* Rework Syndie Research Base
* Fixing
* Fixing..
* work you cu-
* SPAACE
* Pack of changes:
- Removed Toilets and replaced them with "Dressing" room.
- Added Genetics, because person on discord wished for it.
- Placed Atmos pipes (scrubbers and supply)
* Changes:
- Added Pathing for ed209 (syndicate)
- Removed random_spawners custom spawner made before.
- Added "security" room with allow you to control turrets and see all base cameras.
* Fixing turret control panel
* Fixing turrets.. again
* huh?
* Changes:
- Decreased Beacons amount from 20 to 10 (they give same path, just less stops).
- Added special room to "store" ed209 syndicate, if you want to activate it: View Variables -> patrol = 1.
- Added light switches everywhere.
- Added Air alarms and fire alarms everywhere, and made sure there are fire doors to stop potential fires.
- Added 2 more areas, Genetics and "control room".
* Placed Power Cables.
* Added disposals
Lets fuckign Gooooo
* Changes:
- Made button from drive actually open doors and shoot stuff to toxin range.
- Added emergency PACMAN generator, in case someone join late and whole base will be de-powered.
- Added CCTV to caves, now you can see intruders.
* Added 2 more boxes of plant disc.
* Changes:
- Added new variant of free drobes, now syndicate can get drip for free.
- Added "hidden" safe at vault with contain 10000credits and stethoscope nearby to help, its only for syndicate researcher, if explorer steal it, they should get bounty on them by syndicate.
- Added a lot of vendors refilling units, to make sure that you cannot run out by "accident".
* Changed Toxin Test arena to indestructable walls.
* Bunch of Changes:
- Replaced "grenade casings" (with are foam grenades) with new created "Foam Grenades Box" so its more oblivious what it is.
- Added paper note near PACMAN Generator with contain basic instruction how to use it.
- Added missing fire doors for "drooms".
- Added fire extinguishers EVERYWHERE so syndicate OSHA will be happy.
- Changed "genetics" room, now instead of supporing 4 people, it support now only 2 in exchange for "faster" DNA researching.
- Added "Foam Grenades Box" around base and in storage, so if there any breaches just throw kanu- grenades at them.
- Named and connected disposal to "toxin launcher" so now you can disposal your constractions inside.
- Added 4 buttons for "Chemical" testing room (with is not for explosives) so now you cannot get trapped inside.
- Made special disposal Ride for genetics "monkeys" to turret so they will be killed (its made this way to avoid researchers spacing themselfs allowing them to escape)
- Increased Toxin Storage room, by increasing oxygen and plasma tanks amount by tanks 2 each.
- Moved AIR container to engine, now they are replaced with "tank container" to storage... custom plasma mixes without destroying main plasma containers.
* fixes
* Changed Genetics:
- Now genetics layout got changed, now instead of supporting 4 genetics people it only support 2 in exchange for more efficency in making DNA syringes.
- Now you can dispose bodies for turrets to shoot holes trough... its funny.
* Added Mirrors to dressing room-
And Fixed hallway curve
* Made cryo and sleepers face themselfs
* Added RPD for toxin launcher room
- now if you run out of valves, you can just "spawn" new ones.
* Used merge conflict fixing tool
- and for *some* reason it keep showing merge conflict? (whot)
* Requested changes:
- Replaced NT machine with syndie cigarette machine.
- Removed random blueshield note.
- replaced syndie donk machines to secured variant.
* Changes full build consoles to unbuild.
* Fixes:
- Fixed storage, somehow one rack with mats got exaporated.
- Added tachyon-doppler array for tracking explosion size.
- Removed duplicated buttons from toxin mixing room.
- Removed console and placed in storage.
- Storage now have items with offsets so they are more visible in stack pile.
- Removed Air alarm from toxing testing arena, considering it dont have pipes.
* Add RPD in toxing mixing
* batch of fixes (?)
