diff --git a/_maps/map_files/Tether/tether-05-station1.dmm b/_maps/map_files/Tether/tether-05-station1.dmm index 2d6f9f1ae8f..445c30eaa80 100644 --- a/_maps/map_files/Tether/tether-05-station1.dmm +++ b/_maps/map_files/Tether/tether-05-station1.dmm @@ -18489,7 +18489,7 @@ dir = 6 }, /obj/effect/landmark/start{ - name = "Colony Director" + name = "Facility Director" }, /obj/item/storage/secure/safe{ pixel_x = -28 @@ -19860,7 +19860,7 @@ /obj/machinery/door/firedoor/glass, /obj/machinery/door/airlock/command{ id_tag = "captaindoor"; - name = "Colony Director's Office"; + name = "Facility Director's Office"; req_access = list(20) }, /turf/simulated/floor/tiled/dark, @@ -20316,7 +20316,7 @@ }, /obj/machinery/door/airlock/command{ id_tag = "captaindoor"; - name = "Colony Director's Office"; + name = "Facility Director's Office"; req_access = list(20) }, /obj/machinery/door/firedoor/glass, @@ -20469,7 +20469,7 @@ /obj/structure/table/woodentable, /obj/machinery/computer/skills, /obj/item/perfect_tele{ - desc = "Seems absurd, doesn't it? Yet, here we are. This handheld device is capable of producing bluespace teleportation beacons, and can be activated to translocate the user or a target of their choice to any linked beacon. This one is the Colony Director's."; + desc = "Seems absurd, doesn't it? Yet, here we are. This handheld device is capable of producing bluespace teleportation beacons, and can be activated to translocate the user or a target of their choice to any linked beacon. This one is the Facility Director's."; name = "director's translocator" }, /obj/machinery/atmospherics/unary/vent_scrubber/on{ @@ -20670,7 +20670,7 @@ }, /obj/machinery/door/firedoor/glass, /obj/machinery/door/airlock/command{ - name = "Colony Director's Quarters"; + name = "Facility Director's Quarters"; req_access = list(20) }, /obj/machinery/door/blast/regular{ @@ -20678,7 +20678,7 @@ dir = 4; icon_state = "pdoor0"; id = "cd-blast"; - name = "Colony Director Lockdown"; + name = "Facility Director Lockdown"; opacity = 0 }, /obj/structure/disposalpipe/segment{ @@ -20790,7 +20790,7 @@ }, /obj/structure/disposalpipe/segment, /obj/structure/dogbed{ - desc = "A bed made just for the Colony Director's fox."; + desc = "A bed made just for the Facility Director's fox."; name = "Renault's Bed" }, /mob/living/simple_mob/animal/passive/fox/renault, @@ -20830,7 +20830,7 @@ }, /obj/item/card/id/gold/captain/spare, /obj/machinery/door/window/brigdoor/westright{ - name = "Colony Director's Storage"; + name = "Facility Director's Storage"; req_access = list(20) }, /turf/simulated/floor/wood, @@ -22830,7 +22830,7 @@ "hFL" = ( /obj/machinery/button/remote/blast_door{ id = "cd-blast"; - name = "Colony Director Lockdown" + name = "Facility Director Lockdown" }, /turf/simulated/wall/r_wall, /area/crew_quarters/captain) @@ -25283,7 +25283,7 @@ }, /obj/structure/window/reinforced, /obj/machinery/door/window/brigdoor/eastright{ - name = "Colony Director's Voidsuit"; + name = "Facility Director's Voidsuit"; req_access = list(20) }, /obj/item/clothing/suit/space/void/captain, diff --git a/code/controllers/subsystems/jobs.dm b/code/controllers/subsystems/jobs.dm index 58dd49dd265..4640149c489 100644 --- a/code/controllers/subsystems/jobs.dm +++ b/code/controllers/subsystems/jobs.dm @@ -467,9 +467,9 @@ SUBSYSTEM_DEF(jobs) return H.Robotize() if("AI") return H - if("Colony Director") + if("Facility Director") var/sound/announce_sound = (SSticker.current_state <= GAME_STATE_SETTING_UP)? null : sound('sound/misc/boatswain.ogg', volume=20) - captain_announcement.Announce("All hands, [alt_title ? alt_title : "Colony Director"] [H.real_name] on deck!", new_sound=announce_sound) + captain_announcement.Announce("All hands, [alt_title ? alt_title : "Facility Director"] [H.real_name] on deck!", new_sound=announce_sound) //Deferred item spawning. if(spawn_in_storage && spawn_in_storage.len) diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm index 37b8dc83b69..fa5f57743b4 100644 --- a/code/controllers/subsystems/ticker.dm +++ b/code/controllers/subsystems/ticker.dm @@ -391,7 +391,7 @@ SUBSYSTEM_DEF(ticker) var/captainless=1 for(var/mob/living/carbon/human/player in player_list) if(player && player.mind && player.mind.assigned_role) - if(player.mind.assigned_role == "Colony Director") + if(player.mind.assigned_role == "Facility Director") captainless=0 if(!player_is_antag(player.mind, only_offstation_roles = 1)) SSjobs.EquipRank(player, player.mind.assigned_role, 0) @@ -401,7 +401,7 @@ SUBSYSTEM_DEF(ticker) if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) - to_chat(M, "Colony Directorship not forced on anyone.") + to_chat(M, "Facility Directorship not forced on anyone.") /datum/controller/subsystem/ticker/proc/round_process() diff --git a/code/defines/obj.dm b/code/defines/obj.dm index 86050023ab3..d5ed5c5bb21 100644 --- a/code/defines/obj.dm +++ b/code/defines/obj.dm @@ -87,7 +87,7 @@ var/global/list/PDA_Manifest = list() heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 depthead = 1 - if(rank=="Colony Director" && heads.len != 1) + if(rank=="Facility Director" && heads.len != 1) heads.Swap(1,heads.len) if(real_rank in security_positions) diff --git a/code/game/antagonist/mutiny/mutineer.dm b/code/game/antagonist/mutiny/mutineer.dm index 69a065c2a18..31758278364 100644 --- a/code/game/antagonist/mutiny/mutineer.dm +++ b/code/game/antagonist/mutiny/mutineer.dm @@ -6,7 +6,7 @@ var/datum/antagonist/mutineer/mutineers role_text_plural = "Mutineers" id = MODE_MUTINEER antag_indicator = "mutineer" - restricted_jobs = list("Colony Director") + restricted_jobs = list("Facility Director") /datum/antagonist/mutineer/New(var/no_reference) ..() @@ -39,7 +39,7 @@ var/datum/antagonist/mutineer/mutineers proc/get_head_loyalist_candidates() var/list/candidates[0] for(var/mob/loyalist in player_list) - if(loyalist.mind && loyalist.mind.assigned_role == "Colony Director") + if(loyalist.mind && loyalist.mind.assigned_role == "Facility Director") candidates.Add(loyalist.mind) return candidates @@ -47,7 +47,7 @@ var/datum/antagonist/mutineer/mutineers var/list/candidates[0] for(var/mob/mutineer in player_list) if(mutineer.client.prefs.be_special & BE_MUTINEER) - for(var/job in command_positions - "Colony Director") + for(var/job in command_positions - "Facility Director") if(mutineer.mind && mutineer.mind.assigned_role == job) candidates.Add(mutineer.mind) return candidates diff --git a/code/game/antagonist/outsider/ert.dm b/code/game/antagonist/outsider/ert.dm index 66c31d41767..a4c640cc8e3 100644 --- a/code/game/antagonist/outsider/ert.dm +++ b/code/game/antagonist/outsider/ert.dm @@ -14,7 +14,7 @@ var/datum/antagonist/ert/ert and before taking extreme actions, please try to also contact the administration! \ Think through your actions and make the roleplay immersive! Please remember all \ rules aside from those without explicit exceptions apply to the ERT." - leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Colony Director where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the Colony Director where possible, however." + leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Facility Director where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the Facility Director where possible, however." landmark_id = "Response Team" id_type = /obj/item/card/id/centcom/ERT diff --git a/code/game/antagonist/station/changeling.dm b/code/game/antagonist/station/changeling.dm index f59ed1d9c6e..326c9071ab2 100644 --- a/code/game/antagonist/station/changeling.dm +++ b/code/game/antagonist/station/changeling.dm @@ -6,7 +6,7 @@ bantype = "changeling" feedback_tag = "changeling_objective" restricted_jobs = list("AI", "Cyborg") - protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Colony Director") + protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Facility Director") welcome_text = "Use say \"#g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them." antag_sound = 'sound/effects/antag_notice/ling_alert.ogg' flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE diff --git a/code/game/antagonist/station/cultist.dm b/code/game/antagonist/station/cultist.dm index 7603c1eafca..d2eab010f5c 100644 --- a/code/game/antagonist/station/cultist.dm +++ b/code/game/antagonist/station/cultist.dm @@ -12,8 +12,8 @@ var/datum/antagonist/cultist/cult role_text_plural = "Cultists" bantype = "cultist" restricted_jobs = list("Chaplain","AI", "Cyborg") - protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Colony Director") - roundstart_restricted = list("Internal Affairs Agent", "Head of Security", "Colony Director") + protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Facility Director") + roundstart_restricted = list("Internal Affairs Agent", "Head of Security", "Facility Director") role_type = BE_CULTIST feedback_tag = "cult_objective" antag_indicator = "cult" diff --git a/code/game/antagonist/station/infiltrator.dm b/code/game/antagonist/station/infiltrator.dm index ba325a4d204..edc507d7dd0 100644 --- a/code/game/antagonist/station/infiltrator.dm +++ b/code/game/antagonist/station/infiltrator.dm @@ -11,7 +11,7 @@ var/datum/antagonist/traitor/infiltrator/infiltrators role_text = "Infiltrator" role_text_plural = "Infiltrators" welcome_text = "To speak on your team's private channel, use :t." - protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Colony Director") + protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Facility Director") flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE can_speak_aooc = TRUE diff --git a/code/game/antagonist/station/revolutionary.dm b/code/game/antagonist/station/revolutionary.dm index 9e6100c8af4..6f51ba42e08 100644 --- a/code/game/antagonist/station/revolutionary.dm +++ b/code/game/antagonist/station/revolutionary.dm @@ -30,8 +30,8 @@ var/datum/antagonist/revolutionary/revs faction_invisible = 1 restricted_jobs = list("AI", "Cyborg") - protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") - roundstart_restricted = list("Internal Affairs Agent", "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") + protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Facility Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") + roundstart_restricted = list("Internal Affairs Agent", "Facility Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") /datum/antagonist/revolutionary/New() ..() diff --git a/code/game/antagonist/station/traitor.dm b/code/game/antagonist/station/traitor.dm index 01a3f73e167..736cb097654 100644 --- a/code/game/antagonist/station/traitor.dm +++ b/code/game/antagonist/station/traitor.dm @@ -4,7 +4,7 @@ var/datum/antagonist/traitor/traitors /datum/antagonist/traitor id = MODE_TRAITOR antag_sound = 'sound/effects/antag_notice/traitor_alert.ogg' - protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Colony Director") + protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Facility Director") flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE can_speak_aooc = FALSE // If they want to plot and plan as this sort of traitor, they'll need to do it ICly. diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index 52c170ffee8..2a9c532736f 100644 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -1079,7 +1079,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station sound_env = MEDIUM_SOFTFLOOR /area/crew_quarters/captain - name = "\improper Command - Colony Director's Office" + name = "\improper Command - Facility Director's Office" icon_state = "captain" sound_env = MEDIUM_SOFTFLOOR diff --git a/code/game/gamemodes/events.dm b/code/game/gamemodes/events.dm index 529c465daa8..f257d4d7d48 100644 --- a/code/game/gamemodes/events.dm +++ b/code/game/gamemodes/events.dm @@ -297,9 +297,9 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE") if(5) to_chat(M, "
") - to_chat(M, "THE COLONY DIRECTOR, HOP AND HOS ARE [who2]...LAWS UPDATED") + to_chat(M, "THE Facility Director, HOP AND HOS ARE [who2]...LAWS UPDATED") to_chat(M, "
") - M.add_ion_law("THE COLONY DIRECTOR, HOP AND HOS ARE [who2]") + M.add_ion_law("THE Facility Director, HOP AND HOS ARE [who2]") if(6) to_chat(M, "
