Commit Graph
48 Commits
Author SHA1 Message Date
Christer2222andGitHub b5eabdf1a9 You can now stick forks into outlets (#31435)
* now shocks

* machines + added get_internal_wires

* removed duplicate variable on syndicatebomb

* adds wire tearing, check if the door has a plating

* return a few item_interaction_complete

* linting + unpowered message

* removed some checks  + floodlights + ChemMaster

* cut_random_uncut() -> cut_random_uncut_wire()

* simplified random wire selection

* return ..() + removed /

* early return if not machine

* get_internal_wires() comment

* attackchain

* attackchain + comment removal

* duplicate variable removal

* removed extra lines

* removed some / + removed unnecessary checks

* removed uncut wirecount function + extra check to cooking machinery

* attack chain signal

* space

* removed some \thes
2026-02-17 19:12:09 +00:00
kyunkyunkyunandGitHub b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00
ContrabangandGitHub 1504ed98be massive burndown (#29894) 2025-07-27 20:52:39 +00:00
warriorstar-orionandGitHub e5b7eb9559 Space ruin: The sieged lab, a submap extravaganza. (#28393)
* Space ruin: The sieged lab, a submap extravaganza.

* fix airlock access

* fix skiff, make whole lab teleproof for now

* indestructible rivet command room

* add strategically placed helpful items/spawners

* fix gun rack placement

* no butchering on harbinger murder

* small adjustments

* esword drop as a treat, m90 seems excessive

* make boss door obvious

* Lots of map/boss fixes

* Update everything for razor wire, try and unfuck some weird AI behavior

* stupid mines

* sort and fix comments for different ruin categories

* always place ruin for TM

* first batch of fixes

* reinforce hard rock walls

* tweaks

* improve hard rock design

* tiny cleanups

* singleton out med and sci rooms

* kitchen rework updatepath

* run updatepaths

* update maplint exceptions
2025-04-08 18:16:28 +00:00
warriorstar-orionandGitHub f479ace54f Attack chain migration: /obj/machinery (#27784)
* one at a time let's go

* air alarm

* so many

* meh

* hell

* hell

* hmm

* Attack chain migration: /obj/machinery

* what the fuck?

* hell

* review fixes

* whoops

* fix build

* nuke fixes, more tests

* gland dispsenser and start of autolathe test

* var renames

* small fixes

* i tire of life

* more tests

* more tests

* more tests

* shrink map

* customize autolathe design disk load delay

* cell charger

* fire alarm frame installation test

* funny and burz reviews

* nuke fixes
2025-01-26 00:23:42 +00:00
warriorstar-orionandGitHub 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00
9465b565b8 refactor/ci: enforce mapload in Initialize args (#26878)
* refactor/ci: enforce mapload in Initialize args

* add new missing mapload arg

* add yet another missing mapload arg

* Update code/modules/power/engines/singularity/particle_accelerator/particle.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-10-23 19:07:46 +00:00
34ba019704 Adds more descriptions to missing items and changes some (#24584)
* jesus fuck thats a lot of descs

* Apply suggestions from code review

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>

* review

* christa review

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Charlie Nolan <funnyman3595@gmail.com>

---------

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Charlie Nolan <funnyman3595@gmail.com>
2024-04-07 09:44:27 +00:00
d3ea6b2620 Remaps the Lavaland Outpost. Again. (#22391)
* 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>
2023-10-21 21:30:28 +01:00
DGamerLandGitHub f04a318dfd Floodlights can now only be turned on if they are anchored (#21680)
* aight we ball

* Sirryan review

* Lewcc review
2023-07-24 10:11:59 +01:00
1080pCatandGitHub deef459069 Freshens up floodlights to not be 10 years old (#20727)
* Flood lights!

* gramma! my enemy!! (and a forgotten span)

* gramma AGAIN!