- Changed Art vendor and critter care to free variant.
- Fixed spelling on paper to requested one.
- Now syndicate researchers spawn with 100 credits in their backpack for claw machine, if you run out, ask your coworkers to borrow more cash on game.
* batch of changes:
- Did most requested changes by S34N (except defib one)
- Added APC to hallway, so now hallway use power too.
- Made new subtype of syndicate APC's with offset depending on direction.
* fix stripes issue
* Removed random stripes and syndie having cash
* fixes some funky spots on delta, and a single tile on box
* probably like this is better
* oops
* there we are
* Update delta.dmm
* why'd that tile conflict
* fixed i think
---------
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* a remap begins...
* tweaks
* bye-bye, QM's handheld crew monitor
* brings back the abandoned crate
* oop
* more tweaks
* tcomm pipes
* brad update
* more firelocks
* more windows
* tweaks
* denth review part 1
* renaming doors
* crowbars
* changes walls, new locker
* Oyu's review
* more tweaks
* signs
* MAYBE will be deconflicted
* now deconfllicted hopefully
* some more tweaks
* no more wall helpers!
* fluff
* IDs for polarized windows
* slight tweaks to firelocks
* added grilles
* more tweaks
* tiny lil maint update
* more maint tweaks
* maint rework part 3
* oopsie
* jani has dark floors now
* reworked robotics, gave brad more love
* stationary defibs
* stuff
* bug fix
* more tweaks
* aaaaa
* Revert "aaaaa"
This reverts commit f70ba3a89a.
* more tweaks
* fixed scrubbers, tweaks
* should compile
* reshuffles maint loot
* request consoles + tweaks
* more tweaks
* access helper tweaks
* very minor access tweaks
* you can now pet Brad
* Update code/modules/mob/living/simple_animal/friendly/cockroach.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* renames access
* shuttle decorations + other tweaks
* oopsie
* bjam's reviews
* split the QM's locker
Exa's approval, rest of design team did not share opinions
* OH UH
* this too
* this is a better way to do it actually
* sean review + floodlight subtype
---------
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Update lavaland_surface_althland_facility.dmm
* fixes turf shit
* Henry Fix
* adds area
* Update lavaland_areas.dm
* contra review
* im an actual dumbass no cap on a stack fr
* refactor: datumize security levels
* refactor: implement `SSsecurity_level` for handling security level related stuff
* feat: returns back old `delta_alarm` sound
* refactor: adjust existing code to use `SSsecurity_level`
* fix: remove redundunt new init order
* fix: fix type in var
* refactor: apply reviewer changes
* fix: replace `can_fire=FALSE` with `ss_flags = SS_NO_FIRE`, as subsystem will never fire
* fix: use `flags` instead of `ss_flags` for subsystem
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* fix: replace old security level interactions
* feat: implement `Recover` proc for `SSsecurity_level`
* refactor: add clearer doc for `security_level_set_timer_id` propery of `SSsecurirt_level`
* refactor: swap `security_level` datum properties to make it clearer to read
* refactor: move initialization code from `New` to `Initialize` for `/obj/machinery/firealarm`
* fix: revert back `delta_alarm` annoing sound, use `delta_claxon` on change to delta security level
---------
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Add space ruin: abandoned engi sat
* update config
* s34n review 1:
- lights all switched to proper bumps
- fire extinguisher properly align
- consoles rotated to face hall
- apc name varedit removed
* Being in space kills you again with solar flares / rad storms. Also now affects deep space
* oh god unit tests.
* fucking autocomplete
* I will murder autocomplete. It will not survive.
* Rename trait
* Update code/datums/weather/weather_types/radiation_storm.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
---------
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* areas
* progress...
* death hatred and murder
* get current master maps
* hoooly shit i can load up the maps
* it compiles now
* map changes
* fixes some unintended stuff
* make the .dme right
* fix mixed space+tab indents
* more space-tab fixes
* CI, please show me more than 1 CI fail at a time
* UPDATE PATHS!!!
