Commit Graph

16 Commits

Author SHA1 Message Date
Erthilo
be0b86bed9 TG: - When an admin uses 'adminwho', they will now also get information on whether
the connected admins are observing (they're a ghost), playing (they're a living
mob) or if they have not even entered the game (they're a new_player mob type)
- In addition when an admin uses 'adminwho' they will see if the admin in the
list is AFK or not. You are deemed as AFK if you have been inactive for 300
seconds = 5 minutes.
- A little code standardization for port gens.
Revision: r3730
Author: 	 baloh.matevz
2012-06-07 01:21:26 +01:00
SkyMarshal
bfa48835f9 Fixed and cleaned up ZAS. Added some better sanity to explosion locations.
ZAS procs are now more standardized, needs more comments though.
Connections between zones now self-manage themselves, adjusting things if/when the turfs they are on change zones. (The check for this is very efficient and fast, but a bit hard to read codewise)
Zone share percent set to 4.  Seems to work well.
2012-06-04 14:56:28 -07:00
Mloc
fbb67b2e42 Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-29 16:26:48 +01:00
Lexus Langg
2ccf6e604a Created Industrial PACMAN generator with a Kirby sprite.
Made matching circuit board and R&D imprinter design.
My first real commit. =P

Signed-off-by: Lexus Langg <jaedonjacobi@yahoo.com>
2012-05-10 18:55:27 -07:00
Ren Erthilo
92ad8634ac Fix for SUPER/MRSPACMAN not accepting sheets. Credit: refrigeron 2012-04-27 20:03:08 +01:00
Ren Erthilo
0cc9d15a18 TG: Removed the mint.
Coins can still be found and used in vending machines.
PACMANs now run off sheets instead of coins.

Added coolity's new orebox sprites.
Updated the changelog.
Revision: r3178
Author: 	 petethegoat
2012-04-24 19:56:47 +01:00
Ren Erthilo
841105e1f5 TG: Widespread grammar fixes! Still loads I've yet to fix. It'll take forever.
Resolved  Issue 333 : The plastic flaps on the mining station now actually block
air-flow. http://code.google.com/p/tgstation13/issues/detail?id=333
Fix for runtime in  issue 332  until getrev is fixed.
https://code.google.com/p/tgstation13/issues/detail?id=332
Resolved  Issue 331  https://code.google.com/p/tgstation13/issues/detail?id=331
Resolved  Issue 304  https://code.google.com/p/tgstation13/issues/detail?id=304
Removed a lever I found randomly placed within the asteroid rock.
Revision: r3021
Author: 	 elly1...@rocketmail.com
2012-04-17 22:11:45 +01:00
Hawk-v3
bdff096c4c Subject: [PATCH 086/285] TG UPDATES:
- Simple event dispatch system.
- atom.forceMove() proc. Ignores density and other Move()restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class - anyprob() helper proc.
- Mecha internal damage varsencapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it
2012-03-01 20:50:19 +00:00
SkyMarshal
ffb142abae Secure Airlock update!
4 new wires, completely randomised! (2nd bolt wire, 2 only-drop-bolts wires, and an AI alert wire that alerts an AI 20% of the time, when messed with)
Emags have a limited number of uses, between 3 and 7, and cost 5 TC
Hacktools are more useful than they were, and have a lower chance of alerting the AI
(This is unmapped ATM)
2012-02-08 12:07:12 -07:00
CaelAislinn
3879cfef53 fixed typo
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-23 14:24:04 +10:00
CaelAislinn
f1b2f77586 added pacman type II generator and the pacmanII circuit board. pacman2 runs off plasma tanks instead of coins, but doesn't output as much power (90% of the t1 gen, to be precise) and requires the same level of power storage tech to make as a super pacman.
untested, but should work.

Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-20 23:53:03 +10:00
petethegoat@gmail.com
f24295f43b Added Tobba's cleanbot patrolling and portable generator updates.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2389 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-18 19:45:09 +00:00
cagerrin@gmail.com
109448c306 -Added missing icon_states for vault door.
-Added sprites for second- and third-tier portable generators.
-Changed vault area name.
-Added frame sprites for vending machines(suggested build sequence: frame, wrench, wires, circuit board, screwdriver, 2x glass sheets, screwdriver)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1255 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 22:19:29 +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
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00