Added sandstone. You get it by clicking a sand... block, I guess? with itself, and it'll convert the sand and all sand on that tile to sandstone bricks.
Added mineral doors. They have a cool sound effect, can't be opened by AI or critters (including bots, carps and huggers), but can't be locked either.
Blatantly stole DF music for ambience because I'm a dick :33
Chapel
Removed imperium something robes. Just... no.
Crayons
Added the ability to draw graffiti and letters.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1594 316c924e-a436-60f5-8080-3fe189b3f50e
•Fireaxes, extinguishers and fireaxe closets placed around the station. Functionality described in changelog. Airlock modifying is because you can use the fireaxe to crank open doors.
•Piano? Being able to be smashed? What are you talking about?
•The two handed system is purely experimental and subject to much cleaning up/proc making to enable it for other objects as well.
The mob modifications is because of the two handed system making it unable for you to switch hands.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1543 316c924e-a436-60f5-8080-3fe189b3f50e
-Mass Driver Moved down to the death sentences area
-Lethal Injections room added
-Lethal Injections locker added to prison station
-3 Empty Large Syringes added to lethal injections room
Added Lethal Injections Locker (Contains 2 Large Chloral Hydrate Syringes)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1541 316c924e-a436-60f5-8080-3fe189b3f50e
-captain tunic
-cap.
New suits for chaplain were placed in his/her wardrobe:
-Nun robe
-Hoodie
-outfit of Imperium monk
Credits for captain's and chaplain's stuff belongs to Farart.
Red jumpsuit (worn by security) for fat cops was fixed by axc9.
Glitch with items placed to/got from container laying on floor was fixed by Laguis.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1539 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed two misplaced pipes in atmos, so hopefully the AI won't get endless atmos alerts a few dozen minutes into the game and will hopefully reduce atmos lag at round start.
- Patient's locker should now contain the proper equipment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1501 316c924e-a436-60f5-8080-3fe189b3f50e
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
- 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
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
Added sanitize() to naming the buffers in DNA machine and to alien whispering.
Added 0.5 sec timeout for BANG BANG.
Added drinking glasses to the Dinnerware vending machine.
Update from Nikie:
Verb Reload Admins rereads admins.txt
Parameter sql_enabled in config. Prevents spam when sql is not installed.
NOTE FOR HOSTERS: it is currently ON in code (i.e. behavior is unchanged yet), you have to add SQL_ENABLED to your config.txt during next week. Thanks for your attention.
Fixed "Delay" command.
Messages for help intent are gender-aware now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1463 316c924e-a436-60f5-8080-3fe189b3f50e
latex loves + short piece of wire + some air from tank = ballon!
Another version of kitchen sink sprite.
New vending machine - dinnerware. Dispenses knives, forks and trays. Will do more once we get functional spoons.
New uniform - Waiter Outfit. Chef can give it to his assistant.
Water cooler was added to kitchen.
Kitchen was expanded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1453 316c924e-a436-60f5-8080-3fe189b3f50e
#Private lockers can now be sliced open with the ninja sword.
#Added a SpiderOS verb to the ninja suit when initialized. It acts as a lite PDA with some unique features. If I had more time, I would revise the existing PDA system to follow the format of SpiderOS which would make the former run a lot faster.
#Added an adrenaline boost ability for the ninja suit. It will near instantly remove paralysis/stun/etc but has only three uses.
#Added ninja stars ability. Ranged projectiles, the user randomly picks a target from nearby living enemies. Projectile itself is wip.
#Maximum charge for the suit is 30000, or 300%.
#More names for ninja name gen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1451 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
A new powerful microwave code allows completely new recipes.
All cooked food all have transferred in all the reagents which ingredients had (except of nutriments).
A new neat food sprites from Farart.