* none of the stations had it anyways, but fixed
* mint wasnt actually deleted, my bad
* epic random CI fail for no reason
* i beg you, CI
* dont delete anything
* okay THAT should work now
* okay get master maps and rerun
* okay THEN run update paths
* actually done now
* oops
* Adds a new space ruin.
* Update code/datums/ruins/space_ruins.dm
lewcc's review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* id_tag fix
* thanks StrongDMM
* guess who can't place '"' properly
* additions and fixes (i hope)
* the one commit to pass all CI checks
* defined in config
* removed an illegal placement of a railing
---------
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Decrease Area Size by 1
- Maintenance have now priority over xenobio (just areas, no code)
* Cerestation Xenobio Fix
- Add Cerestation to fix
* Delta Xenobio Fix
- Add Delta to fix
* MetaStation Xenobio Fix
- Added New 2 Maintenance area
- Added New 2 Sprites for Maintenance Area
- Add MetaStation to fix
* Da Vlood
* removes_unused_icons
* Yep sprites
* fixes xeno blood and vomit
* Commit number x
* Steel Review Changes 1
* Henri Review Changes 1
* fixing vomit
🌋
* Haha haha ha ... ha
* fixing layering issueeee
* Sirryan2002 Review
THANKS
* implicit var/
* Sirryan Review 2
Electric Boogaloo
* Testmerge Update 1
gibs were still getting animated, blood drying while animated in space looked very jank.
all fixed
* unused variable
AHSDHASOIADGSOISA
* Testmerge Update 2
tracks floating annoyingly
* Improvements
-blood globules will now continue with the inertia of their emittor, instead of towards wherever they were facing
-drops will now have visible sprites after splatting
[running animate() still sometimes doesnt stop the animation annoyingly]
* errors
* Sirryan Review 3
* Adds Explorer spawnability, removes Cyberaid gateways
* deletes some REALLY old bloat maps and deletes Gateway.dm
* Fixes runtime, and removes more stuff like gateway config... cause we dont have a gateway anymore
* removes all mention of /obj/machine/gateway
* Goodbye test_tiny and evil_santa 😈
* removed a literal fucking pamphlet
* changes map area name from Gateway to Expedetition
* changes the access from ACCESS_GATEWAY to ACCESS_EXPEDITION
* Revert "Goodbye test_tiny and evil_santa 😈"
This reverts commit eda775ecd5.
* ok deletes evil_santa only
* Fixes a runtime
* Adds new visuals for new area and explorer spawn marker
* Unhides explorers from the pref menu
* adds spawns and fixes the gateways for all maps, adds Expedition room to Cere
* improves and cleans up the expedition room maps, also clothes for Explorers
* GET OUT OF HERE EXAMPLE.
* byebye button
* heh, almost made me use ten percent of my power
* appeasing the GC gods (GDN)
* hee hoo
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Update code/game/objects/items/hand_item.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* more return styling
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* no more wrapper
* the extent of my spriting skills
* fixes double slap sound
* slap emote also works
* try to remember the advanced lessons of CQC
* i hope this fixes the merge conflict
* Chefs are no longer perma-combat trained
* Chef CQC now uses signals to activate parrying
* Makes it easier to add it to other martial arts
* resolving merge conflict from ParadiseSS13#20620
* Revert "resolving merge conflict from ParadiseSS13#20620"
This reverts commit 30ea29a6a8.
* Revert "try to remember the advanced lessons of CQC"
This reverts commit e8daeb4d1a.
* try to not conflict the basics of CQC
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* lol, lmao even
* GDN was right, this is funny
* Update code/modules/martial_arts/cqc.dm
farie review pt. 1
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Update code/modules/martial_arts/martial.dm
farie review pt. 2
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/human_emote.dm
farie review pt. 3
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
---------
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* change da world
* compile, thanks
* Update cere.dmm
* Update cere.dmm
* ready for test
* use the proper name please
its CERE not ceres.
