* The little borg that could
* now with MORE mirror per room
* Fixes buttons and adds Sadhorizon suggestion
* oopsie
* aaaa finally
* oooooooctuuuuus
* Revert "oooooooctuuuuus"
oops wrong branch
This reverts commit 1f5d5e4972.
* Sean suggestions
* 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
* Redo and Did this
- I hope for some feedback
* Added Missing button to airlock.
* Added small detail.
- This detail is mobile scrubber.
* Did suggestion from Discord
- Changed shape of assembly line and moved doors.
* Small Fixes
- Connected disposal pipe to disposals.
- Add some minor changes to surroundings.
* Added missing cable for APC
- Missed cable for APC in Storage Room.
* Placing something on map to force checkup
- Somehow everything is fine, but cyberiad BETA failed...
* Remove and Add dirt util GitHub bot DO HIS JOB
* Did some minor ajustement by Contrabang
- I only moved Grids to have longer distances so disabler can build up with range.
* Contrabang suggestion part 2
- Removed a lot of grilles, and left only ones with block necessery main paths only. (no one like side grilles, damn)
* Changed 2x6 room to be hidden room
- Your wish got granted, no objectives :)
* Batch of patches
- Fixed pipes with connected with port-maintenance, whey were disconnected for some reason.
- Added missing Air Alarms, i dont have idea where to place them, so i placed them on wall from "Atmospheric maintenance" (or nearby).
- Removed two grilles from "bridge" with connect port with engineering maintenance.
- "Hidden" room got now splitted into TWO smaller instances.
- Fixed Maintenance "Turbine"(?) by connecting air system and cables to network.
- Added lockers for abandoned assembly line without loot.
* Maintenance Hatch got expanded and shaped.
- Now there are no 1x1 walk space.
* Batch of changes Requested by DGamerL
- except connecting blue pipes to maintenance pipes, for this it have cyan pipes.
* Changes requested by S34NW:
- Removed cable and atmos pipes under cargo werehouse door.
- Removed Disposal pipe under wall.
- Fixed BS chromatic window, now they have correct ID.
- Added BS and NT "airlock access" on doors.
- Closed and Extended Disposal Area.
- Added missing Disposal launching and shutters buttons.
* Changes requested from discord:
- Moved "disposal" window with have direct view to incinerator, now its moved to left, where you can have view to "space".
* Add voyager
* Add Golden Record
- Add Golden Record icon
- Add Golden Record basic code (i am not coder)
* oops
- Move voyager code to specific folder
* delete file
put in wrong place
* Fixes path
* Upgrades Golden Record code
- Now it have weight, resistance and Technology origin (biotech:6 Data:6)
* Updates
- Add name for item, so now its called "Golden Record".
- Add "Golden Record" inside safe.
* Modificate file for voyager to spawn
- It will never make duplicate and it have chance to spawn
* Make "cost" for ruin to spawn
- Now ruin spawn require "cost" of 1
* Trying fix space structure spawning
* REEE why it dont want to work
* returning missing solar panel
* Batch of update:
- New sprite for "Golden Record" made by @mcramon
- Changed Code to be more appealing, and added description.
- For information, paradise.dme automatically corrected my placement in code, so i say it did it for me.
* Add description
- Add description for "satellite component storage":
"Plate covering inside storage is wide, it have engraved "Voyager" on it."
* Change "description = " to "desc = "
* Trying to fix conflict with "desc = "
* Fixing to moment when error is gone.
* New stuff:
- Added new titanium wall named "satellite components storage"
desc: "There is plate covering inside storage, its wide and it have engraved 'Voyager' on it."
* Removing sheets from wall.. (?)
* Small changes
- Made "Golden Record" force you to use your both hands to pick it up and hold it.
- Now "Golden Record" have "bulky" weight.
* Always forget something
- change "Golden Record" in map to correct, new one.
* Addind Noop on satellite.
- Now its fully covered in noop (Passtrough)
* Fixes Light issues
- Used Area Passtrough instead of "Near Station" it don't create Light issues.
* fixes equip room access on delta
The CMO can no longer get to the armoury, sad
* adds access reqs to prisoner oversight
Now the CMO cant just grab teargas nades and release prisoners at will on the cyberiad
* "fixes delta court room access"
* 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
* New "blowntcommsat"
- Rework sat Relic to new one.
* Adding more flavor:
- Added meatspike with tools in torture chamber as new torture type.
- Added meatskike in cell for "bad boys".
- Added some xeno bread, and renamed it to "green mold bread slice" to fit its age.
* Some items removal
- Removed Multitool, Toolbox, moved "wierd rod" behind locked door.
* Fixes Map Format
* made walls connected near teleporter
* Replace Freezers in Medical "Storage"
Replace Freezers with Premade IV bags to IV freezer what contain all IV bags
* Returning "space"
* Fixes last change
* New Tree to Fix Issue
- Whole maintenance is cut and paste on new downloaded cyberiad map, now there should be no issues (i hope)
P.S. i didn't even know when this doors dissapeared, i got issue finding issues when pipes gone under floor, now it should be okay...?
* Found Problem, Should be Fixed
Apparently there was area missplacement, "Near Station" and "Space" was swapped, creating issue of "Tiles in Space"
* Same as before, just missed [one]
* Removed "Maybe" Fungus
- Somehow there was "maybe" fungus in middle of abandoned surgery room, there was no wall just fungus, but fungus create wall by itself even if fungus dont appear.
* Cyberiad Mantis Part1
-- Fore-Port Secondary Maintenance
-- Fore-Port Maintenance
* Trying to fix merge conflict by updating file.
* Trying fix isuuueee
* Updating map file to more new.
* Decreased Total Randomness by 50%
R.I.P. Uniquit
* Changed mantienance "bridge" between mantis.
- Now there is bench, so antags can dodge lasers.
* Fixing Bad Merge Fixes
some tiles have random stuff on them and its chaotic.
* Apparently whole map got shifted
Dont ask how, just was broken, lets hope this work.
* Fixes.
* Changes spoken in comment above.
* Henri Suggestions
- Replaced one fungus to "maybe" fungus
- Removed Rusted walls with are not part of maintenance
- Removed ONE LAST broken GRILL
* Tweaks to greed ruin and die of fate
* Delay between effects
* moved and updaated traitor items
* More tweaks to traitor item list
* Update code/game/objects/items/weapons/dice.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Sirryan review
* Lets decrease the money even more
* experimental KA instead of alien pistol
* emp dmg for machines when interacting
* brainloss
* Code improvment
* forcewall removal
* Turning into a list
---------
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>