Commit Graph

749 Commits

Author SHA1 Message Date
baloh.matevz
8a7e1e95eb Chief engineer now starts with a full toolbelt in his hand, like regular engineers.
The detective and chief engineers now start with a lit cigarette in their mouth instead of one that isn't lit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1657 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 01:10:10 +00:00
tronaldnwn@hotmail.com
c3d2869749 Barman renamed Bartender, because I am a femmi nazi.
Monkeys have several bugs fixed on them, shooting them with weak bullet rounds now works! Also, fixed monkeys not showing being KO/ burned without having brute damage on them first.

New chemistry reagents. That'll be required for a upcoming update to chemistry when grinding up refined ore will get reagents or something. Silver, gold, and Uranium.

Bar drinks now have resulting units in mixtures equal to all liquids stirred in. No more 50 unit martinis from 30 units gin and vermouth anymore!

Map updates - Fixed a maintenance tunnel with no air. Updated Bartender spawn point (so you don't spawn on loading screen).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1626 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 22:46:58 +00:00
noisomehollow@lycos.com
e7d8a28fd4 #Reverted default religion to Space Christianity. SS13 is not 40k and the Imperium is not mentioned anywhere in the [tgstation] backstory as far as I know. It's fine if that's what you want to worship but it does not make a lot of sense for it to be the default option.
#A few specific religions will now spawn unique books (they all use the Bible sprite). Feel free to expand on this.
#AIs and cyborgs will now get the code phrases if they are a traitor. Rev heads will no-longer get them. Finally, rev heads will properly equip their items if admin-made.
#Added field generator code improvements by Aygar.
#Added a general turf proc to kill mobs/creatures in a tile, kill_creatures(). Might be useful in the future if more creatures are added.
#Added a general teleport proc, get_teleport_loc(). Supports only 4 directions of movement.
#More code improvements to ninjas. Admins will now only spawn player ghosts as ninjas. No more admin ninjas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1577 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 08:30:05 +00:00
uporotiy
8ec4abe6e1 I accidentally a memory leak.
Anyhow, HUDs' memory leak fixed, also security HUD added (only shows current ID assignment for now, gotta figure out why it doesn't want to show the arrest/prisoner status).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1569 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 20:06:24 +00:00
rastaf.zero@gmail.com
e84f4ad519 Update by Lagius:
Admins cat see if other admin has left the game.
The game actually checks for configuration variable guest_jobban  (still be turned on by default).
Added white list for heads and some non-heads (as in guest jobbans). Add keys to file data/whitelist.txt and turn on the option USEWHITELIST in config.txt.
Cyborgs were added to the list of important jobs (for guests jobbans and whitelist).


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1568 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 19:31:59 +00:00
Superxpdude@gmail.com
a977ad9fcd Moved Mail To just north of Cargo Bay.
Moved the Vacant office over by arrivals.
Merged Mail Sorter and Cargo Tech.
Cargo Techs now spawn with Mail Room access.
QM now spawns with Mail Room access.
Commented out the lockreset, lockenable, woodhit and pianocrash audio files from the respective lockers and piano smashing. It was causing compiling errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1547 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-08 01:46:05 +00:00
uporotiy
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
uporotiy
030fe0703f Forgot to make crayons eatable. Plus clown spawns with a regular box as well, since the rainbow crayon is somewhat unwieldy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1534 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 11:55:15 +00:00
uporotiy
615e4be24b Crayons
Updated the way they work.
Clown now starts with a rainbow crayon that can draw in any two colours.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1533 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 11:14:41 +00:00
uporotiy
e4d315863a HONK! update
Crayons
Clown and mime now spawn with crayons. This won't go horribly wrong.
 Soap
Added soap to the station. Basically a reskinned banana peel for now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1530 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 23:13:38 +00:00
tronaldnwn@hotmail.com
a6959b2e69 hydroponics
- Bananas can now be grown (they are now snack/grown/banana)
- Sunflowers can now be grown and harvested (very limited use till I add in some seed recipes). Smack people with them for a unique message.
- Both seeds are loaded into the seed vendor (for now), vendor is alphabetized.
- New seeds added to either of the seed crates.
- Move hydroponic items out of the weapon.dm and into hydroponics.dm

Nuclear Agents
- They have a little S symbol by their head now, that only other Agents can see.

Other
- Optical Material Scanners are blue goggles now, rather than a blind fold.