New/changed recipes for cooking with microwave:
- Berry Pie was replaced with Berry Clafoutis with new sprite. Recipe: 2 flour, 1 egg, 2 berries (not berryjuice);
- Fortune cookies: 1 flour, 1 egg, piece of paper with prophecy;
- Meat stake: 1 unit of salt, 1 unit of black pepper, 1 slab of meat;
- Pizza "Margherita": 2 flour, 4 wedges of cheese, 1 tomato;
- Meat Pizza: 2 flour, 2 slabs of meat, 1 wedge of cheese, 1 tomato;
- Mushroom Pizza: 2 flour, 5 any mushrooms;
- Vegetable Pizza: 2 flour, 1 eggplant, 1 carrot, 1 corn, 1 tomato;
- Spacy Liberty Duff: 10 units of water, 5 units of vodka, 3 Liberty Caps;
- Amanita Jelly: 5 units of water, 10 units of vodka, 3 Amanitas;
- Meatball Soup: 20 units of water, 1 meatball (aka faggot), 1 carrot, 1 potato;
- Vegetable Soup: 20 units of water, 1 carrot, 1 corn, 1 eggplant, 1 potato;
- Meatball Soup: 20 units of water, 1 meatball (aka faggot), 1 carrot, 1 potato;
- Nettle Soup: 20 units of water, 1 nettle, 1 egg, 1 potato;
- Hot Chili stew: 1 slab of meat, 1 chili pepper, 1 tomato;
- Cold Chili stew: 1 slab of meat, 1 ice pepper, 1 tomato;
Other bugfixes:
Fixed items showing under vendomats/microwaves.
Activated item_state for anesthetic tank.
Runes are under tables and doors now.
Fixed runtime errors caused by some reagents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1440 316c924e-a436-60f5-8080-3fe189b3f50e
Simple "if" structure added in the toggle-jetpack verb to check the type of the suit. It's friendly to any addition of new jetpack types. I'll be including those re-sprited suits soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1423 316c924e-a436-60f5-8080-3fe189b3f50e
Broborgs commented out.
Service borgs lose paper and spacecash wad.
Service borg gets an RSF. Rapid service fabricator, with three setting that work on simulated (normal) floors and tables:
1. Creates a wad of 10 Credits (because humans like dosh). Drains 200 each use.
2. Creates a drinking glass (to fill beer into). Drains 50 energy each use.
3. Creates a Piece of paper (for writing). Drains 10 energy each use.
The malfunction lockers use new, robust (read as slightly nerfed), 2001 a Spess Odyssey spess suits. (Due to voting results)
No 2001 jetpacks though, as they don't have item states.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1369 316c924e-a436-60f5-8080-3fe189b3f50e
- Welders no longer double charge for time AND work.
If anyone wants to fight about it I'll take you all on and beat you up with a tool box.
- Large Tank Industrial Welders now spawn in the weld closet, and can be hacked out of autolathes, they hold 40 units of fuel.
- Two new welders, the HUGE one that'll be in the prolathe construction later, and the experimental one that'll have regenerating fuel.
MONKEY BUG FIX:
- Monkey modules code changed so monkeys's back packs appear properly. Like people do, without me committing a billion duplicate back sprites.
- Monkeys have more masks to wear.
- Monkey gas masks have a north facing sprite now.
- Monkey Module code changed so MASKS will always work proper.
Mining Update:
- Plasma Cutter and sprites. It cuts at a delay of 0. meaning it is the best of the best of the best in the mining of ores. SIR! Thanks to VtecJumper, who happened to have it on his signature! It is robust as fuck looking.
- Belt sprites for all pickaxes and the jack hammer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1309 316c924e-a436-60f5-8080-3fe189b3f50e
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
MAP:
- replaced some tiles under airlocks with platings instead of the dark floors (escape hallway north maintenance)
- Replaced bartender's top hat with a sturdy version, which has helmet characteristics.
- Added 3 regular top hats to black jumpsuit lockers
Expecting a negative vote from vey...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1188 316c924e-a436-60f5-8080-3fe189b3f50e
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved circuit imprinter to code/game/research. Also, while it's being overhauled as part of the R&D update, it'll be removed from the rest of the station. Don't worry, it'll come back! Also, all the disk closets were removed as well.
