* Elevators aren't bottomless voids!
* Updates changelog
* Sombrero Code
* Fixes #2365
* Adds changelog
* Sleeper is evil.
* no message
* Changelog
* Stops observers from leaving prints on the ground.
No more spooking the mortals, ghosts.
* Allows autotraitor in secret to start with 0 players
* Adds changelog
* Makes diona slightly less slow
* Adds changelog
* Bowling Shirts
* Updates changelog
* Adds a missing description
* Flat Cap Changes and Hair Bow
* Fixed Error
* Adds an in-hand
* Lower Torso cannot be amputated
* Smoke works, adds changelog
* Updates changelog
* Makes Unathi Voidsuits Less Fat
* Medical related fixes
* Fuzzy Cuffs
* Tube Top
* Made Icons for Security Suit Less Gaunt
* Revert "Medical related fixes"
This reverts commit d7c59520e6.
* Just the fix to random med item now
* Adds organ fixing
* Fixes Evening Glove Coloring
* HAZMAT Suits
* Changes Unathi sprite slightly
* Tweaks skirt pathing
* Corrects changelog
* Adds changelog
* Construction Voidsuits
* makes people bleed real good
* adderino changeling
* Biohazard Voidsuit
* Revert "Revert "Adds hub passwordu""
* Explosive implants should no longer gib on limbs.
* Adds space penguins and space geese.
* Revert "Revert "Revert "Adds hub passwordu"""
* Makes flash rounds respect eye protection
* Water > Fire
* There's plenty lying around, I think
* Naming inconsistencies fixed
The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.
CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.
Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.
Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.
* Almost forgot plural of Telecomm
* Finalizes work, adds designs to research.
* Press Vest
* Removes Mags/Shells, Adds Recorder and Flashlight
* Fixes spans.
* Raises the number of players needed to start Ninja
* Still needs to fix internal bleeding
* Allows Wirer To Attach to Toolbelts
* Fixes #393
* Tweaks FBP temperature
* Corrects Changelog
* Fixes some Advanced Egun oversights
* Embiggens the laser carbine and the lasercannon.
* Messenger Bags
* Health analyzers detect appendicitis
* Custom Circuit Additions & Fixes
Adds Med Scanner and Advanced Med Scanner circuits.
Clock circuit is now functional.
Five second delay will delay for five seconds and not one second.
Renaming circuitry now respects ability to do so (e.g. being alive).
Firing circuit can now be obtained by science normally.
Examining inside assembly cases now requires adjacency.
* More Additions
You can now cancel inputting on a text or numberpad.
Zero is now displayed properly on the UI and not be shown as null.
The small and medium assemblies now have real sprites.
Total health percentage for med scanners and advanced med scanners now reports a proper percentage and not 1 or 0.
The constant memory chip now can be set by using it in hand, making it usable.
The constant memory chip now accepts refs as data to store. To use, select 'ref' when using inhand, then hit it against the thing you want to store.
* Allows Chemists to View Medical Records on their PDA
* Refactors splinting
* Refactors the forceMove() drop.
Makes dropping a its proc instead, cleaning up forceMove() handling.
* Replaces ORGAN_SPLINTED
* Supportive suits now only loop through bad organs
* Adds changelog
* Lasercannon tweaks
* Bloodloss tweak
* Adds hawaii shirt
Attachable to any uniform, works like suit jackets.
* Changelog cause why not
At this rate I'll forget how to do those otherwise
* Adds randomized alohas
Also some color matrix helpers from TG
* Appendicitis doesn't cancel itself out.
* Removes debug stuff
* Radsuit Sprite Changes
* Allows us to actually use the messenger bags
* Fixes spelling mistake
* Ported ventcrawling from vg.
* Fixes changelog errors
* Updates changelog
* Tweaks vent crawling.
The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.
* Suit Storage Items
* Adds in IB removal
* More Circuit Things
Adds Locomotion circuit, which makes the machine move in a given direction.
Adds Signaler circuit, which can send and receive signals from a signaler.
Adds a new tool, the Debugger, which lets one directly set data in a specific pin. It can also pulse activation pins.
Adds ability to define custom cooldown times for each component.
Smoke generator now has a 30 second cooldown.
Cleans up some code somewhat.
* Adds design for locomotion circuit.
* Cleans up code
* Even more sprites by Mechoid.
Fixes abs to rel converter.
* Black Messenger Bag
* Powersink fix
* Even More Sodding Circuits
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit. Basic just has a normal light that can be toggled. Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.
* Adds basic circuit kit and spare circuit tools to Tech Storage.
* Part the first
* Changelog
* Allows robots to be constructed with prosthetic limbs as well as borg limbs.
* Map change
* Secbelt can hold stun revolvers and eguns
* Voidsuit Sprite Changes
* Tweaks burst laser
* Lasers, energy projectiles, and muzzle flashes now produce light.
It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.
* Adds bridge bunnies
* Slightly cleans up the occupation screen, adds uniform to locker
* Map Changes
* Adds Changelog
* Fixes stuff
* Allows jobbanning of cargo department jobs
* Re-adds balance changes to heavy lasers.
They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
idiot and forgot them.
* Fixed missing sprite
* Dress Loadout Additions
* I Can't Believe It's Not Circuits (it is)
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far. One being the 'beeper' type, which can do things like buzz, ping, beep, etc. The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.
* Adds EPv2 Circuit
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver. Bonus: Communicators can send text messages to custom machines using this.
* Updates changelog
* Fixes not being able to put things in medkits.