Map update was just to update all the bananas on clown planet to the new "grown" item path.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1525 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-04 06:27:36 +00:00
baloh.matevz
69099b12c7 Dangercon 2011 - Medbay rebalancing
Code:
- White wardrobe now called white wardrobe instead of medical wardrobe, contains 5 white jumpsuits and 5 white shoes, 1 placed in genetics for people without clothes.
- Added patient's locker, works like personal lockers, contains 1x white jumpsuit, 1x white shoes (2 outside surgery, 1 in genetics)
- Syringe box no longer has the "(biohazard alert)" in it's name, it's moved to the description.
- Riot crates are once again orderable (unrelated bug fix)
- NanoMed dispensers now only contain 4 spaceacilin dispensers each, 1 more placed in the examination room, 1 in virology
- NanoMed dispensers now contain 4 beakers and 2 droppers
- Security officers no longer spawn with mime gloves in their backpack
- Medical locker now contains 2x inaproveline bottle, 2x antitox bottle, 1x syringe box, 2x dropper, 2x beaker. Removed supplies moved to tables and such.
- anesthetic lockers now contain 3x anesthetic tank and 3x breath mask
- Medical garb locker renamed to medical doctor's locker, contains a labcoat, white shoes, medical backpack, breath mask, medical cartridge, medical headset and medical belt.
- CMO locker now contains a cmo jumpsuit instead of a medical one and no longer contains the air tank
- Regular first aid now contains two kelotone pills instead of ointment
- Fire first aid kits now contain an additional 2 kelotone pills instead of ointment (they contain 4 pills, 2x inaproveline syringe and an analyzer)

Map:
GENETICS:
- Replaced empty closet with patient's closet which can be locked
- Replaced genetics wardrobe closet with white wardrobe closet
- Moved glasses box to clone room
- Added a 2nd diskette box

CMO Office
- Added an emergency closet for aesthetic reasons

MEDICAL STORAGE
- Placed 3x sleep toxin bottle on the table
- Placed 3x toxin bottle on the table
- Removed all first aid kits
- Placed glasses box on table
- Old garb locker is now a MD Locker

CHEMISTRY
- Doubled the supplies intended for grenade making so they can make 4 grenades now (once their construction is fixed that is)
- Added a third inaproveline bottle
- Removed kelotone pill bottle
- Added 2 empty pill bottles
- Added a second dropper

EXAMINATION ROOM
- Removed latex glove box
- Added inaproveline and antitox bottle on the table
- Added 2x inaproveline syringe on the table
- Added 1x spaceaciline syringe on another table
- Added a MD's locker (replaced closet)

SURGERY READY ROOM
- Replaced 2 closets with 2 patient's lockers
- Removed medical mask box.

MEDBAY LOBBY
- Now contains 2x fire first aid.
- Now contains 2x toxin first aid.
- Now contains 3x regular first aid.
- Contains 1 inaproveline, 1 antitox, 1 tox and 1 sleep tox bottle
- Contains a few inaproveline syringes, empty ones and boxed ones on tables around.
- Contains only one latex glove box and an extra set of gloves on a table
- Removed antitox pill bottle.

As with the r1490, please post any concerns or opinions you have. Try to be a bit more constructive this time. Generally if you were not able to keep score on what got removed and what got added, there is now less of all bottled medicine, but considering noone used the one that was locked away in medical lockers, it is not much more accessible and with that, more useful. There is the same number of medikits around, just placed in different areas and there is generally the same amount of stuff around, but it's easier to get to for non-medical personnel. The only serious nerf that I am aware of is the reduction of spaceacilin, but there are still 9 syringes in medbay, despite that. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1497 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-25 01:44:13 +00:00
baloh.matevz
a1cfe1bd7b Dangercon 2011 update:
- I agree that setting up as engineer is a pain, so engineers will now start out with a utility belt with everything from a mechanical toolbox in it (except for the analyzer) and a piece of wire in it. For the moment this spawns in their hand due to traitor assignment requiring the PDA to be in the belt slot.
- Engineers now also spawn with a hardhat on
- Hardhats removed from engineers lockers
- A hardhat has been placed on the rack with the fire suit for a HoP-assigned engineers.
- Utility belts on the racks reduced from 6 to 2
- Placed two empty syringes in hydroponics
- Deleted all blob spawns and placed them again in hopes that they actually cause some damage now...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1492 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 19:08:19 +00:00
baloh.matevz
c93c52470a Dangercon 2011 updates (Financial crisis hits SS13):
Code:
- CE now spawns with black gloves instead of insulated
- Station Engineers no longer spawn with insulated gloves
- CE no longer spawns with mesons
- CE locker no longer contains a firesuit, mesons (moved to desk), magboots (moved to RIG rack), earmuffs
- Engineering locker no longer contains earmuffs