- Circuit Imprinter now works like the protolathe: It needs to be connected to an R&D console and it get's it's production list from it.
- Replaced destructive analyzer icon (thanks Deuryn).
- New item type: Stock Parts. Used in the construction of certain items (none added yet but they're there for when they DO get added).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@937 316c924e-a436-60f5-8080-3fe189b3f50e
The spawn percentages seemed weird. In addition it didn't make much sense to have fire closets spawning at random in the hallways. Stations obviously wouldn't have fire closets just sitting in the hallways, they'd be tucked away in maintenance areas to be used when needed. I've added fire closets to various key areas on the station in maintenance areas, atmos, etc. to ensure that fire equipment is readily accesible.
Additionally, due to the specific-placement I've undone the random spawn potential for items in fire closets, which again didnt' make much sense. They will all now spawn with the appropriate equipment.
Discussed this a bit in IRC before going through with this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@815 316c924e-a436-60f5-8080-3fe189b3f50e
- A few last re-adds of Pierrot's throat stuff /sigh
- Circuit Imprinter Added. It makes new circuit boards, AI Modules, and stuff. Insert a disk with the circuit design into the machine, load in glass and sulfuric acid (placeholder for now) and go nuts. Circuit Design disks are stored in their related departments.
- To accommodate the new lockers, the RD's office is slightly bigger.
- Chief Medical Officer can no longer be mistakenly picked for the Rev/Cult intercept reports. Warden can no longer be mistakenly picked for Revolution intercept reports.
- New AI Module: T.Y.R.A.N.T., Think evil PALADIN module, or perhaps XISC without those pesky asimov laws.
Need sleeps so if anything is broken, sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@811 316c924e-a436-60f5-8080-3fe189b3f50e
Updated barrier graphics.
Barriers now spawn in the Armory (and four in the vacant Sec office), until they are tested. Required access was changed to Security likewise.
Fixed firesuit down graphics, along with hazard vest.
Reduced the number of fireclosets spawning instead of oxygen closets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@804 316c924e-a436-60f5-8080-3fe189b3f50e
Also changed Head of Staff's office to Head of Personnel, and Head of Research's office to Research Director's. Figured it would be useful to update them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@798 316c924e-a436-60f5-8080-3fe189b3f50e
Unconscious mobs:
-won't more get messages "someone bumps into someone"
-now cannot toggle jumpsuit sensors
-same for blender
Kitchen machinery now requires and uses power.
APC window now correctly autorefreshing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@715 316c924e-a436-60f5-8080-3fe189b3f50e
-Added oxygen deprivation kit.
-Added O2 kit to med supply crate from QM.
-Added O2 kit to medbay.
-Added O2 kit to emergency lockers.
-Changed spawn chances and what items spawn in emergency lockers to something more sensible.
-Changed barman's top hat to allow small items to be stored within.
-Decreased emergency oxygen tank contents to ~100. Can be undone if people get really pissy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@702 316c924e-a436-60f5-8080-3fe189b3f50e
More tweaks to death commandos.
More work on CentCom.
Fixed turret control issue for AI.
Station blueprints now spawn in CE's locker.
Power control modules placed on the map.
More shield generator stuff by Barhandar: shield walls and shield wall generators now respect bullets and they (bullets) have chance to get past the shield. This also means you can power shield generators through emitters but it takes two to make a generator stable.
Misc map changes.
Re-check gimmick closets so they no longer spawn empty.
Added a new admin button under Special Verbs. Allows to easily respawn a player (as an assistant) if their original body was gibbed. Currently doesn't set player preferences. WIP.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@675 316c924e-a436-60f5-8080-3fe189b3f50e
* New Implant: Chem. Insert up to 10 units of chemicals into implant with a syringe (while still in implant case) and then can use a prisoner management console to trigger 1, 5, or 10 units of the chemical to be injected into the implanted subject. Once all the chemicals are used up, the implant disables itself.
* Prisoner Management Console can now detect the approximate location of prisoners with tracking implants in them. It gives slightly more useful information then the tracker but isn't portable.