* more spans

* runtime issue, wording, and simpler crowbar

* changes a 1, to a TRUE
2023-04-22 09:17:35 +02:00
8ef4aa727e Adds Shadow demons (#19732)
* reshuffle

* shared base type

* moves this to the base type

* the monster

* event

* FUCK

* better sprites

* refactors bloodcrawl, more nice sprites

* review stuff

* Apply suggestions from code review

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* heart of darkness

* pre TM tweaks

* ARGH

* hopefully fixes double hits

* tweaks

* derp

* tweaks

* TEMP RUNTIME REMOVE LATER

* fixes

* runtime fixes

* cig runtime fix

* review + another runtime fix

* re adds sprite

* removes runtime

* oop I forgor

* DRUNK CODING

* SPRITES

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
2022-12-29 11:26:37 -06:00
ContrabangandGitHub 8418997ed8 Moves most screwdriver checks to screwdriver_act (#19024)
* screwdriver_act my beloved

* convert to returns instead of . / lewcc review

* it will be done

* i'm a little bit stupid, but now time to test

* sometimes I get excited and press the commit

* The great test has been completed

* oh wow oh wow, lewc review

* found one last one

* Steel review

* Lewc review

* quick sirryan review

* removes stupid comments (old coders I blame)

* sirryan review two

* whoops...

* hal review

* the fix to the fix to the fix

* Revert "the fix to the fix to the fix"

FUCK I pushed to the wrong branch
This reverts commit a96fe98781.
2022-10-06 09:30:33 +01:00
Vi3triceandGitHub f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00
bdf50ea894 Code Readability - Machinery (#18153)
* machinery

* comment change as per suggestion

Co-authored-by: moxian <moxian@users.noreply.github.com>

* added always_gib var to recycler as per recomendation

Co-authored-by: moxian <moxian@users.noreply.github.com>
2022-07-05 15:38:47 +02:00
SabreMLandGitHub b9b163aefb Allows Shadowlings to disable 'Light Floor' tiles (#14316)
* Sling can disable floorlights
2020-09-16 09:58:58 -04:00
Fox McCloud 67dc33ac3f for-the-strength-from-which-he-gives-is-unerring 2019-10-05 02:08:11 -04:00
Fox McCloud 20c4cf0a08 for-if-I-stand-I-stand-by-his-will-alone 2019-10-03 19:52:03 -04:00
Arkatos1 fdd2ca94d4 added get_cell() proc to remaining items using cells 2019-05-18 23:52:18 +02:00
taukausanake b7ce683ab1 Merge branch 'pai_light' of https://github.com/Tayyyyyyy/Paradise into pai_light
Conflicts:
	code/game/gamemodes/shadowling/shadowling_abilities.dm
	code/game/objects/items/devices/flashlight.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/robot/robot.dm

 Changes to be committed:
	modified:   code/game/gamemodes/shadowling/shadowling_abilities.dm
	modified:   code/game/machinery/computer/computer.dm
	modified:   code/game/machinery/floodlight.dm
	modified:   code/game/objects/items/devices/flashlight.dm
	modified:   code/game/objects/items/devices/paicard.dm
	modified:   code/modules/clothing/head/hardhat.dm
	modified:   code/modules/clothing/spacesuits/hardsuit.dm
	modified:   code/modules/clothing/spacesuits/plasmamen.dm
	modified:   code/modules/lighting/lighting_atom.dm
	modified:   code/modules/mob/living/carbon/human/human.dm
	modified:   code/modules/mob/living/living.dm
	modified:   code/modules/mob/living/silicon/pai/pai.dm
	modified:   code/modules/mob/living/silicon/pai/software_modules.dm
	modified:   code/modules/mob/living/silicon/robot/robot.dm
	modified:   code/modules/pda/PDA.dm
	modified:   code/modules/power/lighting.dm
	modified:   code/modules/projectiles/gun.dm
2019-02-02 22:53:46 -06:00
FalseIncarnate b8c4d5d7de Fixes Floodlight Runtime
Fixes #9879

Floodlights will now shut off (if on) when their cell is removed, or if the cell somehow becomes null.