Map:
- Rebalanced engineering:
- - Electrical locker now contains 2 sets of insulated gloves
- - Two pairs of insulated gloves spawn on tables and racks in engineering
- - Fire locker removed, replaced with a rack with 1 fire suit
- - Emergency toolbox removed, replaced with crowbar + flashlight
- - Two additional flashlights added to a table
- - Two pairs of earmuffs added on tables
- - Cell charger added to engineerging and atmospherics combined lounge
- - Added two more weldfueltanks and 1 more water tank in better locations in engineering
- - Placed a pair of meson scanners in CE's office
- - Magboots moved from CE's locker to his RIG suit's rack
- - Kelotone pill container removed, placed a single kelotone pill in the CE's office

- Rebalanced hydroponics:
- - Removed toxins first aid kit

- Rebalanced crew quarters
- - Added two more maintenance entrances
- - Removed both racks with gas masks from maintenance
- - Slightly changed how maintenance ends north of the gym
- - Added borg charger to one of the toilets
- - Replaced first aid kit with 2x bruisepack + 1x ointment

- Rebalanced security:
- - Replaced first aid kit with 2x bruisepack, 1x ointment, 1x health analyzer
- - Removed toolbox
- - Added crowbar to officer spawn and armory
- - Removed EOD suit from officer spwan (2 remain in armory)

- Rebalanced mining
- - Made the mining dock a lot smaller
- - Removed one electrical toolbox (0 remain) and one mechanical toolbox (1 remains)
- - Removed a weldfueltank (1 remains)
- - Removed 1 emergency closet (1 remains)

It's likely I missed an item or two, but this is only tier 1 in this rebalancing. Committing now so I don't loose work that's already been done.

I forgot to update to r1488 prior to making my changes. I copied the whole centcom z-level and hope no other changes were made. I hope this doesn't cause any problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1490 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 15:22:57 +00:00
uporotiy
790f16f3d6 Cyborgs
Reduced amount of round-start cyborgs to 1.
Removed cyborg latejoining.
Added a 7 ds delay on cyborg laser guns.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1489 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 08:26:25 +00:00
baloh.matevz
7753a031dd Added HoS (58), HoP (57) and CE (56) access levels. The HoP level applied to the HoP's locker, the CE access level applied to CE's locker and office door, the HoS' access level applied to HoS office door and locker. Each of these heads spawns with only their own access level:
Consequences:
- They cannot enter eachother's office (Except for HoP's office, which retains heads/bridge access)
- They cannot steal eachother's stuff so easily
- The borg blowing console is safe from the HoP's ugly fingers
- The hypospray is also safe from the HoP's fingers. (Both only until he grants himself full access, obviously)

- Commit includes commented out ion storm code and not-commented-out ion_act procs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1485 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-22 10:25:47 +00:00
tronaldnwn@hotmail.com
9da4bf5c63 Radios:
Beacon - gives slight blue space research.
Heads sets -
> CE - Removed mining channel, they really didn't need it.
> QM and HoP - Added back their mining channel, as they DID need it.
> HoP - starts with Security channel turned off, and mining channel turned off (only cargo bay and command are on)
> NEW MEDSCI HEADSETS! Has medical and science channels.
> Robotics - Now has science channel (for the RD to yell at them).

Jobprocs:
Medsci heads sets given to chemist, geneticists and virologists. So they can now be bugged by the RD and other research folks.

Research Designs:
- Removed Gold and silver picks (I do recall Neo saying they didn't make any sense, but he made them just so there would be layering between normal picks and diamond picks).
+ Added Sonic Jackhammer, drill, plasma cutter, and diamond drill.
+ Added tracking beacon, it is a blue space items.

Modules Robot:
Updated due to jackhammer update in mining.

