Screwdriver. Deconstructing a machine made in this way, the order is screwdriver (to open panel) > crowbar (to pop parts out) > wire cutters > Wrench
- Autolathe, Protolathe, Circuit Imprinter, and Destructive analyzer all are affected by what parts you make them with, can be built, and can be deconstructed now.
- Origin Tech var changed from a list to a string to save memory/processing. It's not a problem right now, but it could be one in the future.
- Item paths for stock parts changed around a bit to make typing easier.
- A lot of items have been given an origin_tech var and as such, a lot more things can be analyzed to further SCIENCE! Try and find them :D
- R&D Lab added to that semi-empty area in the north part of toxins. R&D Console, Destructive Analyzer, Protolathe, and Circuit Imprinter added along with all the other tools and (basic) materials required. Very little "new" stuff is available but you can still unlock existing tech (such as AI modules or circuit boards) so  that you can make more copies of them.
- Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 04:41:56 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
baloh.matevz
6fa042697c prep work for craftlathe, nothing the players will see.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1052 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-16 19:09:37 +00:00
baloh.matevz
c77c307200 duffle bag fix, can now remove coins from it, small mining mapping fix to fix power, also fixed an area being slightly wrongly placed in escape arm. made the satchel spawn in the miners' hand instead of pocket.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 04:45:21 +00:00
baloh.matevz
04586604d4 MINING update:
- Mining shuttle computer is now emaggable

CHANGELOG update:
- Redesigned changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 22:14:38 +00:00
baloh.matevz
57b636025e MINING bugfixes:
- overlays now finally work on floors and space too, not just asteroid floors
- removed seeds spawning till the seeds actually do something

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1043 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 14:53:52 +00:00
baloh.matevz
3da17776ca MINING job added, world made, moving into BETA
ACCESS ASSIGNMENT fixed, If any further access problems develop, please report. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1038 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 02:06:47 +00:00
baloh.matevz
2cb277f1e1 - Fixed a note in the accelerator manual
- Added lights and some junk to the new room in engineering so it isn't completely empty...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1025 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 01:35:32 +00:00
baloh.matevz
04e66db3e2 CRAFT LATHE added
not to be used yet, as it's still a WIP

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1022 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 00:58:46 +00:00
baloh.matevz
c252f802b9 fix to one of the request consoles in the assembly line + added a 'user manual' for the particle accelerator so the heads of staff can rightfully yell at the engineers who screw up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1016 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 16:42:46 +00:00
baloh.matevz
4ce2ccd1ac ENGINEERING:
- Added book on being an engineer

ICONS:
- Added an icon to library.dmi for the new engineering guide

MAP:
- added a plasma cannister to engineering secure storage
- added a note to the CE that he now has a plasma tank in secure storage
- Reqorked the south of the prison station to make the shuttle get smoothwalled properly
- fixed the EVA external airlock not having a plating tile under it
- fixed a rogue area tile near the disposal unit

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@973 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-06 22:04:45 +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
171a3cff5b MAP UPDATES:
- Moved the Chief Engineer into his new office. Developers now have enough room to add new toys for him or the other engineers.
- Replaced the old CE's office with an observing area and lunge. This can be changed to anything you'd like
- Added two manuals to engineering: "Station repairs and construction" and "Hacking". My reasoning is that since both are freely available on the wiki, no point in not having them ingame as-well.
- Addd a welding fuel tank near the disposal unit, since that area had no fuel tank at all
- Fixed some area mismatch at the mining storage area
- Replaced the MK2 medical computer in the operating theater to a MK1 medical computer (same version as all the other medical computers on the map).
- Moved the engineering request console a bit so it doesn't cover the doors (i'll get to removing those stupid doors eventually)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@931 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-30 09:24:54 +00:00
baloh.matevz
44bf658fb8 Mining:
- The return of random mineral spawning
- Basic code for random mine generation: not yet implemented on the map
- removed the fluorescent lights at the entrance and replaced them with a light emitter (invisible object) to simulate the effect of transitioning into a dark mine. (need someone to test if right-clicking the plot gets the light emitter object in the context menu)

Map changes:
- Replaced some floor tiles with airless tiles on the abandoned, russian station.
- Slight changes to engineering intended to make room for expansion
- This was in the last update, but didn't point it out specifically: opened a new construction site just below the mining dock. I intend to build it up through the course of several updates into the mining processing and storage areas as the dock currently does not have enough space in it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@858 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 22:21:54 +00:00
baloh.matevz
13898c006b REVERTING updates r830, r833, r836, r838, r839 and r841 due to suspected involvement in the huge lag we've been experiencing since them. All the files mentioned below have been reverted to their state in version r829.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@847 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 12:43:28 +00:00
baloh.matevz
c9449c4249 hit me...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@839 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 20:42:11 +00:00
baloh.matevz
335a4cfd53 Mining hotfix - atmospherics in the mine updated so the whole mine has the same properties (oxy, nitrogen, temperature) as space.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@838 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 20:40:12 +00:00
baloh.matevz
2235bbe628 promised map update + mining hotfix
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@836 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:32:28 +00:00
baloh.matevz
5af6ed1597 mining floors and walls now respond to explosions. Large explosions cause a lot of lag tho!! badmins, you have been warned! Some mint related changes and temp graphics put up for the ore box and ore satchel. Not much else to say. A map update will come in a moment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@835 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:10:57 +00:00
baloh.matevz
e3a572e79a Mining updates:
- Minerals can now spawn randomly. If you don't want tiles to spawn minerals use the /turf/simulated/mineral turf type, otherwise use /turf/simulated/mineral/random for them to generate random minerals.
- Randomly generated minerals spread in seams
- Known issues include the updating of wall tiles and spawning of floors and... well quite a bit of stuff with random mineral plots. For the moment they're mainly aesthetic. Working on fixing the rest of the stuff.

Map updates:
- Added random mineral patches to the mining level. They are generally a few plots behind the wall that you see, so random minerals will not be visible from the mines themselves. (for the moment anyway)
- Updated the construction site - mining dock

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@833 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 14:18:20 +00:00
baloh.matevz
7d4a0f1473 Mining:
- added clown ore (bananium)

Map updates:
- fixed some wiring
- fixed some area mismatches on the mining station
- added a small cave with bananium to the clown island.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@824 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-11 17:49:04 +00:00
baloh.matevz
b890a512ee Overlays algorithm for the mines. Currently works for asteroid turf (floors) and updates when minerals are mined.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@818 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 02:46:27 +00:00
baloh.matevz
1bacbd80f3 Mining updates, mostly related to the production conveyor belt
Unloading unit:
- place ores, items or ore boxes there for them to get unloaded

Processing unit:
- now it works as intended

Stacking unit:
- finally made the code for it

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@817 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 23:17:51 +00:00