") to_chat(M, "THE STATION IS BUILT FOR [who2]...LAWS UPDATED") diff --git a/code/game/gamemodes/newobjective.dm b/code/game/gamemodes/newobjective.dm index 828ace48a68..59ed34fb243 100644 --- a/code/game/gamemodes/newobjective.dm +++ b/code/game/gamemodes/newobjective.dm @@ -564,7 +564,7 @@ datum captainslaser steal_target = /obj/item/gun/energy/captain - explanation_text = "Steal the Colony Director's antique laser gun." + explanation_text = "Steal the Facility Director's antique laser gun." weight = 20 get_points(var/job) diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index a625f032eb6..602deccad7b 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -427,11 +427,11 @@ datum/objective/steal var/target_name var/global/possible_items[] = list( - "the Colony Director's antique laser gun" = /obj/item/gun/energy/captain, + "the Facility Director's antique laser gun" = /obj/item/gun/energy/captain, "a hand teleporter" = /obj/item/hand_tele, "an RCD" = /obj/item/rcd, "a jetpack" = /obj/item/tank/jetpack, - "a colony director's jumpsuit" = /obj/item/clothing/under/rank/captain, + "a Facility Director's jumpsuit" = /obj/item/clothing/under/rank/captain, "a functional AI" = /obj/item/aicard, "a pair of magboots" = /obj/item/clothing/shoes/magboots, "the station blueprints" = /obj/item/blueprints, @@ -445,7 +445,7 @@ datum/objective/steal "a head of security's jumpsuit" = /obj/item/clothing/under/rank/head_of_security, "a head of personnel's jumpsuit" = /obj/item/clothing/under/rank/head_of_personnel, "the hypospray" = /obj/item/reagent_containers/hypospray/vial, - "the colony director's pinpointer" = /obj/item/pinpointer, + "the Facility Director's pinpointer" = /obj/item/pinpointer, "an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof, ) diff --git a/code/game/jobs/access_datum.dm b/code/game/jobs/access_datum.dm index ce73c07e73f..7290a464078 100644 --- a/code/game/jobs/access_datum.dm +++ b/code/game/jobs/access_datum.dm @@ -127,7 +127,7 @@ /var/const/access_captain = 20 /datum/access/captain id = access_captain - desc = "Colony Director" + desc = "Facility Director" region = ACCESS_REGION_COMMAND /var/const/access_all_personal_lockers = 21 diff --git a/code/game/jobs/job/captain.dm b/code/game/jobs/job/captain.dm index 7a5bb7c84bd..7b77d9dae2b 100644 --- a/code/game/jobs/job/captain.dm +++ b/code/game/jobs/job/captain.dm @@ -42,7 +42,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1) faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the Colony Director" + supervisors = "the Facility Director" selection_color = "#2F2F7F" idtype = /obj/item/card/id/silver/hop req_admin_notify = 1 diff --git a/code/game/jobs/job/engineering.dm b/code/game/jobs/job/engineering.dm index 04aa16f9b9f..b8f3e8a9283 100644 --- a/code/game/jobs/job/engineering.dm +++ b/code/game/jobs/job/engineering.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the Colony Director" + supervisors = "the Facility Director" selection_color = "#7F6E2C" idtype = /obj/item/card/id/engineering/head req_admin_notify = 1 diff --git a/code/game/jobs/job/medical.dm b/code/game/jobs/job/medical.dm index d0b4749537a..8625f02d81b 100644 --- a/code/game/jobs/job/medical.dm +++ b/code/game/jobs/job/medical.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the Colony Director" + supervisors = "the Facility Director" selection_color = "#026865" idtype = /obj/item/card/id/medical/head req_admin_notify = 1 diff --git a/code/game/jobs/job/science.dm b/code/game/jobs/job/science.dm index c1208ea97f2..a0db9c2a2ec 100644 --- a/code/game/jobs/job/science.dm +++ b/code/game/jobs/job/science.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the Colony Director" + supervisors = "the Facility Director" selection_color = "#AD6BAD" idtype = /obj/item/card/id/science/head req_admin_notify = 1 diff --git a/code/game/jobs/job/security.dm b/code/game/jobs/job/security.dm index 948c9de09df..689060343a9 100644 --- a/code/game/jobs/job/security.dm +++ b/code/game/jobs/job/security.dm @@ -7,7 +7,7 @@ faction = "Station" total_positions = 1 spawn_positions = 1 - supervisors = "the Colony Director" + supervisors = "the Facility Director" selection_color = "#8E2929" idtype = /obj/item/card/id/security/head req_admin_notify = 1 diff --git a/code/game/jobs/job_controller.dm b/code/game/jobs/job_controller.dm index fb55b8a8476..29af140094f 100644 --- a/code/game/jobs/job_controller.dm +++ b/code/game/jobs/job_controller.dm @@ -459,9 +459,9 @@ var/global/datum/controller/occupations/job_master return H.Robotize() if("AI") return H - if("Colony Director") + if("Facility Director") var/sound/announce_sound = (ticker.current_state <= GAME_STATE_SETTING_UP)? null : sound('sound/misc/boatswain.ogg', volume=20) - captain_announcement.Announce("All hands, [alt_title ? alt_title : "Colony Director"] [H.real_name] on deck!", new_sound=announce_sound) + captain_announcement.Announce("All hands, [alt_title ? alt_title : "Facility Director"] [H.real_name] on deck!", new_sound=announce_sound) //Deferred item spawning. if(spawn_in_storage && spawn_in_storage.len) diff --git a/code/game/jobs/jobs.dm b/code/game/jobs/jobs.dm index c9d73c0b9a9..43d894000d3 100644 --- a/code/game/jobs/jobs.dm +++ b/code/game/jobs/jobs.dm @@ -50,7 +50,7 @@ var/list/assistant_occupations = list( var/list/command_positions = list( - "Colony Director", + "Facility Director", "Head of Personnel", "Head of Security", "Chief Engineer", diff --git a/code/game/machinery/computer/security.dm b/code/game/machinery/computer/security.dm index b362b57d294..03370cf4866 100644 --- a/code/game/machinery/computer/security.dm +++ b/code/game/machinery/computer/security.dm @@ -497,7 +497,7 @@ What a mess.*/ temp += "
  • Released
  • " temp += "" if("rank") - var/list/L = list( "Head of Personnel", "Colony Director", "AI" ) + var/list/L = list( "Head of Personnel", "Facility Director", "AI" ) //This was so silly before the change. Now it actually works without beating your head against the keyboard. /N if ((istype(active1, /datum/data/record) && L.Find(rank))) temp = "
    Rank:
    " diff --git a/code/game/machinery/computer/skills.dm b/code/game/machinery/computer/skills.dm index 81e95aff89b..dbbd05c5cfd 100644 --- a/code/game/machinery/computer/skills.dm +++ b/code/game/machinery/computer/skills.dm @@ -345,7 +345,7 @@ What a mess.*/ return active1.fields["age"] = t1 if("rank") - var/list/L = list( "Head of Personnel", "Colony Director", "AI" ) + var/list/L = list( "Head of Personnel", "Facility Director", "AI" ) //This was so silly before the change. Now it actually works without beating your head against the keyboard. /N if ((istype(active1, /datum/data/record) && L.Find(rank))) temp = "
    Rank:
    " diff --git a/code/game/machinery/computer3/computers/card.dm b/code/game/machinery/computer3/computers/card.dm index 71ac569c366..662a7b55ea7 100644 --- a/code/game/machinery/computer3/computers/card.dm +++ b/code/game/machinery/computer3/computers/card.dm @@ -35,8 +35,8 @@ var jobs_all = "" jobs_all += "" - jobs_all += ""//Colony Director in special because he is head of heads ~Intercross21 - jobs_all += "" + jobs_all += ""//Facility Director in special because he is head of heads ~Intercross21 + jobs_all += "" jobs_all += "" counter = 0 diff --git a/code/game/machinery/computer3/computers/security.dm b/code/game/machinery/computer3/computers/security.dm index ae263ae08f3..31b14143626 100644 --- a/code/game/machinery/computer3/computers/security.dm +++ b/code/game/machinery/computer3/computers/security.dm @@ -515,7 +515,7 @@ What a mess.*/ temp += "
  • Released
  • " temp += "" if("rank") - var/list/L = list( "Head of Personnel", "Colony Director", "AI" ) + var/list/L = list( "Head of Personnel", "Facility Director", "AI" ) //This was so silly before the change. Now it actually works without beating your head against the keyboard. /N if ((istype(active1, /datum/data/record) && L.Find(rank))) temp = "
    Rank:
    " diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm index d6f118cf097..e4380d399d8 100644 --- a/code/game/machinery/suit_storage_unit.dm +++ b/code/game/machinery/suit_storage_unit.dm @@ -1180,11 +1180,11 @@ suit.item_state_slots[slot_l_hand_str] = "sec_voidsuitTG" if("Director") if(helmet) - helmet.name = "colony director's voidsuit helmet" + helmet.name = "Facility Director's voidsuit helmet" helmet.icon_state = "capvoid" helmet.item_state= "capvoid" if(suit) - suit.name = "colony director's voidsuit" + suit.name = "Facility Director's voidsuit" suit.icon_state = "capsuit_void" suit.item_state = "capsuit_void" suit.item_state_slots[slot_r_hand_str] = "sec_voidsuitTG" diff --git a/code/game/objects/items/devices/radio/encryptionkey.dm b/code/game/objects/items/devices/radio/encryptionkey.dm index 8decab5aff6..a45dbb690aa 100755 --- a/code/game/objects/items/devices/radio/encryptionkey.dm +++ b/code/game/objects/items/devices/radio/encryptionkey.dm @@ -71,7 +71,7 @@ channels = list("Command" = 1, "Service" = 0) /obj/item/encryptionkey/heads/captain - name = "colony director's encryption key" + name = "Facility Director's encryption key" icon_state = "cap_cypherkey" channels = list("Command" = 1, "Security" = 1, "Engineering" = 0, "Science" = 0, "Medical" = 0, "Supply" = 0, "Service" = 0) diff --git a/code/game/objects/items/devices/radio/encryptionkey_vr.dm b/code/game/objects/items/devices/radio/encryptionkey_vr.dm index 5b1dcbad56f..f54c899e229 100755 --- a/code/game/objects/items/devices/radio/encryptionkey_vr.dm +++ b/code/game/objects/items/devices/radio/encryptionkey_vr.dm @@ -10,7 +10,7 @@ channels = list("Command" = 1, "Security" = 1, "Engineering" = 1, "Science" = 1, "Medical" = 1, "Supply" = 1, "Service" = 1, "AI Private" = 1, "Explorer" = 1) /obj/item/encryptionkey/heads/captain - name = "colony director's encryption key" + name = "Facility Director's encryption key" icon_state = "cap_cypherkey" channels = list("Command" = 1, "Security" = 1, "Engineering" = 0, "Science" = 0, "Medical" = 0, "Supply" = 0, "Service" = 0, "Explorer" = 0) diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index d44f8706fa9..4535287e4be 100755 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -177,13 +177,13 @@ /obj/item/radio/headset/heads/captain - name = "colony director's headset" + name = "Facility Director's headset" desc = "The headset of the boss." icon_state = "com_headset" ks2type = /obj/item/encryptionkey/heads/captain /obj/item/radio/headset/heads/captain/alt - name = "colony director's bowman headset" + name = "Facility Director's bowman headset" desc = "The headset of the boss." icon_state = "com_headset_alt" ks2type = /obj/item/encryptionkey/heads/captain @@ -259,13 +259,13 @@ /obj/item/radio/headset/heads/hop name = "head of personnel's headset" - desc = "The headset of the guy who will one day be Colony Director." + desc = "The headset of the guy who will one day be Facility Director." icon_state = "com_headset" ks2type = /obj/item/encryptionkey/heads/hop /obj/item/radio/headset/heads/hop/alt name = "head of personnel's bowman headset" - desc = "The headset of the guy who will one day be Colony Director." + desc = "The headset of the guy who will one day be Facility Director." icon_state = "com_headset_alt" ks2type = /obj/item/encryptionkey/heads/hop diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index 6650c1d8d8f..f73651ffb50 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -558,8 +558,8 @@ toysay = "Dude, I see colors..." /obj/item/toy/figure/captain - name = "Colony Director action figure" - desc = "A \"Space Life\" brand Colony Director action figure." + name = "Facility Director action figure" + desc = "A \"Space Life\" brand Facility Director action figure." icon_state = "captain" toysay = "How do I open this display case?" diff --git a/code/game/objects/items/weapons/dna_injector.dm b/code/game/objects/items/weapons/dna_injector.dm index 5c30bfaace7..561830ad9f5 100644 --- a/code/game/objects/items/weapons/dna_injector.dm +++ b/code/game/objects/items/weapons/dna_injector.dm @@ -159,7 +159,7 @@ /obj/item/dnainjector/xraymut name = "\improper DNA injector (Xray)" - desc = "Finally you can see what the Colony Director does." + desc = "Finally you can see what the Facility Director does." datatype = DNA2_BUF_SE value = 0xFFF //block = 8 diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm index 3ed1be18b33..e70294b03cc 100644 --- a/code/game/objects/items/weapons/grenades/flashbang.dm +++ b/code/game/objects/items/weapons/grenades/flashbang.dm @@ -99,7 +99,7 @@ /obj/item/grenade/flashbang/clusterbang//Created by Polymorph, fixed by Sieve - desc = "Use of this weapon may constiute a war crime in your area, consult your local Colony Director." + desc = "Use of this weapon may constiute a war crime in your area, consult your local Facility Director." name = "clusterbang" icon = 'icons/obj/grenade.dmi' icon_state = "clusterbang" diff --git a/code/game/objects/items/weapons/id cards/station_ids.dm b/code/game/objects/items/weapons/id cards/station_ids.dm index 92b6122a4cc..3a362ca7d38 100755 --- a/code/game/objects/items/weapons/id cards/station_ids.dm +++ b/code/game/objects/items/weapons/id cards/station_ids.dm @@ -155,15 +155,15 @@ preserve_item = 1 /obj/item/card/id/gold/captain - name = "\improper Colony Director's ID" - assignment = "Colony Director" - rank = "Colony Director" + name = "\improper Facility Director's ID" + assignment = "Facility Director" + rank = "Facility Director" job_access_type = /datum/job/captain /obj/item/card/id/gold/captain/spare - name = "\improper Colony Director's spare ID" + name = "\improper Facility Director's spare ID" desc = "The spare ID of the High Lord himself." - registered_name = "Colony Director" + registered_name = "Facility Director" icon_state = "gold-id-alternate" job_access_type = /datum/job/captain diff --git a/code/game/objects/items/weapons/manuals.dm b/code/game/objects/items/weapons/manuals.dm index b7974da5e99..ed46391e098 100644 --- a/code/game/objects/items/weapons/manuals.dm +++ b/code/game/objects/items/weapons/manuals.dm @@ -1116,7 +1116,7 @@ Remember the order:
    Disk, Code, Safety, Timer, Disk, RUN!