Mining:
Jackhammer - renamed Sonic Jackhammer (due to using silver wiring, which is used in harmonic electronics).
+ Mining Drill - It is the same speed as jackhammers, but is a drill and made of different stuff.
Plasma cutter - Changed tech requirement and dropped the speed to 20.
Turbo Drill - renamed Diamond Mining Drill, has a dig speed now of zero (meaning it makes walls just crumble). Costs a lot of materials and is decently difficult to research.

Sprites:
Diamond mining drill, for the item of the same name.
Jackhammer is redesigned to fit its new name.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1473 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-19 05:21:30 +00:00
rastaf.zero@gmail.com
b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 07:41:19 +00:00
baloh.matevz
af8998ca6c Added xenobiology access level (no. 55) so a wannabe xenobiologist doesn't need RD access. This is not active on the map yet because someone fucked up the map.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1376 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 12:43:52 +00:00
tronaldnwn@hotmail.com
ef4af19765 God... I went though a lot of cloths.
In Gimmick, 
Santa suit now is pretty quick (but it can't spawn in game so fat chance of using it).
Typo fix, description changes.

In head,
A few descriptions changes.

Jumpsuits,
Chemists and the CMO have their OWN jump suits now. So no one can confuse the chemist in chemistry with a geneticist.
Added a space Jumpsuit to the code, it can only be spawned by admins or people in sand box. So you can jump out an air locks with it now (default sprite is a black jumpsuit).
Fixed the roboticists jump suit so the head transfer coefficient is lower (as some One set it to the same level as a lab coat for some insane reason, lucky we don't have more frozen people in robotics).
Miner jump suits are a fraction better against heat transfer than other jump suits, but just slightly.

In Suits
Tacticool NASA Voidsuit, which is just like a Red space suit but can only hold energy guns, are slower (slightly) and are bulky (so you can't hide them in back packs).
Also, a few description changes. Perhaps now we can add these to the AI satellite teleporter room?  Maybe?

Job Procs
Chemist and CMO start with above stated jumpsuits for their job ranks.

Flamethrower
Gives 1 weapons and 1 plasma research. This was something the creator of the R&D had not gotten around to doing (when questioned about it a while back, he wanted it to give minor tech fields in both, but got busy), so I just want to lighten the load.

Mining
Tweaked the tech origin of plasma cutters so it will contribute to plasma research now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 11:19:16 +00:00
tronaldnwn@hotmail.com
fd2ff058ab The wizard's shuttle is now NO WHERE NEAR the station. All the spawn points are the same as they were, so no wizard should start in Spess. If they do, you know who to blame.
RIG's radiation shielding now lowered, and RIG helmets raised. now the rig gives .5 resistance, and helmet gives .25.

Sleep Smoke, it is experimental for now till I can get it to ignore people in full wizard robes. I might have to extend the ammount of sleep it does too.

Basic work up for sleep smoke spell. Will add more later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1279 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-26 04:18:53 +00:00
tronaldnwn@hotmail.com
d3343df996 1)The RIG helmet is useful now to protect against radiation!
2)Armor Can hold revolvers, and so can the detective's coat.
3)Chef's apron is going live, it can carry a knife, and has a slight heat resistance (only slight don't run into a fire).
4)The Detective and Chief engineer smoked all buy one of their cigars on their way to the station. But I doubt they will give pause before smoking the last ones.
5)Suit storage is now used when you spawn! Pen lights in pocket, and guns in armor. And.. plant analyzers in aprons.
6) The ninja mask now resists radiaion. Meaning I buffed a gimmik item set for an unstopable killer to resist all radiaion. Don't mess with that ninja.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1263 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 10:27:07 +00:00
tronaldnwn@hotmail.com
45086d8f09 Service Borgs: New Waitress model! She's needs tips to pay the bills.
Mime Mask : Now on par with clown masks

Bio Suits: Now can into back packs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1248 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 18:13:20 +00:00
tronaldnwn@hotmail.com
d57b9f1d7d Seems I have a long way to go before I can catch all my mistakes.
Also I saw a perfectly good chef's apron not being used?  WHY?!
Chef apron can hold a kitchen knife in storage, and some one didn't want to add a certain service borg spite, so I did it myself.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1246 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 14:07:07 +00:00
tronaldnwn@hotmail.com
fca3655293 I fixed some stuff.
Made the Hos A little more robust, and get handcuffs, energy gun, and a flash from the start along with sunglasses and an emergency gas mask.

Made the warden slightly less robust than his boss, and get hand cuffs, and no FLASHBANGS. I hate those things! Their gun is now a taser at the start.

