- 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
- Destructive analyzer has a new, spiffier icon by Veyveyr! Old icon's moved to old_and_unused.dmi. Since stationobjs.dmi was getting crowded, a lot of completely unused icons were moved as well.
- R&D console now will link to any Destructive Analyzer, Protolathe, or Circuit Imprinter up to 3 tiles away (but two machines won't link to the same console or vice versa). Also, it will only link up to one of each.
- New stock parts: Micro-laser and Matter Bin
- Computer Frame icons moved to stock_parts.dmi
- New build frame: "Machine Frame." Similar to a computer frame, you can make a variety of generically boxy machines with it. It'll cost five metal to build (as well as all the other parts) but it won't be accessible to players just yet (there really wouldn't be a whole lot for them to build). More will be add eventually as part of the R&D system.
- Circuit boards are now divided into types. "computer" boards are used in a computer frame to make a computer console, "machine" boards are used in a Machine frame to make a machine of some type. Other types may or may not be added in the future. Mecha boards will be redone to this format eventually.
- New Circuit Boards (Machine Type): Protolathe, Destructive Analyzer, Circuit Imprinter, and Autolathe.
- New Traitor Item! Paralysis Pen. It looks like a penlight (the kind all doctors start with) except it injects Zombie Powder into the victim (similar to a changeling's paralysis dart). The target is aware but cannot move, speak, or emote. They also appear to be dead on health analyzers. Non-refillable and costs two telecrystals.
- Anti-toxin now works on Zombie Powder. It was intended to work, I just forgot to add it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@961 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
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
- 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
Added o2 skin for medibot, thanks to Cheridan.
Bots now won't open firedoors (because they haven't crowbars).
DNA records in medical computer now starts empty. It was too easy for crew to reveal cultists with such records.
Map update: eliminated pipes-related glitch. If someone have modified map too and gets some svn conflicts - feel free to overwrite my map and notify me. I have an easy way to reapply my changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@922 316c924e-a436-60f5-8080-3fe189b3f50e
Cola and similar drinks now won't prevent freezing to death in space.
Also fixed typo in glove charging code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@920 316c924e-a436-60f5-8080-3fe189b3f50e
Admin Crew Manifest can read assignments from PDA.
Some other id-in-pda related glitches fixed.
APC frame can we unwrenched in hand.
Medical computer now have DNA records.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@910 316c924e-a436-60f5-8080-3fe189b3f50e
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
Lag reduced by approx 30% (0.5 seconds of total 1.5 on my system).
Some air alarms on the map copypasted from toxins one, with its special settings.
Added list of used frequencies and HOW IT WORKS section to communications.dm. Sorry for some engrish.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@895 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
- 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
- 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
- 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
- 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
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
- 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
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
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
-A mining outpost spawns on its own isolated z-level. Only way to get there right now, is admin-travel
-A lot of the related sprites are going to be altered/completely redone
-Testing is going to be controlled by the admins, on request only.
-Too much to describe, you'll have to check it out for yourself
-Commented out the new disease while a needed file is missing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@759 316c924e-a436-60f5-8080-3fe189b3f50e
- New Reagent: Copper. Available from the Chem Dispenser.
- "Robotic Transformation" (ie, the one you get from roburgers) is now cureable but has a low chance of recovering.
- "Xenomorph Transformation" (what you get from eating alien meat but is different from being facehugged) is now cureable but has a low chance of recovering.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@756 316c924e-a436-60f5-8080-3fe189b3f50e
- Food items don't make you goddamn fat so easily.
- Bananas are now edible but still leave a banana peel.
- New Disease: Pierrot's Throat. While infected, random words you say are replaced with "honk." At the later stages, you'll randomly say honk as well. See your local doctor with a health analyzer to find the cure. Virus added to virus crate and random/badmin disease event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@753 316c924e-a436-60f5-8080-3fe189b3f50e
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
- The soymilk + enzyme reaction to create tofu will now make multiple pieces of tofu depending on how much you are mixing together instead of just 1 no matter how much you mix together.
- Deleted some garbage code that I'm no longer going to implement (at least not any time soon).
- Candy Corn nutriment value reduced to something sensible rather then AUTO FAT
- By popular admin request, Guest accounts are not allowed to be any head of staff, the AI, or any security position. Unfortunately, that means if your BYOND name begins with "Guest-", you can't be those positions either. However, that's your own problem. I'll enable the config.txt setup for it later.
- Napalm actually works now. It's Aluminum + Plasma + Sulfuric Acid. It creates a relatively short but intense fire over an area and will spread like a normal toxin's fire.
- Incendiary grenades redone into a normal chem grenade that makes napalm. Old style incendiary grenade code removed since it didn't work anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@750 316c924e-a436-60f5-8080-3fe189b3f50e
- Added control interface for atmo mixer and pumps.
- Atmo meters now also show gas temperature
- Mecha logs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@741 316c924e-a436-60f5-8080-3fe189b3f50e
- Bottle of Olive oil removed from kitchen.
- Olive Oil reagent renamed 'Corn Oil.' Functionality remains the same as Olive Oil (in both use and reactions).
- Corn Oil can be produced by blending Corn in the blender.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@738 316c924e-a436-60f5-8080-3fe189b3f50e