Also removed some `src.` from the file

🆑
bugfix: Floodlights will now shut off if lacking a power cell.
/🆑
2018-10-17 00:29:24 -04:00
Purpose 81f768ea1c Initilizes 2018-09-15 12:58:11 +01:00
Purpose a5d53ec6a7 refactors floodlights 2018-09-14 20:55:28 +01:00
tayyyyyyy 8a8f553ab3 Refactor shadowling veil extinguish proc 2018-07-22 19:44:08 -07:00
Fox McCloud 8bd042240f Power Cell Code Cleanup 2018-05-02 19:35:18 -04:00
Fox McCloud 5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
Markolie d9653c79f5 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into findnreplace
# Conflicts:
#	code/game/machinery/recharger.dm
#	code/game/objects/items/devices/autopsy.dm
#	code/game/objects/items/devices/modkit.dm
#	code/game/objects/structures/lattice.dm
2017-04-14 18:15:12 +02:00
Fox-McCloud 5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Mark van AlphenandGitHub cef5626f85 Merge branch 'master' into findnreplace 2017-03-09 17:32:42 +01:00
Markolie 3aa1399995 Implement usesound/toolspeed 2017-03-07 16:46:28 +01:00
Markolie 6982014a6e Replace all BYOND text macros 2017-02-21 15:41:37 +01:00
Fox-McCloud bb30a02dd5 Better Destroys 2016-08-02 23:59:23 -04:00
Tigercat2000 71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Tigercat2000 78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000 9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Markolie 8e03775eec Floodlight power cell fix 2015-08-01 22:58:45 +02:00
Markolie 51035f931e Powernet rework 2015-07-31 23:59:41 +02:00
Tigercat2000 53249a9d13 FIX: Floodlights no longer have 999 range
This commit fixes the fact that floodlights had literally 999 range to
them, illuminating more tiles than were actually on the map. They now have
14 range, and 20 brightness to maintain functionality similar to that
which they had before the lighting overhaul.
2015-05-14 20:23:37 -07:00
Tigercat2000 e1249fc640 Lighting overhaul.
This commit overhauls the lighting system to Bay12 standards. It is better
in pretty much every way.
2015-05-10 12:03:27 -07:00
Markolie 672305e034 Adds a "params" parameter to attackby(), so it keeps track of pixel_x and pixel_y among other things 2015-02-22 22:12:11 +01:00
FalseIncarnate 86d069eb31 Floodlight Wrenching
Allows floodlights to be wrenched into place like the carts, to avoid
accidentally pushing them away.
2015-02-12 18:01:57 -05:00
Markolie 7285f39fc1 Defib update, cell path update 2015-02-09 16:12:01 +01:00
Mloc-Argent a084f74c7d Expansion of every "icon = ''" path.
Supposed to help compilation times.  Who knows.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-09-01 21:53:36 +01:00
Cael_Aislinn 09a340235c fixed processing + tweaked heat generation and function of analysis machinery, fixed up floodlight, added suspension (stasis) field generator
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-08 23:50:46 +10:00
Cael_Aislinn d02a411e2f various compile fixes, added bs12 moderator rank
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-06 15:09:36 +10:00
Cael_Aislinn c314b5f42b Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
Conflicts:
	README.txt
	SQL/tgstation_schema.sql
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/pipes.dm
	code/FEA/FEA_airgroup.dm
	code/FEA/FEA_fire.dm
	code/FEA/FEA_gas_mixture.dm
	code/FEA/FEA_turf_tile.dm
	code/TriDimension/Pipes.dm
	code/WorkInProgress/buildmode.dm
	code/WorkInProgress/organs/organs.dm
	code/WorkInProgress/virus2/Disease2/analyser.dm
	code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm
	code/WorkInProgress/virus2/Disease2/cureimplanter.dm
	code/WorkInProgress/virus2/Disease2/diseasesplicer.dm
	code/WorkInProgress/virus2/Disease2/dishincubator.dm
	code/WorkInProgress/virus2/Disease2/isolator.dm
	code/WorkInProgress/virus2/Disease2/monkeydispensor.dm
	code/WorkInProgress/virus2/analyser.dm
	code/WorkInProgress/virus2/antibodies.dm
	code/WorkInProgress/virus2/base.dm