All security members have a pair of latex gloves in their back packs for deal with with evidence, if they recall to put them on.

Miner lockers have MESON SCANNERS! And.. Miner rank jumpsuits...

Crates updated, new crate ARMOR. has helmets and armored vests (security access needed).

Food Crates updated, hydroponics crate updated, and um... I did a few more minor job/ crate changes.  Nothing stupid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1244 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 12:37:37 +00:00
baloh.matevz
ac74a20207 Mapping:
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.

New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.

Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 22:12:02 +00:00
bizarre.babel@gmail.com
860d4976f7 Cyborg at round start count dropped to 2 (with 10 votes) as per thread discussion. The winning vote (with 12 votes) was actually for 1 cyborg, but I feel this was made as overcompensation for the recent levels since there was little real argument in the thread discussion itself. Besides, it seems 2 cyborgs gives the AI something it hasn't had in AI Malfunction rounds in ages -- a fair shake.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1233 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 06:31:46 +00:00
bizarre.babel@gmail.com
013e3704ee Lowering the amount of round start borgs to 3. So we're up +1 from original.
Looking into a way to make it a percentage of round population.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1224 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 23:54:06 +00:00
bizarre.babel@gmail.com
b80a1bd055 New map is pointless without the .dme that includes it, derp derp.
Headset+Earphones=Earset. Because headphones is too long. Sprite request fulfilled.
Increased limits on cyborgs at round start. I still see people killing themselves to become cyborgs, so clearly it's in demand. On an average round this is potentially about 10% of the station, but that is lower than the number of potential engineers, security, or medical personnel by far.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1214 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 00:21:13 +00:00
n3ophyt3@gmail.com
f5350a0119 Fixed up Deeaych's round-start cyborgs, they no longer spawn on the title screen
As a side effect of fixing this, since digging into the related code to make it not the case would be a chore and a half, round-start cyborgs are capable of being traitors, receiving the same objective/law set as an AI would. Much like a traitor AI, they can use a robotics terminal to hack themselves to unlock the emag module, at the cost of RED ANTENNA ROUGE BORG.

It has been suggested that they get additional perks, such as immunity to robotics terminal detonation/lockdown, but I am wary of adding such things right off the bat. We shall see.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1204 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 21:06:38 +00:00
bizarre.babel@gmail.com
74b90c6e84 Robotic Transformation's cure simplified so that maybe it'll work now.
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 16:08:46 +00:00
baloh.matevz
cb843d95af - Welding masks now have the view range lowered by default
- You can add a photo to you ID (Just one tho)
- If you examine someone with a photo on his ID, it'll tell you it has a photo
- Commented out code which spawns a photo of you at round start/late join
- Moving Mining out of beta

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1193 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-16 06:02:42 +00:00
bizarre.babel@gmail.com
4ddad2b9a8 Tweaking what roboticists spawn with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1164 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-06 04:42:06 +00:00
panurgomatic
4d2c3ffe64 - Fixed religion naming issue
- Fixed bible healing message reporting wrong deity.
- Small tweaks to improve code readability.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1160 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-05 03:25:21 +00:00
baloh.matevz
392ac53d69 Mapping updates including Atmospherics department map fixes, CE's office and some lights being added here and there.
Mining once again given to the quartermaster and HoP. The CE has no business with mining.
Removed the overstuffed Atmos/Engineering supply room.
Replaced all 'engineering' doors in mining with maintenance doors as they were causing confusion as to which department mining belongs to.
The incinerator is now maintenance access only.