* stops shuttle from forcibly docking with podbay
* things are now different
Landmark update for job spawns.
More hardsuits in EVA, engi, and atmos.
Disaster counters properly added.
Vault is now more spooky.
Gamma armoury moved to below gulag shuttle.
Sleeping rooms replaced with arcade and swimming pool.
Captains ERP nest deleted.
Tcomms now looks like it was designed by a functional human being.
Mining doesn't need a weird glass box.
Shuffled docking ports at arrivals.
Windows are now reinforced windows.
Mr changs has arrived.
* disposals functions now
* now with 50% more air
* gamma armoury doesn't attempt to become one with gulag shuttle
* disposals net is airless, vault is enclosed in some rock
* standard number of escape pods
* slight fixes
* more bugfixes
* lighting fixes
* divided hallways, added psych office, more cams
* fire alarms, shutters, and fixes
* temporary DME edit to set cere as default map
* fixed shuttle runtime
* this compiles and runs locally, please CI
* fixes hidden double pipe
* more double pipes
* more vents and scrubbers, morgue body delivery
* tweaks to secbot pathing
* various QoL changes
* Medbay expansion, med+arrival maints expansion.
* the definitive air alarm update, and more!
* Departmental emergency EVA suits, signage, tweaks.
* 2 Cryodorms added (oops). Asteroid sound updates.
* Borg cryo, shutters correctly rotated.
* Supply shuttle edit. I like joining the map queue.
* minor fixes, grav gen isolation.
* minor fixes
* Disposal fixes, lighting adjustment
* SabreML feedback changes
* More minor fixes
* More fixes
* NSS Farragus
* (most) floors turn into asteroid sand, not spess
* reverted random file edit, fixed mr teeny
* minor fixes
* big bombs can breach asteroid areas
* Asteroid plating exists, did you know? I do now!
* camera network pass
* walls become sand too on destruction
* lighting pass
* implements feedback, dramatically reduces ores
* yeets ores entirely, sci break room added
* roundstart pads, more solars, bigger departures
* runtimes
* mining resistant rock
* variable names are important
* AoE KA doesnt affect rocks
* actually fix AoE stuff
* now with 1000% more bats
* no sandy cables, a brig exit chute, more head ssu
* mech drills are not pickaxes
* proc rename, perma window, faster sapce bridges
* Brig rework
* robotics changes
* More sci edits
* Rotayshun changes
* dme edit
* Delete cerestation.dm
begone, thot
* temp edit so it loads cere as default
* merge conflicts begone
* decal purge
* map repipe
* removes under-wall pipe adapters
* shuffled maint areas
* dirt purge
* longest bridge rework
* fixes
* PPI feedback
* kitchen does, in fact, need air
* permabrig tweaks
* restores cc changes
* merge part 2
* tag purge
* secret clown HQ got me shook
* SQUASHENING
* solar shuffle
* directional consoles
* remove TM edits due to rotation
* merge conflict part 2
* pod pilot deletion
* cold rock, window tint fixes, etc.
* further red rocks
* further tweaks
* more standardising
* robotics redo
* carpet time
* CI update for cere
* Apply suggestions from code review
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* more squash, corridor cam removal, etc.
* light switches
* minor fixes
* temp cere default
* FOODCART!
* fixes
* no airless no more
* space_hall
* compat pass 1
* make it work
* more changes
* slimmening
* air alarm tweak
* TM commit
* ci tests
* final CI changes?
* squash. squeeze, optimise
* wall vent
* disposals fix, more squeezing
* bugfixes
* false walls
* bedroom culling
* edits and fixes
* tweaks
* changes
* det window
* further tweaks
* Revert "TM commit"
This reverts commit 9e8814937f.