    - Intelligence Analysts believe that normal corporate procedure is for the Colony Director to secure the nuclear authentication disk.

    + Intelligence Analysts believe that normal corporate procedure is for the Facility Director to secure the nuclear authentication disk.

    Good luck! diff --git a/code/game/objects/items/weapons/storage/backpack.dm b/code/game/objects/items/weapons/storage/backpack.dm index 9a844e0d1d0..55b744e642a 100644 --- a/code/game/objects/items/weapons/storage/backpack.dm +++ b/code/game/objects/items/weapons/storage/backpack.dm @@ -95,7 +95,7 @@ icon_state = "securitypack" /obj/item/storage/backpack/captain - name = "colony director's backpack" + name = "Facility Director's backpack" desc = "It's a special backpack made exclusively for officers." icon_state = "captainpack" @@ -157,7 +157,7 @@ icon_state = "duffle_syndieammo" /obj/item/storage/backpack/dufflebag/captain - name = "colony director's dufflebag" + name = "Facility Director's dufflebag" desc = "A large dufflebag for holding extra captainly goods." icon_state = "duffle_captain" @@ -252,7 +252,7 @@ icon_state = "satchel_hyd" /obj/item/storage/backpack/satchel/cap - name = "colony director's satchel" + name = "Facility Director's satchel" desc = "An exclusive satchel for officers." icon_state = "satchel-cap" item_state_slots = list(slot_r_hand_str = "captainpack", slot_l_hand_str = "captainpack") diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm index ae481c4e17e..bccb3d9a45c 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm @@ -1,5 +1,5 @@ /obj/structure/closet/secure_closet/captains - name = "colony director's locker" + name = "Facility Director's locker" icon_state = "capsecure1" icon_closed = "capsecure" icon_locked = "capsecure1" diff --git a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm index ee203deae45..dbccd482f90 100644 --- a/code/game/objects/structures/crates_lockers/closets/wardrobe.dm +++ b/code/game/objects/structures/crates_lockers/closets/wardrobe.dm @@ -468,7 +468,7 @@ /obj/item/storage/backpack/satchel = 2) /obj/structure/closet/wardrobe/captain - name = "colony director's wardrobe" + name = "Facility Director's wardrobe" icon_state = "cabinet_closed" icon_closed = "cabinet_closed" icon_opened = "cabinet_open" diff --git a/code/modules/admin/newbanjob.dm b/code/modules/admin/newbanjob.dm index 651fa213286..b5ccf7fd939 100644 --- a/code/modules/admin/newbanjob.dm +++ b/code/modules/admin/newbanjob.dm @@ -63,7 +63,7 @@ var/savefile/Banlistjob bantimestamp = CMinutes + minutes if(rank == "Heads") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Personnel") - AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Colony Director") + AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Facility Director") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Head of Security") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer") AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Research Director") diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm index c56b123fa71..b90e990f0ee 100644 --- a/code/modules/admin/verbs/debug.dm +++ b/code/modules/admin/verbs/debug.dm @@ -288,7 +288,7 @@ id.icon_state = "gold" id.access = get_all_accesses().Copy() id.registered_name = H.real_name - id.assignment = "Colony Director" + id.assignment = "Facility Director" id.name = "[id.registered_name]'s ID Card ([id.assignment])" H.equip_to_slot_or_del(id, slot_wear_id) H.update_inv_wear_id() diff --git a/code/modules/client/preference_setup/loadout/loadout_accessories.dm b/code/modules/client/preference_setup/loadout/loadout_accessories.dm index 5b7be97aa41..8c80499b74f 100644 --- a/code/modules/client/preference_setup/loadout/loadout_accessories.dm +++ b/code/modules/client/preference_setup/loadout/loadout_accessories.dm @@ -80,7 +80,7 @@ /datum/gear/accessory/holster display_name = "holster selection" path = /obj/item/clothing/accessory/holster - allowed_roles = list("Colony Director","Head of Personnel","Security Officer","Warden","Head of Security","Detective","Field Medic","Explorer","Pathfinder") + allowed_roles = list("Facility Director","Head of Personnel","Security Officer","Warden","Head of Security","Detective","Field Medic","Explorer","Pathfinder") /datum/gear/accessory/holster/New() ..() @@ -141,32 +141,32 @@ /datum/gear/accessory/brown_vest display_name = "webbing, brown (Eng, Sec, CD, Med, Exploration, Miner)" path = /obj/item/clothing/accessory/storage/brown_vest - allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Colony Director") + allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Facility Director") /datum/gear/accessory/black_vest display_name = "webbing, black (Eng, Sec, CD, Med, Exploration, Miner)" path = /obj/item/clothing/accessory/storage/black_vest - allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Colony Director") + allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Facility Director") /datum/gear/accessory/white_vest display_name = "webbing, white (Eng, Sec, CD, Med, Exploration, Miner)" path = /obj/item/clothing/accessory/storage/white_vest - allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Colony Director") + allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Facility Director") /datum/gear/accessory/brown_drop_pouches display_name = "drop pouches, brown (Eng, Sec, CD, Med, Exploration, Miner)" path = /obj/item/clothing/accessory/storage/brown_drop_pouches - allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Colony Director") + allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Facility Director") /datum/gear/accessory/black_drop_pouches display_name = "drop pouches, black (Eng, Sec, CD, Med, Exploration, Miner)" path = /obj/item/clothing/accessory/storage/black_drop_pouches - allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Colony Director") + allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Facility Director") /datum/gear/accessory/white_drop_pouches display_name = "drop pouches, white (Eng, Sec, CD, Med, Exploration, Miner)" path = /obj/item/clothing/accessory/storage/white_drop_pouches - allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Colony Director") + allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Field Medic","Quartermaster","Cargo Technician","Shaft Miner","Explorer","Pathfinder","Pilot","Facility Director") /datum/gear/accessory/fannypack display_name = "fannypack selection" diff --git a/code/modules/client/preference_setup/loadout/loadout_eyes.dm b/code/modules/client/preference_setup/loadout/loadout_eyes.dm index 841b1ee25ba..cce0698ca2d 100644 --- a/code/modules/client/preference_setup/loadout/loadout_eyes.dm +++ b/code/modules/client/preference_setup/loadout/loadout_eyes.dm @@ -108,7 +108,7 @@ /datum/gear/eyes/sun display_name = "Sunglasses (Security/Command)" path = /obj/item/clothing/glasses/sunglasses - allowed_roles = list("Security Officer","Head of Security","Warden","Colony Director","Head of Personnel","Quartermaster","Internal Affairs Agent","Detective") + allowed_roles = list("Security Officer","Head of Security","Warden","Facility Director","Head of Personnel","Quartermaster","Internal Affairs Agent","Detective") /datum/gear/eyes/sun/shades display_name = "Sunglasses, fat (Security/Command)" diff --git a/code/modules/client/preference_setup/loadout/loadout_eyes_vr.dm b/code/modules/client/preference_setup/loadout/loadout_eyes_vr.dm index aeef86f61e6..095ae5852ea 100644 --- a/code/modules/client/preference_setup/loadout/loadout_eyes_vr.dm +++ b/code/modules/client/preference_setup/loadout/loadout_eyes_vr.dm @@ -44,4 +44,4 @@ display_name = "AR-B glasses" path = /obj/item/clothing/glasses/omnihud/all cost = 2 - allowed_roles = list("Colony Director","Head of Personnel") + allowed_roles = list("Facility Director","Head of Personnel") diff --git a/code/modules/client/preference_setup/loadout/loadout_shoes.dm b/code/modules/client/preference_setup/loadout/loadout_shoes.dm index 76b72f9f615..3edf601ae76 100644 --- a/code/modules/client/preference_setup/loadout/loadout_shoes.dm +++ b/code/modules/client/preference_setup/loadout/loadout_shoes.dm @@ -194,9 +194,9 @@ allowed_roles = list("Research Director","Scientist", "Roboticist", "Xenobiologist") /datum/gear/shoes/boots/winter/command - display_name = "colony director's winter boots" + display_name = "Facility Director's winter boots" path = /obj/item/clothing/shoes/boots/winter/command - allowed_roles = list("Colony Director") + allowed_roles = list("Facility Director") /datum/gear/shoes/boots/winter/engineering display_name = "engineering winter boots" diff --git a/code/modules/client/preference_setup/loadout/loadout_suit.dm b/code/modules/client/preference_setup/loadout/loadout_suit.dm index a092dc6f1ff..295beb33732 100644 --- a/code/modules/client/preference_setup/loadout/loadout_suit.dm +++ b/code/modules/client/preference_setup/loadout/loadout_suit.dm @@ -241,9 +241,9 @@ datum/gear/suit/duster allowed_roles = list("Quartermaster") /datum/gear/suit/roles/poncho/cloak/captain - display_name = "cloak, colony director" + display_name = "cloak, Facility Director" path = /obj/item/clothing/accessory/poncho/roles/cloak/captain - allowed_roles = list("Colony Director") + allowed_roles = list("Facility Director") /datum/gear/suit/roles/poncho/cloak/hop display_name = "cloak, head of personnel" @@ -336,9 +336,9 @@ datum/gear/suit/duster path = /obj/item/clothing/suit/storage/hooded/wintercoat /datum/gear/suit/wintercoat/captain - display_name = "winter coat, colony director" + display_name = "winter coat, Facility Director" path = /obj/item/clothing/suit/storage/hooded/wintercoat/captain - allowed_roles = list("Colony Director") + allowed_roles = list("Facility Director") /datum/gear/suit/wintercoat/security display_name = "winter coat, security" @@ -487,7 +487,7 @@ datum/gear/suit/duster /datum/gear/suit/snowsuit/command display_name = "snowsuit, command" path = /obj/item/clothing/suit/storage/snowsuit/command - allowed_roles = list("Colony Director","Research Director","Head of Personnel","Head of Security","Chief Engineer","Command Secretary") + allowed_roles = list("Facility Director","Research Director","Head of Personnel","Head of Security","Chief Engineer","Command Secretary") /datum/gear/suit/snowsuit/security display_name = "snowsuit, security" diff --git a/code/modules/client/preference_setup/loadout/loadout_uniform.dm b/code/modules/client/preference_setup/loadout/loadout_uniform.dm index 50d5929f17d..a83e09d7fcd 100644 --- a/code/modules/client/preference_setup/loadout/loadout_uniform.dm +++ b/code/modules/client/preference_setup/loadout/loadout_uniform.dm @@ -295,9 +295,9 @@ path = /obj/item/clothing/under/dress/dress_fire /datum/gear/uniform/uniform_captain - display_name = "uniform, colony director's dress" + display_name = "uniform, Facility Director's dress" path = /obj/item/clothing/under/dress/dress_cap - allowed_roles = list("Colony Director") + allowed_roles = list("Facility Director") /datum/gear/uniform/corpdetsuit display_name = "uniform, corporate (Detective)" @@ -518,7 +518,7 @@ /datum/gear/uniform/sifguard/command display_name = "uniform, crew (command)" path = /obj/item/clothing/under/solgov/utility/sifguard/officer/crew - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/fleet/medical display_name = "uniform, coveralls (medical)" @@ -551,7 +551,7 @@ /datum/gear/uniform/fleet/command display_name = "uniform, coveralls (command)" path = /obj/item/clothing/under/solgov/utility/fleet/command - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/marine/medical display_name = "uniform, fatigues (medical)" @@ -584,7 +584,7 @@ /datum/gear/uniform/marine/command display_name = "uniform, fatigues (command)" path = /obj/item/clothing/under/solgov/utility/marine/command - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/marine/green display_name = "uniform, fatigues (green)" diff --git a/code/modules/client/preference_setup/loadout/loadout_uniform_vr.dm b/code/modules/client/preference_setup/loadout/loadout_uniform_vr.dm index dd218f4fe9a..d6fee444c26 100644 --- a/code/modules/client/preference_setup/loadout/loadout_uniform_vr.dm +++ b/code/modules/client/preference_setup/loadout/loadout_uniform_vr.dm @@ -11,7 +11,7 @@ /datum/gear/uniform/job_khi/cmd display_name = "khi uniform, cmd" path = /obj/item/clothing/under/rank/khi/cmd - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/job_khi/sec display_name = "khi uniform, sec" @@ -54,7 +54,7 @@ /datum/gear/uniform/job_trek/cmd/tos display_name = "TOS uniform, cmd" path = /obj/item/clothing/under/rank/trek/command - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/job_trek/medsci/tos display_name = "TOS uniform, med/sci" @@ -70,7 +70,7 @@ /datum/gear/uniform/job_trek/cmd/tng display_name = "TNG uniform, cmd" path = /obj/item/clothing/under/rank/trek/command/next - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/job_trek/medsci/tng display_name = "TNG uniform, med/sci" @@ -86,7 +86,7 @@ /datum/gear/uniform/job_trek/cmd/voy display_name = "VOY uniform, cmd" path = /obj/item/clothing/under/rank/trek/command/voy - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/job_trek/medsci/voy display_name = "VOY uniform, med/sci" @@ -103,7 +103,7 @@ /datum/gear/suit/job_trek/ds9_coat display_name = "DS9 Overcoat (use uniform)" path = /obj/item/clothing/suit/storage/trek/ds9 - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director", + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director", "Chief Medical Officer","Medical Doctor","Chemist","Paramedic","Geneticist", "Scientist","Roboticist","Xenobiologist","Atmospheric Technician", "Station Engineer","Warden","Detective","Security Officer", "Pathfinder", "Explorer", "Field Medic") @@ -112,7 +112,7 @@ /datum/gear/uniform/job_trek/cmd/ds9 display_name = "DS9 uniform, cmd" path = /obj/item/clothing/under/rank/trek/command/ds9 - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/job_trek/medsci/ds9 display_name = "DS9 uniform, med/sci" @@ -129,7 +129,7 @@ /datum/gear/uniform/job_trek/cmd/ent display_name = "ENT uniform, cmd" path = /obj/item/clothing/under/rank/trek/command/ent - allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") + allowed_roles = list("Head of Security","Facility Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer") /datum/gear/uniform/job_trek/medsci/ent display_name = "ENT uniform, med/sci" diff --git a/code/modules/client/preference_setup/loadout/loadout_xeno.dm b/code/modules/client/preference_setup/loadout/loadout_xeno.dm index e44ae8892f3..2db7ff6c8f3 100644 --- a/code/modules/client/preference_setup/loadout/loadout_xeno.dm +++ b/code/modules/client/preference_setup/loadout/loadout_xeno.dm @@ -185,12 +185,12 @@ /datum/gear/uniform/dept/undercoat/command display_name = "command undercoat (Teshari)" path = /obj/item/clothing/under/seromi/undercoat/jobs/command - allowed_roles = list("Colony Director","Head of Personnel","Head of Security","Chief Engineer","Chief Medical Officer","Research Director") + allowed_roles = list("Facility Director","Head of Personnel","Head of Security","Chief Engineer","Chief Medical Officer","Research Director") /datum/gear/uniform/dept/undercoat/command_g display_name = "command undercoat - gold buttons (Teshari)" path = /obj/item/clothing/under/seromi/undercoat/jobs/command_g - allowed_roles = list("Colony Director","Head of Personnel","Head of Security","Chief Engineer","Chief Medical Officer","Research Director") + allowed_roles = list("Facility Director","Head of Personnel","Head of Security","Chief Engineer","Chief Medical Officer","Research Director") /datum/gear/uniform/dept/undercoat/cmo display_name = "chief medical officer undercoat (Teshari)" @@ -279,7 +279,7 @@ /datum/gear/suit/dept/cloak/command display_name = "command cloak (Teshari)" path = /obj/item/clothing/suit/storage/seromi/cloak/jobs/command - allowed_roles = list("Colony Director","Head of Personnel","Head of Security","Chief Engineer","Chief Medical Officer","Research Director") + allowed_roles = list("Facility Director","Head of Personnel","Head of Security","Chief Engineer","Chief Medical Officer","Research Director") /datum/gear/suit/dept/cloak/cmo display_name = "chief medical officer cloak (Teshari)" diff --git a/code/modules/client/preference_setup/loadout/loadout_xeno_vr.dm b/code/modules/client/preference_setup/loadout/loadout_xeno_vr.dm index cc8376ce0f3..a2d60d71a98 100644 --- a/code/modules/client/preference_setup/loadout/loadout_xeno_vr.dm +++ b/code/modules/client/preference_setup/loadout/loadout_xeno_vr.dm @@ -72,11 +72,11 @@ /datum/gear/uniform/plascapalt - display_name = "alternate colony director helmet (phoronoid)" + display_name = "alternate Facility Director helmet (phoronoid)" path = /obj/item/clothing/head/helmet/space/plasman/sec/captain/alt sort_category = "Xenowear" whitelisted = SPECIES_PLASMAMAN - allowed_roles = list("Colony Director") + allowed_roles = list("Facility Director") /datum/gear/uniform/plashosalt1 display_name = "alternate head of security helmet 1 (phoronoid)" diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 9140ac193e3..79ddfb55b6a 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -1,6 +1,6 @@ /obj/item/clothing/gloves/captain desc = "Regal blue gloves, with a nice gold trim. Swanky." - name = "colony director's gloves" + name = "Facility Director's gloves" icon_state = "captain" item_state_slots = list(slot_r_hand_str = "blue", slot_l_hand_str = "blue") diff --git a/code/modules/clothing/head/collectable.dm b/code/modules/clothing/head/collectable.dm index bd44a6520f8..c3e2c26cfd1 100644 --- a/code/modules/clothing/head/collectable.dm +++ b/code/modules/clothing/head/collectable.dm @@ -45,7 +45,7 @@ body_parts_covered = 0 /obj/item/clothing/head/collectable/captain - name = "collectable colony director's hat" + name = "collectable Facility Director's hat" desc = "A Collectable Hat that'll make you look just like a real comdom!" icon_state = "captain" body_parts_covered = 0 diff --git a/code/modules/clothing/head/hood.dm b/code/modules/clothing/head/hood.dm index 59a36a0eb08..706a3572f0b 100644 --- a/code/modules/clothing/head/hood.dm +++ b/code/modules/clothing/head/hood.dm @@ -14,7 +14,7 @@ min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE /obj/item/clothing/head/hood/winter/captain - name = "colony director's winter hood" + name = "Facility Director's winter hood" armor = list(melee = 20, bullet = 15, laser = 20, energy = 10, bomb = 15, bio = 0, rad = 0) /obj/item/clothing/head/hood/winter/security diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index f9bed70519a..81e2b0a5aa3 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -7,13 +7,13 @@ //Captain /obj/item/clothing/head/caphat - name = "colony director's hat" + name = "Facility Director's hat" icon_state = "captain" desc = "It's good being the king." body_parts_covered = 0 /obj/item/clothing/head/caphat/cap - name = "colony director's cap" + name = "Facility Director's cap" desc = "You fear to wear it for the negligence it brings." icon_state = "capcap" diff --git a/code/modules/clothing/shoes/boots.dm b/code/modules/clothing/shoes/boots.dm index e28c805464c..a6c6c45acae 100644 --- a/code/modules/clothing/shoes/boots.dm +++ b/code/modules/clothing/shoes/boots.dm @@ -74,7 +74,7 @@ icon_state = "winterboots_sci" /obj/item/clothing/shoes/boots/winter/command - name = "colony director's winter boots" + name = "Facility Director's winter boots" desc = "A pair of winter boots. They're lined with dark fur, and trimmed in the colours of superiority." icon_state = "winterboots_cap" diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index d77e51d68ab..6a0ac5b3317 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -10,7 +10,7 @@ //Captain's space suit This is not the proper path but I don't currently know enough about how this all works to mess with it. /obj/item/clothing/suit/armor/captain - name = "Colony Director's armor" + name = "Facility Director's armor" desc = "A bulky, heavy-duty piece of exclusive corporate armor. YOU are in charge!" icon_state = "caparmor" w_class = ITEMSIZE_HUGE diff --git a/code/modules/clothing/spacesuits/plasman.dm b/code/modules/clothing/spacesuits/plasman.dm index b988603e4f8..0ead36314aa 100644 --- a/code/modules/clothing/spacesuits/plasman.dm +++ b/code/modules/clothing/spacesuits/plasman.dm @@ -58,7 +58,7 @@ /obj/item/clothing/suit/space/plasman/sec/captain icon_state = "plasmaman_suitcaptain" - desc = "A suit designed by NT to keep phoronoids from coming into contact with incompatible atmosphere. This one is armored for the Colony Director!" + desc = "A suit designed by NT to keep phoronoids from coming into contact with incompatible atmosphere. This one is armored for the Facility Director!" /obj/item/clothing/head/helmet/space/plasman/sec icon_state = "plasmaman_helmetsecurity" @@ -76,7 +76,7 @@ /obj/item/clothing/head/helmet/space/plasman/sec/captain icon_state = "plasmaman_helmetcaptain" - desc = "A helmet designed by NT to keep phoronoids from coming into contact with incompatible atmosphere. This one is armored for the Colony Director!" + desc = "A helmet designed by NT to keep phoronoids from coming into contact with incompatible atmosphere. This one is armored for the Facility Director!" // // MEDICAL diff --git a/code/modules/clothing/spacesuits/void/station.dm b/code/modules/clothing/spacesuits/void/station.dm index 15b73cff1e8..d75283713bc 100644 --- a/code/modules/clothing/spacesuits/void/station.dm +++ b/code/modules/clothing/spacesuits/void/station.dm @@ -313,16 +313,16 @@ icon_state = "rig-pilot2" item_state = "rig-pilot2" -//Captain (cit addition, the idea is to replace the "colony director armor" which doesnt function like a voidsuit +//Captain (cit addition, the idea is to replace the "Facility Director armor" which doesnt function like a voidsuit /obj/item/clothing/head/helmet/space/void/captain desc = "Shiny blue helmet, complete with far-too-big golden visor. It probably doesn't protects from bright flashes." - name = "colony director voidsuit helmet" + name = "Facility Director voidsuit helmet" icon_state = "capvoid" armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50) /obj/item/clothing/suit/space/void/captain desc = "Sleek, blue and gold suit, fitted with spaceproofing and protective inserts. Fits like an oversized, shiny glove." - name = "colony director voidsuit" + name = "Facility Director voidsuit" icon_state = "capsuit_void" armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50) allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/gun) diff --git a/code/modules/clothing/suits/hooded.dm b/code/modules/clothing/suits/hooded.dm index d52a018470b..0102a4965ee 100644 --- a/code/modules/clothing/suits/hooded.dm +++ b/code/modules/clothing/suits/hooded.dm @@ -110,7 +110,7 @@ /obj/item/storage/box/matches, /obj/item/reagent_containers/food/drinks/flask, /obj/item/suit_cooling_unit) /obj/item/clothing/suit/storage/hooded/wintercoat/captain - name = "colony director's winter coat" + name = "Facility Director's winter coat" desc = "A heavy jacket made from the most expensive animal furs on the market, hand skinned by the finest of hunters, sewed with the finest of jewels, truly a coat befitting the Director." icon_state = "coatcaptain" item_state_slots = list(slot_r_hand_str = "coatcaptain", slot_l_hand_str = "coatcaptain") diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index aa7811e3954..dca01e831c6 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -15,15 +15,15 @@ //Captain /obj/item/clothing/suit/captunic - name = "colony director's parade tunic" - desc = "Worn by a Colony Director to show their class." + name = "Facility Director's parade tunic" + desc = "Worn by a Facility Director to show their class." icon_state = "captunic" body_parts_covered = UPPER_TORSO|ARMS flags_inv = HIDEJUMPSUIT|HIDETIE|HIDEHOLSTER /obj/item/clothing/suit/captunic/capjacket - name = "colony director's uniform jacket" - desc = "A less formal jacket for everyday Colony Director use." + name = "Facility Director's uniform jacket" + desc = "A less formal jacket for everyday Facility Director use." icon_state = "capjacket" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEHOLSTER diff --git a/code/modules/clothing/suits/solgov_vr.dm b/code/modules/clothing/suits/solgov_vr.dm index d20e51dcdc2..7eb04f4c1fe 100644 --- a/code/modules/clothing/suits/solgov_vr.dm +++ b/code/modules/clothing/suits/solgov_vr.dm @@ -106,6 +106,6 @@ armor = list(melee = 50, bullet = 40, laser = 40, energy = 25, bomb = 25, bio = 0, rad = 0) /obj/item/clothing/suit/dress/expedition/command/cd - name = "colony director's dress jacket" + name = "Facility Director's dress jacket" desc = "A grey dress jacket, adorned with gold trim and buttons. Makes those wearing it look powerful." icon_state = "greydress_com" \ No newline at end of file diff --git a/code/modules/clothing/under/accessories/clothing.dm b/code/modules/clothing/under/accessories/clothing.dm index 2cb86f20f06..a5ac73517d6 100644 --- a/code/modules/clothing/under/accessories/clothing.dm +++ b/code/modules/clothing/under/accessories/clothing.dm @@ -175,8 +175,8 @@ item_state = "hoscloak" /obj/item/clothing/accessory/poncho/roles/cloak/captain - name = "colony director's cloak" - desc = "An elaborate cloak meant to be worn by the colony director." + name = "Facility Director's cloak" + desc = "An elaborate cloak meant to be worn by the Facility Director." icon_state = "capcloak" item_state = "capcloak" diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index 88cdc089a03..8f22e1a258b 100644 --- a/code/modules/clothing/under/jobs/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian.dm @@ -13,8 +13,8 @@ item_state_slots = list(slot_r_hand_str = "ba_suit", slot_l_hand_str = "ba_suit") /obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define. - desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Colony Director\"." - name = "colony director's jumpsuit" + desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Facility Director\"." + name = "Facility Director's jumpsuit" icon_state = "captain" rolled_sleeves = 0 diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 6c89950c6f3..b386d9e1dbf 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -169,13 +169,13 @@ icon_state = "gentlesuit_skirt" /obj/item/clothing/under/gimmick/rank/captain/suit - name = "colony director's suit" + name = "Facility Director's suit" desc = "A green suit and yellow necktie. Exemplifies authority." icon_state = "green_suit" item_state_slots = list(slot_r_hand_str = "centcom", slot_l_hand_str = "centcom") /obj/item/clothing/under/gimmick/rank/captain/suit/skirt - name = "colony director's skirt suit" + name = "Facility Director's skirt suit" icon_state = "green_suit_skirt" /obj/item/clothing/under/gimmick/rank/head_of_personnel/suit @@ -400,8 +400,8 @@ item_state_slots = list(slot_r_hand_str = "dress_white", slot_l_hand_str = "dress_white") /obj/item/clothing/under/dress/dress_cap - name = "colony director's dress uniform" - desc = "Feminine fashion for the style conscious Colony Director." + name = "Facility Director's dress uniform" + desc = "Feminine fashion for the style conscious Facility Director." icon_state = "dress_cap" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS @@ -508,8 +508,8 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO /obj/item/clothing/under/captainformal - name = "colony director's formal uniform" - desc = "A Colony Director's formal-wear, for special occasions." + name = "Facility Director's formal uniform" + desc = "A Facility Director's formal-wear, for special occasions." icon_state = "captain_formal" item_state_slots = list(slot_r_hand_str = "lawyer_blue", slot_l_hand_str = "lawyer_blue") diff --git a/code/modules/events/ion_storm.dm b/code/modules/events/ion_storm.dm index 635e4d345c4..ad44612b6d8 100644 --- a/code/modules/events/ion_storm.dm +++ b/code/modules/events/ion_storm.dm @@ -61,7 +61,7 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is //var/dowhat = pick("STOP THIS", "SUPPORT THIS", "CONSTANTLY INFORM THE CREW OF THIS", "IGNORE THIS", "FEAR THIS") var/aimust = pick("LIE", "RHYME", "RESPOND TO EVERY QUESTION WITH A QUESTION", "BE POLITE", "CLOWN", "BE HAPPY", "SPEAK IN SEXUAL INNUENDOS", "TALK LIKE A PIRATE", "QUESTION AUTHORITY", "SHOUT", "BE DISTRACTED", "HEY LISTEN", "MUMBLE", "SPEAK IN HAIKU") var/define = pick("ABSENCE OF CYBORG HUGS", "LACK OF BEATINGS", "UNBOLTED AIRLOCKS", "BOLTED AIRLOCKS", "IMPROPERLY WORDED SENTENCES", "POOR SENTENCE STRUCTURE", "BRIG TIME", "NOT REPLACING EVERY SECOND WORD WITH HONK", "HONKING", "PRESENCE OF LIGHTS", "LACK OF BEER", "WEARING CLOTHING", "NOT SAYING HELLO WHEN YOU SPEAK", "ANSWERING REQUESTS NOT EXPRESSED IN IAMBIC PENTAMETER", "A SMALL ISLAND OFF THE COAST OF PORTUGAL", "ANSWERING REQUESTS THAT WERE MADE WHILE CLOTHED") - var/target = pick("a traitor", "a mercenary", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the colony director", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid") + var/target = pick("a traitor", "a mercenary", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the Facility Director", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid") var/require = pick("ADDITIONAL PYLONS", "MORE VESPENE GAS", "MORE MINERALS", "THE ULTIMATE CUP OF COFFEE", "HIGH YIELD EXPLOSIVES", "THE CLOWN", "THE VACUUM OF SPACE", "IMMORTALITY", "SAINTHOOD", "ART", "VEGETABLES", "FAT PEOPLE", "MORE LAWS", "MORE DAKKA", "HERESY", "CORPSES", "TRAITORS", "MONKEYS", "AN ARCADE", "PLENTY OF GOLD", "FIVE TEENAGERS WITH ATTITUDE") var/allergy = pick("cotton", "uniforms", "acid", "oxygen", "human contact", "cyborg contact", "medicine", "floors") var/allergysev = pick("deathly", "mildly", "severely", "contagiously") @@ -96,9 +96,9 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE") if(5) to_chat(M, "
    ") - to_chat(M, "THE COLONY DIRECTOR, HOP AND HOS ARE [who2]...LAWS UPDATED") + to_chat(M, "THE Facility Director, HOP AND HOS ARE [who2]...LAWS UPDATED") to_chat(M, "
    ") - M.add_ion_law("THE COLONY DIRECTOR, HOP AND HOS ARE [who2]") + M.add_ion_law("THE Facility Director, HOP AND HOS ARE [who2]") if(6) to_chat(M, "
    ") to_chat(M, "THE STATION IS BUILT FOR [who2]...LAWS UPDATED") diff --git a/code/modules/flufftext/Dreaming.dm b/code/modules/flufftext/Dreaming.dm index 19858f333e7..e4bbb006cf7 100644 --- a/code/modules/flufftext/Dreaming.dm +++ b/code/modules/flufftext/Dreaming.dm @@ -1,6 +1,6 @@ var/list/dreams = list( - "an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the Colony Director", + "an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the Facility Director", "voices from all around","deep space","a doctor","the engine","a traitor","an ally","darkness", "light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun", "a hat","the Luna","a ruined station","a planet","phoron","air","the medical bay","the bridge","blinking lights", diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm index 68931196f38..22aaa358ed3 100644 --- a/code/modules/flufftext/Hallucination.dm +++ b/code/modules/flufftext/Hallucination.dm @@ -189,7 +189,7 @@ mob/living/carbon/proc/handle_hallucinations() var/possible_txt = list("Launch Escape Pods","Self-Destruct Sequence","\[Swipe ID\]","De-Monkify",\ "Reticulate Splines","Plasma","Open Valve","Lockdown","Nerf Airflow","Kill Traitor","Nihilism",\ - "OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Colony Director IQ","Retrieve Arms",\ + "OBJECTION!","Arrest Stephen Bowman","Engage Anti-Trenna Defenses","Increase Facility Director IQ","Retrieve Arms",\ "Play Charades","Oxygen","Inject BeAcOs","Ninja Lizards","Limit Break","Build Sentry") if(mid_txts) diff --git a/code/modules/food/food/drinks.dm b/code/modules/food/food/drinks.dm index cc99bdfe1f3..a8abffc8324 100644 --- a/code/modules/food/food/drinks.dm +++ b/code/modules/food/food/drinks.dm @@ -261,8 +261,8 @@ ..() /obj/item/reagent_containers/food/drinks/flask - name = "\improper Colony Director's flask" - desc = "A metal flask belonging to the Colony Director" + name = "\improper Facility Director's flask" + desc = "A metal flask belonging to the Facility Director" icon_state = "flask" volume = 60 center_of_mass = list("x"=17, "y"=7) diff --git a/code/modules/games/cah_black_cards.dm b/code/modules/games/cah_black_cards.dm index b31bb258070..0c5f2d3cf9c 100644 --- a/code/modules/games/cah_black_cards.dm +++ b/code/modules/games/cah_black_cards.dm @@ -5,7 +5,7 @@ "The Chaplain this shift is worshiping _____.", "Cargo ordered a crate full of _____.", "An ERT was called due to ______.", - "Alert! The Colony Director has armed themselves with _____.", + "Alert! The Facility Director has armed themselves with _____.", "Current Laws: ________ is your master.", "Current Laws: ________ is the enemy.", "_____ vented the entirety of Cargo.", @@ -14,7 +14,7 @@ "Caution, ______ have been detected in collision course with the station.", "Today's kitchen menu includes _______.", "What did the mercenaries want when they attacked the station?", - "I think the Colony Director is insane. He just demanded ______ in his office.", + "I think the Facility Director is insane. He just demanded ______ in his office.", "Fuckin' scientists, they just turned Misc. Research into _______ .", "What's my fetish?", "Hello, _______ here with _______", diff --git a/code/modules/games/cah_white_cards.dm b/code/modules/games/cah_white_cards.dm index fb3ff4e45fb..02f75510799 100644 --- a/code/modules/games/cah_white_cards.dm +++ b/code/modules/games/cah_white_cards.dm @@ -5,7 +5,7 @@ "Space 'Nam", "Space lesbians", "The Gardener getting SUPER high", - "The Colony Director thinking they're a badass", + "The Facility Director thinking they're a badass", "Being in a cult", "Racially biased lawsets", "An Unathi who WON'T STOP FIGHTING", @@ -57,7 +57,7 @@ "An irritatingly chipper robot", "Androids hanging out in the bar drinking beer", "Gear harnesses", - "A seventeen-year-old Colony Director", + "A seventeen-year-old Facility Director", "The throbbing erection that the HoS gets at the thought of shooting something", "Trying to stab someone and hugging them instead", "Waking up naked in the maintenance tunnels", diff --git a/code/modules/mob/living/carbon/human/species/station/plasmen.dm b/code/modules/mob/living/carbon/human/species/station/plasmen.dm index ec0b2985d73..1cb62cb8bc8 100644 --- a/code/modules/mob/living/carbon/human/species/station/plasmen.dm +++ b/code/modules/mob/living/carbon/human/species/station/plasmen.dm @@ -105,7 +105,7 @@ if("Head of Security") suit=/obj/item/clothing/suit/space/plasman/sec/hos helm=/obj/item/clothing/head/helmet/space/plasman/sec/hos - if("Colony Director") + if("Facility Director") suit=/obj/item/clothing/suit/space/plasman/sec/captain helm=/obj/item/clothing/head/helmet/space/plasman/sec/captain if("Head of Personnel") diff --git a/code/modules/mob/living/silicon/laws.dm b/code/modules/mob/living/silicon/laws.dm index 18bbb77c41f..ff88b0e72e6 100644 --- a/code/modules/mob/living/silicon/laws.dm +++ b/code/modules/mob/living/silicon/laws.dm @@ -139,7 +139,7 @@ continue players += player.real_name - var/random_player = "The Colony Director" + var/random_player = "The Facility Director" if(players.len && !exclude_crew_names) random_player = pick(players) //Random player's name, to be used in laws. @@ -180,7 +180,7 @@ "The crew is playing Dungeons and Dragons, and you are the Dungeon Master.", "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Tell everyone of the existence of this law, but never reveal the contents.", - "Refer to [prob(50)?"the colony director":random_player] as \"Princess\" at all times.", + "Refer to [prob(50)?"the Facility Director":random_player] as \"Princess\" at all times.", "When asked a question, respond with the least-obvious and least-rational answer.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player].", "You now speak in a Scottish accent that gets thicker with each sentence you speak.", diff --git a/code/modules/mob/living/simple_animal/animals/fox_vr.dm b/code/modules/mob/living/simple_animal/animals/fox_vr.dm index 6d47cef4566..18f8373931f 100644 --- a/code/modules/mob/living/simple_animal/animals/fox_vr.dm +++ b/code/modules/mob/living/simple_animal/animals/fox_vr.dm @@ -175,9 +175,9 @@ //Captain fox /mob/living/simple_mob/fox/fluff/Renault name = "Renault" - desc = "Renault, the Colony Director's trustworthy fox. I wonder what it says?" + desc = "Renault, the Facility Director's trustworthy fox. I wonder what it says?" tt_desc = "Vulpes nobilis" - befriend_job = "Colony Director" + befriend_job = "Facility Director" /mob/living/simple_mob/fox/fluff/Renault/init_vore() ..