updated the changelog...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1150 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-02 03:53:29 +00:00
n3ophyt3@gmail.com
edfcde7aac Deeaych's clown renaming now works. Latejoin clowns won't have their name accurately reported by the AI as a result, but I doubt anyone will notice.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1144 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-28 18:49:54 +00:00
bizarre.babel@gmail.com
eefa612e75 An attempt to allow clowns to change their name upon spawning in the way wizards or AIs do. The proc is currently not called when the clown spawns. Here's hoping someone fixes it or I spontaneously come up with a solution in the morning. Here it is to be monkeyed with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1143 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-28 06:42:33 +00:00
bizarre.babel@gmail.com
0a68c9ea3b That should end this "QM is a head" nonsense. Also, roboticists now spawn with black gloves instead of the white gloves of a doctor as well as a version of the engineering headset with a slightly different sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1142 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-27 21:37:36 +00:00
bizarre.babel@gmail.com
00a7e43c37 Roboticists have a new uniform reflecting their move to engineering. Eye glasses are smaller and more reasonable instead of taking up half the face. Throwing it out as a test run before changing the sunglasses to match, the special goggles can stay huge for all I care.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1104 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 23:14:44 +00:00
morikou@gmail.com
d25ee28cc4 Blood: The Last Annoying, Sparkly Twit Update:
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 20:18:18 +00:00
bizarre.babel@gmail.com
3a7e942b62 Miners have their own uniforms. Someone else is going to have to put them on the map in the mining colony, I'm not touching any of that. Here's hoping I didn't break something when I made them spawn with the new uniforms. Also, the pickaxe and shovel are now the same size as every other tool. It doesn't matter what's realistic, it matters what's useful and consistent. If a crowbar can fit in a pocket, then so can a shovel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1071 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 15:54:09 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
baloh.matevz
32936abf26 New look for the bio suits and their closets
Replaced all existing biosuits and hoods with the new sprites.

changelog updated

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1054 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 02:01:49 +00:00
rastaf.zero@gmail.com
2d443ca199 General bots-related code cleanup.
Medibot sprite fixed.
Aliens now attack bots instead of opening control window.
All bots can be damaged and repaired.
All bots are effected to EMP now.
Asteroids generation was tuned to do not spawn asteroid on z-level edges.
Enabling admin verbs now wont turn on deadchat if it was turned off.
An emergency toolbox now contain a red crowbar.
Mime job is now available to join as.
Added radio channel for miners, use :h or :d ("diggers" lol) as shortcut.
Added radio channel for cargo techs, use :h or :q as shortcut.
Added a personal headsets to HoP and QM.
Some unrelated runtime errors was fixed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1050 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 20:09:12 +00:00
baloh.matevz
c77c307200 duffle bag fix, can now remove coins from it, small mining mapping fix to fix power, also fixed an area being slightly wrongly placed in escape arm. made the satchel spawn in the miners' hand instead of pocket.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 04:45:21 +00:00
baloh.matevz
3da17776ca MINING job added, world made, moving into BETA
ACCESS ASSIGNMENT fixed, If any further access problems develop, please report. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1038 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 02:06:47 +00:00
Atso.Sariola@gmail.com
2d463b0514 Just prepping for the update
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1037 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 00:52:29 +00:00
morikou@gmail.com
0812d43613 Ghost in the Closet update:
- Contents of un-worn backpacks no longer immune to EMP blasts.
- EMP'ed closets and crates have their contents EMP'ed as well. Secure versions (ie, ones you can lock and unlock) also have a chance of locking themselves, unlocking themselves, and/or opening themselves.
- Fixed a bug that (hopefully) no one noticed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1031 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 05:35:47 +00:00
rastaf.zero@gmail.com
785eb9dcc6 RADIO HEADSET update by Barhandar and me:
Three new channels and new :h-like shortcuts for each channel.
shortcuts now are:
	":r" = "right hand" (unchanged)
	":l" = "left hand" (unchanged)
	":i" = "intercom" (unchanged)
	":h" = "department" (unchanged for everyone except captain)
	":w" = "whisper" (NEW shortcut)
	":b" = "binary" (CHANGED)
	":a" = "alientalk" (unchanged)
	":t" = "Syndicate" (NEW channel)
	":c" = "Command" (NEW shortcut)
	":n" = "Science" (NEW channel) ("n" because all other letters are occupied)
	":m" = "Medical" (NEW shortcut)
	":e" = "Engineering" (NEW shortcut)
	":s" = "Security" (NEW shortcut)
Note:
":h" works as before, i.e. sends on engineering channel for engineers and CE, on medical channel for MD, CMO,etc and so on.
All heads have command channel in their headsets along with department channel.
Warden and QM aren't heads.
Captain have almost all channels in his/her headset, but some are switched off by default. The default channel for captain is "Command" now.
Bugs fixed:
If headset is tuned to other frequency dept channel don't work.
A receive wire in intercoms can be cut.
Some others bugs.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1020 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 00:08:42 +00:00
baloh.matevz
278f2328cb Fixes to medbay, robotics, science wing, etc. as reported in the following thread:
http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=1014&p=15468#p15468

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1015 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 16:01:44 +00:00