Unsimulated turfs now hide wire nad pipes and such things under them,
- Moved all floors to code/game/turf.dm so they're all in one place (Other than asteroids I guess, those are still in mining.dm)
. Shuttle walls now look at unsimulated floors too when determining the underlay for diagonal wall pieces.
- Some areas around the station that were with air but were intended to be airless are now airless.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1628 316c924e-a436-60f5-8080-3fe189b3f50e
Mineral walls added (not buildable yet).
Mineral doors are now actually destructible.
Expanded the outpost, adding a small cafeteria and botany area.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1606 316c924e-a436-60f5-8080-3fe189b3f50e
- Asteroid floors are now defined as /turf/simulated/floor/plating/airless/asteroid. So they now act as plating.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1595 316c924e-a436-60f5-8080-3fe189b3f50e
Added an /obj/vaultspawner which very shitty right now.
Health Scanner
Added xeno embryo detection.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1542 316c924e-a436-60f5-8080-3fe189b3f50e
For non-coders:
- Added floor lights
- To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them.
- To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass.
- Click on tile with an empty hand to turn it on/off
For coders:
- The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs)
- Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type.
- Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves.
Credits for the sprites go to Hempuli, used with permission.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
- Fire will now melt through floors when it reaches a certain temperature.
Technical info:
- Floors have a heat capacity of 10000 degrees, once a fire gets hotter than that, it will set the turf's 'to_be_destroyed' variable to 1. It also updates a variable which shows how much fire-induced temperature a turf has had to sustain. Once the fire burns up, it will check if the turf's (loc's) to_be_destroyed variable is not 0, if it is it will calculate the chance for it getting destroyed (foruma in hotspot's del proc) and either replace it with space or not, depending on the probability result.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1405 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e