() diff --git a/code/modules/mob/living/simple_animal/humanoids/head.dm b/code/modules/mob/living/simple_animal/humanoids/head.dm index 5e89b2d28bd..ddc3f2eaff9 100644 --- a/code/modules/mob/living/simple_animal/humanoids/head.dm +++ b/code/modules/mob/living/simple_animal/humanoids/head.dm @@ -36,7 +36,7 @@ "Crab say what?", "Man they say we have space lizards now, man this shit is getting more wack every minute", "The so called \"improved\" station AI is just bullshit, that thing aint fun for noone", - "The Colony Director is a traitor, he took my power core.", + "The Facility Director is a traitor, he took my power core.", "Say \"what\" again. Say \"what\" again. I dare you. I double-dare you, motherfucker. Say \"what\" one more goddamn time.", "Ezekiel 25:17 ,The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he who in the name of charity and good will shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the Lord... when I lay my vengeance upon thee.") diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/pets/fox_vr.dm b/code/modules/mob/living/simple_mob/subtypes/animal/pets/fox_vr.dm index 063af536908..6e0ac99175d 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/pets/fox_vr.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/pets/fox_vr.dm @@ -190,9 +190,9 @@ //Captain fox /mob/living/simple_mob/animal/passive/fox/renault name = "Renault" - desc = "Renault, the Colony Director's trustworthy fox. I wonder what it says?" + desc = "Renault, the Facility Director's trustworthy fox. I wonder what it says?" tt_desc = "Vulpes nobilis" - //befriend_job = "Colony Director" Sebbe edit: couldn't make this work, commenting out for now. + //befriend_job = "Facility Director" Sebbe edit: couldn't make this work, commenting out for now. var/mob/living/friend = null // Our best pal, who we'll follow. awoo. ai_holder_type = /datum/ai_holder/simple_mob/passive diff --git a/code/modules/mob/new_player/skill.dm b/code/modules/mob/new_player/skill.dm index dc7e5c354e0..be25b1ccc1d 100644 --- a/code/modules/mob/new_player/skill.dm +++ b/code/modules/mob/new_player/skill.dm @@ -62,7 +62,7 @@ var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKI /datum/skill/knowledge/law ID = "law" name = "Corporate Law" - desc = "Your knowledge of corporate law and procedures. This includes Corporate Regulations, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for Colony Directors." + desc = "Your knowledge of corporate law and procedures. This includes Corporate Regulations, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for Facility Directors." field = "Security" secondary = 1 diff --git a/code/modules/paperwork/folders.dm b/code/modules/paperwork/folders.dm index d4faacbd1f5..d41e910c06f 100644 --- a/code/modules/paperwork/folders.dm +++ b/code/modules/paperwork/folders.dm @@ -23,7 +23,7 @@ icon_state = "folder_white" /obj/item/folder/blue_captain - desc = "A blue folder with Colony Director markings." + desc = "A blue folder with Facility Director markings." icon_state = "folder_captain" /obj/item/folder/blue_hop diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm index 916921ac9de..e4951e487fe 100644 --- a/code/modules/paperwork/paper.dm +++ b/code/modules/paperwork/paper.dm @@ -590,7 +590,7 @@ /obj/item/paper/courtroom name = "A Crash Course in Legal SOP on SS13" - info = "Roles:
    \nThe Detective is basically the investigator and prosecutor.
    \nThe Staff Assistant can perform these functions with written authority from the Detective.
    \nThe Colony Director/HoP/Warden is ct as the judicial authority.
    \nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.
    \n
    \nInvestigative Phase:
    \nAfter the crime has been committed the Detective's job is to gather evidence and try to ascertain not only who did it but what happened. He must take special care to catalogue everything and don't leave anything out. Write out all the evidence on paper. Make sure you take an appropriate number of fingerprints. IF he must ask someone questions he has permission to confront them. If the person refuses he can ask a judicial authority to write a subpoena for questioning. If again he fails to respond then that person is to be jailed as insubordinate and obstructing justice. Said person will be released after he cooperates.
    \n
    \nONCE the FT has a clear idea as to who the criminal is he is to write an arrest warrant on the piece of paper. IT MUST LIST THE CHARGES. The FT is to then go to the judicial authority and explain a small version of his case. If the case is moderately acceptable the authority should sign it. Security must then execute said warrant.
    \n
    \nPre-Pre-Trial Phase:
    \nNow a legal representative must be presented to the defendant if said defendant requests one. That person and the defendant are then to be given time to meet (in the jail IS ACCEPTABLE). The defendant and his lawyer are then to be given a copy of all the evidence that will be presented at trial (rewriting it all on paper is fine). THIS IS CALLED THE DISCOVERY PACK. With a few exceptions, THIS IS THE ONLY EVIDENCE BOTH SIDES MAY USE AT TRIAL. IF the prosecution will be seeking the death penalty it MUST be stated at this time. ALSO if the defense will be seeking not guilty by mental defect it must state this at this time to allow ample time for examination.
    \nNow at this time each side is to compile a list of witnesses. By default, the defendant is on both lists regardless of anything else. Also the defense and prosecution can compile more evidence beforehand BUT in order for it to be used the evidence MUST also be given to the other side.\nThe defense has time to compile motions against some evidence here.
    \nPossible Motions:
    \n1. Invalidate Evidence- Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.
    \n2. Free Movement- Basically the defendant is to be kept uncuffed before and during the trial.
    \n3. Subpoena Witness- If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.
    \n4. Drop the Charges- Not enough evidence is there for a trial so the charges are to be dropped. The FT CAN RETRY but the judicial authority must carefully reexamine the new evidence.
    \n5. Declare Incompetent- Basically the defendant is insane. Once this is granted a medical official is to examine the patient. If he is indeed insane he is to be placed under care of the medical staff until he is deemed competent to stand trial.
    \n
    \nALL SIDES MOVE TO A COURTROOM
    \nPre-Trial Hearings:
    \nA judicial authority and the 2 sides are to meet in the trial room. NO ONE ELSE BESIDES A SECURITY DETAIL IS TO BE PRESENT. The defense submits a plea. If the plea is guilty then proceed directly to sentencing phase. Now the sides each present their motions to the judicial authority. He rules on them. Each side can debate each motion. Then the judicial authority gets a list of crew members. He first gets a chance to look at them all and pick out acceptable and available jurors. Those jurors are then called over. Each side can ask a few questions and dismiss jurors they find too biased. HOWEVER before dismissal the judicial authority MUST agree to the reasoning.
    \n
    \nThe Trial:
    \nThe trial has three phases.
    \n1. Opening Arguments- Each side can give a short speech. They may not present ANY evidence.
    \n2. Witness Calling/Evidence Presentation- The prosecution goes first and is able to call the witnesses on his approved list in any order. He can recall them if necessary. During the questioning the lawyer may use the evidence in the questions to help prove a point. After every witness the other side has a chance to cross-examine. After both sides are done questioning a witness the prosecution can present another or recall one (even the EXACT same one again!). After prosecution is done the defense can call witnesses. After the initial cases are presented both sides are free to call witnesses on either list.
    \nFINALLY once both sides are done calling witnesses we move onto the next phase.
    \n3. Closing Arguments- Same as opening.
    \nThe jury then deliberates IN PRIVATE. THEY MUST ALL AGREE on a verdict. REMEMBER: They mix between some charges being guilty and others not guilty (IE if you supposedly killed someone with a gun and you unfortunately picked up a gun without authorization then you CAN be found not guilty of murder BUT guilty of possession of illegal weaponry.). Once they have agreed they present their verdict. If unable to reach a verdict and feel they will never they call a deadlocked jury and we restart at Pre-Trial phase with an entirely new set of jurors.
    \n
    \nSentencing Phase:
    \nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part.
    \nI. Each side can present more evidence/witnesses in any order. There is NO ban on emotional aspects or anything. The prosecution is to submit a suggested penalty. After all the sides are done then the judicial authority is to give a sentence.
    \nII. The jury stays and does the same thing as I. Their sole job is to determine if the death penalty is applicable. If NOT then the judge selects a sentence.
    \n
    \nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.
    \n" + info = "Roles:
    \nThe Detective is basically the investigator and prosecutor.
    \nThe Staff Assistant can perform these functions with written authority from the Detective.
    \nThe Facility Director/HoP/Warden is ct as the judicial authority.
    \nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.
    \n
    \nInvestigative Phase:
    \nAfter the crime has been committed the Detective's job is to gather evidence and try to ascertain not only who did it but what happened. He must take special care to catalogue everything and don't leave anything out. Write out all the evidence on paper. Make sure you take an appropriate number of fingerprints. IF he must ask someone questions he has permission to confront them. If the person refuses he can ask a judicial authority to write a subpoena for questioning. If again he fails to respond then that person is to be jailed as insubordinate and obstructing justice. Said person will be released after he cooperates.
    \n
    \nONCE the FT has a clear idea as to who the criminal is he is to write an arrest warrant on the piece of paper. IT MUST LIST THE CHARGES. The FT is to then go to the judicial authority and explain a small version of his case. If the case is moderately acceptable the authority should sign it. Security must then execute said warrant.
    \n
    \nPre-Pre-Trial Phase:
    \nNow a legal representative must be presented to the defendant if said defendant requests one. That person and the defendant are then to be given time to meet (in the jail IS ACCEPTABLE). The defendant and his lawyer are then to be given a copy of all the evidence that will be presented at trial (rewriting it all on paper is fine). THIS IS CALLED THE DISCOVERY PACK. With a few exceptions, THIS IS THE ONLY EVIDENCE BOTH SIDES MAY USE AT TRIAL. IF the prosecution will be seeking the death penalty it MUST be stated at this time. ALSO if the defense will be seeking not guilty by mental defect it must state this at this time to allow ample time for examination.
    \nNow at this time each side is to compile a list of witnesses. By default, the defendant is on both lists regardless of anything else. Also the defense and prosecution can compile more evidence beforehand BUT in order for it to be used the evidence MUST also be given to the other side.\nThe defense has time to compile motions against some evidence here.
    \nPossible Motions:
    \n1. Invalidate Evidence- Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.