* Technomancer Tweaks
Cost for various spells and equipment adjusted greatly. In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.
* Shotgun Reloading Tweak
Adds ability to hit a shotgun or similar weapon with a container containing ammo, to load said ammo into the shotgun one at a time automatically, instead of having to play inventory tetris, as requested by some people.
* Use sanitizeName for the guest pass terminal name input to prevent excessively long names.
* Circuit UI and Assembly Tweaks
Adds new drone assembly, which has stats between the medium and large assembly. Sprites by Mechoid.
Assemblies now have a light UI when examined while opened, which displays what's inside, as well as how close to the cap for parts or complexity you are getting. Click the names of a component to open the wiring interface for that component. You can also rename each component from the UI. Bonus: Having multiple components of the same name will no longer appear as one component.
Adds ability to rename the assembly, using the new UI.
* Revert "Ported ventcrawling from vg."
* Re-adds a nice, useful macro
* Fixes #2431
* Tweaks Riot armor
* Fixes a typo in the DNA Modifier
* Ripped Jeans (And White Shorts)
* Adds shanking
* Adds changelog
* Removes a stray world <<
* Ported ventcrawling from vg.
* Tweaks vent crawling.
The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.
* Long, time-consuming not one-line fix
* Makes cigs branded too
Description of cig/cigbutt would reveal its brand for dastardly murdersolving revelations.
* Adding a article
* The door hacker now only pings the user
* Removes implants from Deathsquad
* Adds the ability to apply pressure to bleeding wounds
* Shoes
* EVA rigs should use their default sprites on Taj and Unathi
* Fixing some errors
* Update loadout_xeno.dm
* Delete back_vr.dmi
* Add files via upload
vorestation
VOREStation is a fork of the Polaris code branch, itself a fork of the Baystation12 code branch, for the game Spacestation13.
LICENSE
VOREStation is licensed under the GNU Affero General Public License version 3, which can be found in full in LICENSE-AGPL3.txt.
Commits with a git authorship date prior to 1420675200 +0000 (2015/01/08 00:00) are licensed under the GNU General Public License version 3, which can be found in full in LICENSE-GPL3.txt.
All commits whose authorship dates are not prior to 1420675200 +0000 are assumed to be licensed under AGPL v3, if you wish to license under GPL v3 please make this clear in the commit message and any added files.
If you wish to develop and host this codebase in a closed source manner you may use all commits prior to 1420675200 +0000, which are licensed under GPL v3. The major change here is that if you host a server using any code licensed under AGPLv3 you are required to provide full source code for your servers users as well including addons and modifications you have made.
See here for more information.
GETTING THE CODE
The simplest way to obtain the code is using the github .zip feature.
Click here to get the latest code as a .zip file, then unzip it to wherever you want.
The more complicated and easier to update method is using git. You'll need to download git or some client from here. When that's installed, right click in any folder and click on "Git Bash". When that opens, type in:
git clone https://github.com/VOREStation/VOREStation.git
(hint: hold down ctrl and press insert to paste into git bash)
This will take a while to download, but it provides an easier method for updating.
Once the repository is in place, run this command:
cd VOREStation
git update-index --assume-unchanged vorestation.int
Now git will ignore changes to the file vorestation.int.
INSTALLATION
First-time installation should be fairly straightforward. First, you'll need BYOND installed. You can get it from here.
This is a sourcecode-only release, so the next step is to compile the server files. Open vorestation.dme by double-clicking it, open the Build menu, and click compile. This'll take a little while, and if everything's done right you'll get a message like this:
saving vorestation.dmb (DEBUG mode)
vorestation.dmb - 0 errors, 0 warnings
If you see any errors or warnings, something has gone wrong - possibly a corrupt download or the files extracted wrong, or a code issue on the main repo. Ask on IRC.
Once that's done, open up the config folder. You'll want to edit config.txt to set the probabilities for different gamemodes in Secret and to set your server location so that all your players don't get disconnected at the end of each round. It's recommended you don't turn on the gamemodes with probability 0, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs.
You'll also want to edit admins.txt to remove the default admins and add your own. "Game Master" is the highest level of access, and the other recommended admin levels for now are "Game Admin" and "Moderator". The format is:
byondkey - Rank
where the BYOND key must be in lowercase and the admin rank must be properly capitalised. There are a bunch more admin ranks, but these two should be enough for most servers, assuming you have trustworthy admins.
Finally, to start the server, run Dream Daemon and enter the path to your compiled vorestation.dmb file. Make sure to set the port to the one you specified in the config.txt, and set the Security box to 'Trusted'. Then press GO and the server should start up and be ready to join.
UPDATING
To update an existing installation, first back up your /config and /data folders as these store your server configuration, player preferences and banlist.
If you used the zip method, you'll need to download the zip file again and unzip it somewhere else, and then copy the /config and /data folders over.
If you used the git method, you simply need to type this in to git bash:
git pull
When this completes, copy over your /data and /config folders again, just in case.
When you have done this, you'll need to recompile the code, but then it should work fine.
Configuration
For a basic setup, simply copy every file from config/example to config.
SQL Setup
The SQL backend for the library and stats tracking requires a MySQL server. Your server details go in /config/dbconfig.txt, and the SQL schema is in /SQL/tgstation_schema.sql. More detailed setup instructions arecoming soon, for now ask in our IRC channel.
IRC Bot Setup
Included in the repo is an IRC bot capable of relaying adminhelps to a specified IRC channel/server (thanks to Skibiliano). Instructions for bot setup are included in the /bot/ folder along with the bot/relay script itself.