	code/WorkInProgress/virus2/biohazard destroyer.dm
	code/WorkInProgress/virus2/cureimplanter.dm
	code/WorkInProgress/virus2/curer.dm
	code/WorkInProgress/virus2/diseasesplicer.dm
	code/WorkInProgress/virus2/dishincubator.dm
	code/WorkInProgress/virus2/isolator.dm
	code/WorkInProgress/virus2/monkeydispensor.dm
	code/datums/ai_laws.dm
	code/datums/configuration.dm
	code/datums/datumvars.dm
	code/datums/diseases/alien_embryo.dm
	code/datums/diseases/appendicitis.dm
	code/datums/diseases/robotic_transformation.dm
	code/datums/diseases/xeno_transformation.dm
	code/datums/helper_datums/getrev.dm
	code/datums/helper_datums/teleport.dm
	code/datums/helper_datums/tension.dm
	code/datums/mind.dm
	code/datums/mixed.dm
	code/datums/shuttle_controller.dm
	code/datums/spell.dm
	code/datums/spells/ethereal_jaunt.dm
	code/datums/spells/genetic.dm
	code/datums/spells/wizard.dm
	code/defines/area/Space Station 13 areas.dm
	code/defines/atom.dm
	code/defines/global.dm
	code/defines/mob/dead/observer.dm
	code/defines/mob/living/carbon/alien.dm
	code/defines/mob/living/carbon/alien_humanoid.dm
	code/defines/mob/living/carbon/carbon.dm
	code/defines/mob/living/carbon/metroid.dm
	code/defines/mob/living/carbon/monkey.dm
	code/defines/mob/living/living.dm
	code/defines/mob/living/silicon/ai.dm
	code/defines/mob/living/silicon/robot.dm
	code/defines/obj.dm
	code/defines/obj/closet.dm
	code/defines/obj/clothing.dm
	code/defines/obj/clothing/costume.dm
	code/defines/obj/computer.dm
	code/defines/obj/costume.dm
	code/defines/obj/decal.dm
	code/defines/obj/door.dm
	code/defines/obj/hydro.dm
	code/defines/obj/machinery.dm
	code/defines/obj/storage.dm
	code/defines/obj/supplypacks.dm
	code/defines/obj/toy.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/AStar.dm
	code/defines/procs/command_name.dm
	code/defines/procs/dbcore.dm
	code/defines/procs/forum_activation.dm
	code/defines/procs/gamehelpers.dm
	code/defines/procs/helpers.dm
	code/defines/procs/icon_procs.dm
	code/defines/procs/station_name.dm
	code/defines/procs/statistics.dm
	code/defines/turf.dm
	code/game/algorithm.dm
	code/game/area/areas.dm
	code/game/asteroid/artifacts.dm
	code/game/atom_procs.dm
	code/game/cellautomata.dm
	code/game/dna.dm
	code/game/events/EventProcs/clang.dm
	code/game/events/EventProcs/dust.dm
	code/game/events/EventProcs/ninja_abilities.dm
	code/game/events/EventProcs/ninja_equipment.dm
	code/game/events/EventProcs/space_ninja.dm
	code/game/events/EventProcs/spacevines.dm
	code/game/gamemodes/blob/blob.dm
	code/game/gamemodes/blob/blob_finish.dm
	code/game/gamemodes/blob/blob_report.dm
	code/game/gamemodes/blob/theblob.dm
	code/game/gamemodes/changeling/changeling.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/changeling/traitor_chan.dm
	code/game/gamemodes/cult/cult.dm
	code/game/gamemodes/cult/cult_items.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/black_hole.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/gamemodes/malfunction/malfunction.dm
	code/game/gamemodes/meteor/meteor.dm
	code/game/gamemodes/meteor/meteors.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/gamemodes/nuclear/pinpointer.dm
	code/game/gamemodes/objective.dm
	code/game/gamemodes/revolution/revolution.dm
	code/game/gamemodes/sandbox/h_sandbox.dm
	code/game/gamemodes/sandbox/sandbox.dm
	code/game/gamemodes/setupgame.dm
	code/game/gamemodes/traitor/traitor.dm
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Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 04:00:11 +10:00
SkyMarshal aeb850fef0 Working UL 2012-06-18 15:02:34 -07:00
Ren Erthilo 01a93f37a0 Increases time between random events happening in low population rounds to a maximum of double. Random events are more likely to happen up to a limit of around 30 active players. Events now fire at the same rate as previously with around 20~ active players.
Also adds floodlights, cause floodlights are cool.
2012-05-02 16:55:47 +01:00