* AI cannot access Prisoner Management Console (unless malf/XISC).
* Prisoner Management Console re-added to Armory (It no longer can trigger explosive implants). Play nice or else you'll get your toys taken away from you.
BORK BORK update:
* Re-did ChemMaster. Now it allows you transfer reagents in and out of a buffer. You can then turn the contents of the buffer into either a pill or a bottle. When removing reagents from the buffer, you can either delete them entirely or return them to the beaker. However, removing the beaker clears the contents of the buffer (so no mixing inside the ChemMaster!). CondiMaster Neo is almost identical to the ChemMaster except it only makes condiment bottles (no pills).
* Milk now being handled like the other reagents (as intended). Remember: 5 units of milk = 1 cup.
* Soymilk interchangable with regular milk in microwave recipes. (again, 5 units = 1 cup)
* Xenomeatbread! 3 xeno meat, 3 cheese, 3 flour. Extra Heretical!
* Monkey related food items renamed to generic meat (since I'm adding animals, I really don't want to add a new food items for every single new animal).
* Cola removed from fridge. Thematically appropriate but it just clutters it up (especially since there are vending machines all over the damn place).
* Faggots removed from meat locker. Instead, a small amount of meat spawns in there.
* Carp processes modified. Code is a littles cleaner (lawl) and the random pathing a a little cleaner as well.
Badmin Update:
* By request, Admins can now trigger radiation event.
* Confirmation warning on admin-triggered carp event.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@660 316c924e-a436-60f5-8080-3fe189b3f50e
The hazard vest
It's just a "reflective" vest that spawns in engineering and CE lockers. Doesn't do much yet, but more will be added sooner or later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@604 316c924e-a436-60f5-8080-3fe189b3f50e
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
While carrying an ID, a PDA can be used for almost everything an ID can.
While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
It is possible I missed some functions, but I was quite thorough in my sweep through the code.
In the event of PDA destruction, any inserted ID is ejected unharmed.
It is now possible to stick PDAs in your jumpsuit's ID slot.
Since PDAs are named, you can disguise yourself as someone else using one.
Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
Changed icons of RD and CMO secure closets.
Added a medical wardrobe closet to Med Bay.
Moved toy icons to toy.dmi.
Renamed Invisibility to Ethereal Jaunt.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@573 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the floating APC in Bar.
Added a light in Morgue hallway.
Lawyers no longer spawn in the vacant office.
Locker added to Kitchen storage room.
Kitchen Mule drop-off changed once again.
Universal enzyme added to Kitchen, removed one olive oil.
Hypospray for CMO re-added.
Exercise room made slightly larger with more chairs.
Genetics is no longer surrounded by r-walls inside Med Bay.
Vacant office had floor changed, along with removal of some items.
HoP now has a HoP jumpsuit in his locker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@566 316c924e-a436-60f5-8080-3fe189b3f50e
CMO now has a personal locker.
CE gets a pair of mag boots in his locker. Previously commented out.
Added department head sets to head lockers.
Fixed MULE dropoff at Security and Kitchen.
Syndicate space suits now slow you down by a small amount.
New prize at the arcade.
Added back Robocop selection for Security borgs.
More CentCom area adjustments.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@556 316c924e-a436-60f5-8080-3fe189b3f50e
Added check if you already ate something but it was not yet metabolized. It's harder to overeat now.
Improved the random look generator. Now it takes in account real-life statistics of skin tone and blood group distribution, and has different colors.
Fixed bug that sprinkles did not metabolized in non-security body.
Made rig suit to be proper space suit.
Cleaned some code
Made mopbucket to have 100 volume.
Added radio report diagnostic verb (but with no effect for now)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@551 316c924e-a436-60f5-8080-3fe189b3f50e
Added Airlock Electronics to Tool Storage (1), Tech Storage (4), Quartermaster Office (1), Emergency Storage (1), and Engineering (3).
HoP now has a blue suit inside his/her locker instead of green.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@526 316c924e-a436-60f5-8080-3fe189b3f50e