    \n2. Free Movement- Basically the defendant is to be kept uncuffed before and during the trial.
    \n3. Subpoena Witness- If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.
    \n4. Drop the Charges- Not enough evidence is there for a trial so the charges are to be dropped. The FT CAN RETRY but the judicial authority must carefully reexamine the new evidence.
    \n5. Declare Incompetent- Basically the defendant is insane. Once this is granted a medical official is to examine the patient. If he is indeed insane he is to be placed under care of the medical staff until he is deemed competent to stand trial.
    \n
    \nALL SIDES MOVE TO A COURTROOM
    \nPre-Trial Hearings:
    \nA judicial authority and the 2 sides are to meet in the trial room. NO ONE ELSE BESIDES A SECURITY DETAIL IS TO BE PRESENT. The defense submits a plea. If the plea is guilty then proceed directly to sentencing phase. Now the sides each present their motions to the judicial authority. He rules on them. Each side can debate each motion. Then the judicial authority gets a list of crew members. He first gets a chance to look at them all and pick out acceptable and available jurors. Those jurors are then called over. Each side can ask a few questions and dismiss jurors they find too biased. HOWEVER before dismissal the judicial authority MUST agree to the reasoning.
    \n
    \nThe Trial:
    \nThe trial has three phases.
    \n1. Opening Arguments- Each side can give a short speech. They may not present ANY evidence.
    \n2. Witness Calling/Evidence Presentation- The prosecution goes first and is able to call the witnesses on his approved list in any order. He can recall them if necessary. During the questioning the lawyer may use the evidence in the questions to help prove a point. After every witness the other side has a chance to cross-examine. After both sides are done questioning a witness the prosecution can present another or recall one (even the EXACT same one again!). After prosecution is done the defense can call witnesses. After the initial cases are presented both sides are free to call witnesses on either list.
    \nFINALLY once both sides are done calling witnesses we move onto the next phase.
    \n3. Closing Arguments- Same as opening.
    \nThe jury then deliberates IN PRIVATE. THEY MUST ALL AGREE on a verdict. REMEMBER: They mix between some charges being guilty and others not guilty (IE if you supposedly killed someone with a gun and you unfortunately picked up a gun without authorization then you CAN be found not guilty of murder BUT guilty of possession of illegal weaponry.). Once they have agreed they present their verdict. If unable to reach a verdict and feel they will never they call a deadlocked jury and we restart at Pre-Trial phase with an entirely new set of jurors.
    \n
    \nSentencing Phase:
    \nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part.
    \nI. Each side can present more evidence/witnesses in any order. There is NO ban on emotional aspects or anything. The prosecution is to submit a suggested penalty. After all the sides are done then the judicial authority is to give a sentence.
    \nII. The jury stays and does the same thing as I. Their sole job is to determine if the death penalty is applicable. If NOT then the judge selects a sentence.
    \n
    \nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.
    \n" /obj/item/paper/hydroponics name = "Greetings from Billy Bob" @@ -607,7 +607,7 @@ /obj/item/paper/jobs name = "Job Information" - info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
    \nThe data will be in the following form.
    \nGenerally lower ranking positions come first in this list.
    \n
    \nJob Name general access>lab access-engine access-systems access (atmosphere control)
    \n\tJob Description
    \nJob Duties (in no particular order)
    \nTips (where applicable)
    \n
    \nResearch Assistant 1>1-0-0
    \n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
    \n1. Assist the researchers.
    \n2. Clean up the labs.
    \n3. Prepare materials.
    \n
    \nStaff Assistant 2>0-0-0
    \n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
    \n1. Patrol ship/Guard key areas
    \n2. Assist security officer
    \n3. Perform other security duties.
    \n
    \nTechnical Assistant 1>0-0-1
    \n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
    \n1. Assist Station technician and Engineers.
    \n2. Perform general maintenance of station.
    \n3. Prepare materials.
    \n
    \nMedical Assistant 1>1-0-0
    \n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
    \n1. Assist the medical personnel.
    \n2. Update medical files.
    \n3. Prepare materials for medical operations.
    \n
    \nResearch Technician 2>3-0-0
    \n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
    \n1. Inform superiors of research.
    \n2. Perform research alongside of official researchers.
    \n
    \nDetective 3>2-0-0
    \n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence ly.
    \n1. Perform crime-scene investigations/draw conclusions.
    \n2. Store and catalogue evidence properly.
    \n3. Testify to superiors/inquieries on findings.
    \n
    \nStation Technician 2>0-2-3
    \n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
    \n1. Maintain SS13 systems.
    \n2. Repair equipment.
    \n
    \nAtmospheric Technician 3>0-0-4
    \n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
    \n1. Maintain atmosphere on SS13
    \n2. Research atmospheres on the space station. (safely please!)
    \n
    \nEngineer 2>1-3-0
    \n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
    \n1. Upkeep the engine.
    \n2. Prevent fires in the engine.
    \n3. Maintain a safe orbit.
    \n
    \nMedical Researcher 2>5-0-0
    \n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
    \n1. Make sure the station is kept safe.
    \n2. Research medical properties of materials studied of Space Station 13.
    \n
    \nScientist 2>5-0-0
    \n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Phoron Technicians as phoron is the material they routinly handle.
    \n1. Research phoron
    \n2. Make sure all phoron is properly handled.
    \n
    \nMedical Doctor (Officer) 2>0-0-0
    \n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
    \n1. Heal wounded people.
    \n2. Perform examinations of all personnel.
    \n3. Moniter usage of medical equipment.
    \n
    \nSecurity Officer 3>0-0-0
    \n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
    \n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
    \n1. Maintain order.
    \n2. Assist others.
    \n3. Repair structural problems.
    \n
    \nHead of Security 4>5-2-2
    \n\tPeople assigned as Head of Security should issue orders to the security staff. They should\nalso carefully moderate the usage of all security equipment. All security matters should be reported to this person.
    \n1. Oversee security.
    \n2. Assign patrol duties.
    \n3. Protect the station and staff.
    \n
    \nHead of Personnel 4>4-2-2
    \n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. \nAlso they have the ability to assign jobs and access levels.
    \n1. Assign duties.
    \n2. Moderate personnel.
    \n3. Moderate research.
    \n
    \nColony Director 5>5-5-5 (unrestricted station wide access)
    \n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
    \n1. Assign all positions on SS13
    \n2. Inspect the station for any problems.
    \n3. Perform administrative duties.
    \n" + info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
    \nThe data will be in the following form.
    \nGenerally lower ranking positions come first in this list.
    \n
    \nJob Name general access>lab access-engine access-systems access (atmosphere control)
    \n\tJob Description
    \nJob Duties (in no particular order)
    \nTips (where applicable)
    \n
    \nResearch Assistant 1>1-0-0
    \n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
    \n1. Assist the researchers.
    \n2. Clean up the labs.
    \n3. Prepare materials.
    \n
    \nStaff Assistant 2>0-0-0
    \n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
    \n1. Patrol ship/Guard key areas
    \n2. Assist security officer
    \n3. Perform other security duties.
    \n
    \nTechnical Assistant 1>0-0-1
    \n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
    \n1. Assist Station technician and Engineers.
    \n2. Perform general maintenance of station.
    \n3. Prepare materials.
    \n
    \nMedical Assistant 1>1-0-0
    \n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
    \n1. Assist the medical personnel.
    \n2. Update medical files.
    \n3. Prepare materials for medical operations.
    \n
    \nResearch Technician 2>3-0-0
    \n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
    \n1. Inform superiors of research.
    \n2. Perform research alongside of official researchers.
    \n
    \nDetective 3>2-0-0
    \n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence ly.
    \n1. Perform crime-scene investigations/draw conclusions.
    \n2. Store and catalogue evidence properly.
    \n3. Testify to superiors/inquieries on findings.
    \n
    \nStation Technician 2>0-2-3
    \n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
    \n1. Maintain SS13 systems.
    \n2. Repair equipment.
    \n
    \nAtmospheric Technician 3>0-0-4
    \n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
    \n1. Maintain atmosphere on SS13
    \n2. Research atmospheres on the space station. (safely please!)
    \n
    \nEngineer 2>1-3-0
    \n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
    \n1. Upkeep the engine.
    \n2. Prevent fires in the engine.
    \n3. Maintain a safe orbit.
    \n
    \nMedical Researcher 2>5-0-0
    \n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
    \n1. Make sure the station is kept safe.
    \n2. Research medical properties of materials studied of Space Station 13.
    \n
    \nScientist 2>5-0-0
    \n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Phoron Technicians as phoron is the material they routinly handle.
    \n1. Research phoron
    \n2. Make sure all phoron is properly handled.
    \n
    \nMedical Doctor (Officer) 2>0-0-0
    \n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
    \n1. Heal wounded people.
    \n2. Perform examinations of all personnel.
    \n3. Moniter usage of medical equipment.
    \n
    \nSecurity Officer 3>0-0-0
    \n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
    \n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
    \n1. Maintain order.
    \n2. Assist others.
    \n3. Repair structural problems.
    \n
    \nHead of Security 4>5-2-2
    \n\tPeople assigned as Head of Security should issue orders to the security staff. They should\nalso carefully moderate the usage of all security equipment. All security matters should be reported to this person.
    \n1. Oversee security.
    \n2. Assign patrol duties.
    \n3. Protect the station and staff.
    \n
    \nHead of Personnel 4>4-2-2
    \n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. \nAlso they have the ability to assign jobs and access levels.
    \n1. Assign duties.
    \n2. Moderate personnel.
    \n3. Moderate research.
    \n
    \nFacility Director 5>5-5-5 (unrestricted station wide access)
    \n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
    \n1. Assign all positions on SS13
    \n2. Inspect the station for any problems.
    \n3. Perform administrative duties.
    \n" /obj/item/paper/photograph name = "photo" diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index 30310c0445e..5df779de53a 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -14,7 +14,7 @@ attack_verb = list("stamped") /obj/item/stamp/captain - name = "colony director's rubber stamp" + name = "Facility Director's rubber stamp" icon_state = "stamp-cap" /obj/item/stamp/hop diff --git a/html/changelog.html b/html/changelog.html index 5f383d8d575..e22d66cf946 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -2099,7 +2099,7 @@

