Set the urls within config.txt. Both buttons do nothing by default, you have to
set the urls yourself.
Removed two unused txt files that I forgot to remove.
Revision: r3502
Author: elly1...@rocketmail.com
Removed restrictions for cultists, anyone can be converted now.
Bibles no longer deconvert cultists to stop the random bible smashing from
ruining rounds
Soulstones can no longer capture the manifested ghosts. No more infinite
constructs.
Removed the telecomm traffic control from the map until its fixed.
Revision: r3500
Author: kortgstation
-New carrot in-tray sprites.
-Added define for bottle of adminordrazine and supporting code for injecting
adminordrazine into plants. Basically for debugging, so I don't have to spend 10
minutes injecting plants with mutagen each time.
-Raised the passive species-mutation chance slightly. For real this time.
-Added sprites for red and yellow floorbots into aibots.dmi.
-New PDAs for the botanists and librarian. Sprites for cartridges for both too.
(There's some work into a botany cartridge but it's commented out for now)
Revision: r3498
Author: d_h2...@yahoo.com
sammiches.
-Ambrosia vulgaris now has a mutation.
-Added 1% chance for a species mutation whenever a plant's stats mutate.
-You now get more descriptive messages when applying mutagen to plant trays.
-Removed sugarcane seeds from the vending machine. They were redundant and had
poor sprites and no recipes. Added the seeds to the seeds crate so you can still
get them, if you really want to...
Revision: r3460
Author: d_h2...@yahoo.com
have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes.
Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
Revision: r3495
Author: d_h2...@yahoo.com
it off.
Added Khodoque's new shotgun sprites.
Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is
non-existent.
Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical
Removed the define for HALFMASK, as it was completely unused.
Revision: r3493
Author: petethegoat
of blood effect items that spawned to lag anyone who right clicked them. The
most recently created blood item will be the one that remains. This does not
effect gibs.
Revision: r3490
Author: baloh.matevz
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.
TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().
Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.
Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: elly1...@rocketmail.com
check_gas_mixture, the explosion cinematic, sleeper get_reagents_amount, and a
possible (albeit unlikely) fix for throw_at
Revision: r3478
Author: quartz235
This 'fixes' a runtime that occurs when intercomms are tuned to frequencies they
probably shouldn't be able to. I'm guessing there's no connection datum defined
for those frequencies. Although, I'm clueless at telecomms stuff and I don't
want to break anything.
runtime error: Cannot read null.frequency
proc name: Broadcast Message (/proc/Broadcast_Message)
usr: null
src: null
call stack:
Broadcast Message(null, S.I.G.M.A. (/mob/living/silicon/ai), 0, null, General
Listening Channel (/obj/item/device/radio/intercom), "J.R. Bob Dobbs has signed
up a...", "S.I.G.M.A.", "AI", "S.I.G.M.A.", "synthesized voice", 1, 0)
General Listening Channel (/obj/item/device/radio/intercom): talk
into(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...",
null)
General Listening Channel (/obj/item/device/radio/intercom): hear
talk(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...")
General Listening Channel (/obj/item/device/radio/intercom): hear
talk(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...")
S.I.G.M.A. (/mob/living/silicon/ai): say("J.R. Bob Dobbs has signed up a...")
I reproduced the problem on the centre private-intercomm in the AI upload by
tuning it down to about 121.7 or something.
Revision: r3474
Author: elly1...@rocketmail.com
P.S. Sorry for the nag but Agouri would down-vote all the things if I hadn't
tagged your name up there. :3
Also, removed some misplaced areas from the centcomm z-level (Quartermaster's
storage and a teleport one)
items. These bugs account for half of the runtime log.
This would have been a lot easier with admin cooperation.
TODO: make some sort of failsafe so stupid stuff like this doesn't happen
Revision: r3473
Author: elly1...@rocketmail.co
Cult walls can now be reduced to said girders.
Artificers can now create cult floors with a new
Added the damaged cult floor sprites by Ausops.
Revision: r3466
Author: kortgstation
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: baloh.matevz
- "Mapping debug" verb renamed to "Debug verbs"
- assume direct control, jump to dead group, startup singulo verbs removed from
admins. You can enable them by calling the verb 'debug verbs'. 'debug verbs'
remains game-master only, as it is just for debugging stuff. For a non-game
master to use the 'assume direct control' verb, they have to use view variables
- it was added to the drop-down.
Some procs were moved around. Please code things in the locations which make
sense! If you are making a verb for /mob/living, then don't put it in mob.dm,
put it in mob/living.dm. Thanks.
Revision: r3461
Author: baloh.matevz