* More TM only changes reverted
* fixes smoothing with falsewalls
* denth changes
* the airlockenning
* cicicici
* CICICICI
* further tweaks
* further tweaks
* reverts weird sand behaviour code from ages ago
* oops
* universal adapter my beloathed
* nanomap moment
* webmap
* cere nanomap
* feedback updates
* updates
* airlock tweaks
* vents and tweaks
* solars moment
* triple APC fix
* south of where?
* airlock helpers
* disposal flap purge
* outpost monitor with actual real networks?
* tweakeroni
* fixes
* fixes
* tweaks
* fixes
* medbay improvements
* power and flaps
* changes
* aa changes
* fixes
* more fixeronies
* fixes!
* reversed
* chemicals
* chem tweaks
* fixes
* shuttle fixes
* holopad pass
* editseditsedits
* lightslightslights
* door
* /obj/machinery/computer/security/telescreen/entertainment
* sonic underground
* actual sonic reference
* Apply suggestions from code review
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* Tsrc
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* Fixing all stuff and drop only lavaland file
I repaired whole branch, and now i drop lavaland file without changing other map files
* Changes
Lavaland shuttle got changed to more sphear shape
Deleted duplicated freezer in outpost medbay
* Fixed Cameras
Now All Cameras are named and display on mining camera console.
* Changes Suggested by S34NW
-
* Changes Suggested by S34NW (with description)
- Added APC to Medbay, Mechbay and Ore Processing.
- Replaced Normal Freezer with IV Freezer.
- Deleted and make new light switches with prefered 24pix offset.
- All cameras are double checked, and all have correct path for monitor console from previous upload.
- Deleted all previous APC's and repleced them with newly named ones with prefered 24pix offset.
- Changed Mechbay Charging port to sprites.
- Fixed all Areas missplacement and added 2 new ones: [Cafeteria] for dinner room and [Mining Storage] for lockers and crates.
- Added missing "power cable dot" under one of generators.
- Changed position of Shuttle Airlock to be closer to shuttle and moved it to "glass" category.
- Added tiny space near locked chest.
- Still waiting for Pull: https://github.com/ParadiseSS13/Paradise/pull/19820 to get merged.
* Changes after Catwalk Merge
- Added New Catwalk from pull: https://github.com/ParadiseSS13/Paradise/pull/19820
- Changed some outpost shapes and thickness... a little, so now antags with 200IQ can use them for their advantage.
- Re-Added removed "Lava island", now its accessable by using jump boots (not only by fire-fighter) [i wish it was like special island full of ores in every bit].
- Increased lava distance a little between labor camp and mining outpost.
- Changed rocks around station from "[...]/mineral/random/volcanic" to "[...]/mineral/random/lava_land_surface" because i wanted to avoid gibonite spawn and players mining rocks around.... they are for look and antags use, not miners.
* Added Manually Grille's
When grilles appeared, they were always "heavy damaged" so from now, they will be always build in specific spots.
* Next Changes from S34NW suggestion
- Light Switches now face specific directions.
- Fixed and added APC's.
- Moved web to correct place.
- Removed some walls from double wall.
- Now cameras in c_tag have "Mining Outpost - (section name here)".
- Added missing cable dot under terminal.
* More Areas types
- Added Mech bay area
- Added airlock area
* Another Small Changes
- Removed Air alarm in wooden crate storage
- Added "Base Turf Editor" to each area
* FINALLLY FIXXXEEEEEED
* Updated Airloc access level required
* Changes aft maintenance library to aft maint area
Changes the area from library area to apmaints area, so it responds correctly to radiation storms.
* Adds /area/maintenance/abandonedlibrary
Creates an abandoned library area to designate the maintenance abandoned library
* Replaces apmaintenance with abandonedlibrary at map
* Changes the new area name and updates the map
It was suggested that maintenance/library was better.
* Removes /area/library/abandoned
To avoid further issues, it is not part of maintenance yet its name implies it is. It is also not being used anywhere anymore.