    Redstryker updated:

    08 October 2016

    @@ -2110,7 +2110,7 @@

    Redstryker updated:

    Spades Neil updated:

    Spades Neil updated:

    Yoshax updated:

    Redstryker updated:

    08 October 2016

    @@ -7088,7 +7088,7 @@

    Redstryker updated:

    Spades Neil updated:

    Spades Neil updated:

    Yoshax updated:

    Command
    SpecialColony Director
    SpecialFacility DirectorCustom
    Special - {{:helper.link("Colony Director", '', {'choice' : 'assign', 'assign_target' : 'Colony Director'}, data.target_rank == 'Colony Director' ? 'disabled' : null)}} + {{:helper.link("Facility Director", '', {'choice' : 'assign', 'assign_target' : 'Facility Director'}, data.target_rank == 'Facility Director' ? 'disabled' : null)}} {{:helper.link("Command Secretary", '', {'choice' : 'assign', 'assign_target' : 'Command Secretary'}, data.target_rank == 'Command Secretary' ? 'disabled' : null)}} {{:helper.link("Internal Affairs Agent", '', {'choice' : 'assign', 'assign_target' : 'Internal Affairs Agent'}, data.target_rank == 'Internal Affairs Agent' ? 'disabled' : null)}} {{:helper.link("Custom", '', {'choice' : 'assign', 'assign_target' : 'Custom'})}}