Commit Graph

53 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
0f457ae7fc - Added the leather sprites by Cheri.
- Making single pane windows now makes them in the direction you're facing. If a window already exists in that direction it makes it 90 degrees to your left, if one exists there too, then another 90 degrees, etc.
- The resist verb and UI button can now be used to escape from welded or locked lockers. It takes the standard 2 minutes to get out of a locker. If this is a secure locker, the locker is broken in the process (same effects as if an emag was used on it).

Added the window thing and resist thing to the changelog. Leather still not available ingame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3799 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:36:08 +00:00
daniel.cf.hultgren@gmail.com
838ad266d9 * Fixed being able to lock yourself in or out of a locker using the verb
* Added lightfixture creating by Xerux!

To those who update changelog, don't put stupid shit in it, make it actually proper.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 19:51:42 +00:00
baloh.matevz
fb29642e48 - Fixed a bug where the removal of cable-cuffs with wirecutters displayed the "you have removed..." message to everyone and the "X has removed Y's cuffs..." to the person whose cuffs got cut off.
- Added the tanning micro-mechanic. Hide still not available in-game yet tho until sprites are added and some use for leather is made. I'll get on that soon<TM>

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3794 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 17:36:03 +00:00
johnsonmt88@gmail.com
fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00
baloh.matevz
459f2891dd - You can now make coffins from wood planks. They cost 5 planks and take 1.5s to make, you can only make one per tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3731 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 05:25:08 +00:00
johnsonmt88@gmail.com
bb6222eec6 Added combat text to smashing windoors
Windoor construction
- You now require airlock electronics to build windoors.
- You can now completely de-construct windoor assemblies with a welder.
- Windoors built by assemblies start open. This is because Cheridan's awesome construction sprite is in the 'open' position and it doesnt make sense for a crowbar to insta-close them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3716 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 23:37:08 +00:00
johnsonmt88@gmail.com
90a621e9e9 Windoors are now constructable
- Steps required to make it:
- Step 1: Use 5 r-glass sheets to make the assembly
- Step 2: Add 4 rods to the assembly to reinforce it (optional)
- Step 3: Rotate the windoor or flip the direction it opens
- Step 4: Wrench the assembly to the floor
- Step 5: Add cable to the assembly
- Step 6: Use screwdriver to adjust wires (and access)
- Step 7: Use crowbar to finish

Airlock assembly
- Replaced sleep()s with do_after()s to properly detect whether the user has moved away from the airlock or has put/throw away their tool while using it

Glass and Reinforced Glass sheets
- They now properly detect windows currently placed on the ground
- Removed unintentional (extra) for loops

Changelog updated

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3710 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 16:31:23 +00:00
ericgfwong@hotmail.com
c5e5a83a08 -r-table parts are now made by using four metal rods on regular table parts.
-Removed r-table parts from the plasteel build menu.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3594 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-14 23:11:26 +00:00
johnsonmt88@gmail.com
e20e769614 - Added QualityVan's fix for large glass windows not requiring 2 glass pieces.
- Took 'Evolve Greater Changeling' off the Evolution menu. It still exists, it's just hidden until it's finished (i.e. gets a sprite)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3575 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 03:33:43 +00:00
d_h2005@yahoo.com
8afca8ac7f -New booze sprites for the drinks that were removed. Re-enabled the recipes for the removed drinks.
-Drinking the Antifreeze booze makes you warmer. Duh.
-You now need 10 sheets of metal instead of 2 to make a gas canister, people can't FILL ENTIRE ROOMS WITH THEM. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3564 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-07 01:56:25 +00:00
d_h2005@yahoo.com
41ba8a7ae6 -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 05:55:33 +00:00
d_h2005@yahoo.com
a5eaa18d21 -The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items at a high cost.
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3454 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-14 06:42:46 +00:00
petethegoat@gmail.com
eb3b9b70aa Fixed issue 281. Rockdtben is working on a more comprehensive fix, but this will do for now.
Fixed issue 396. (delicious low hanging fruit)
Fixed issue 165. "Fixed". I removed the effects of the welding fuel reagent, seeing as a proper fix doesn't seem to be forthcoming.
Fixed being able to create thousands of stools in a single turf.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3267 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-10 16:14:03 +00:00
elly1989@rocketmail.com
9859a0b52f Committing fixes to code for examining mobs. Burn damage wasn't showing properly on some mobs. Fixed grammar, icons and stuff.
Added some  stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 16:07:32 +00:00
joe.heinemeyer@gmail.com
113beeb052 BS12 Detective Work port.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3229 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 05:23:08 +00:00
uporotiy
896fdae5a1 Should fix the "rglass can't be used to construct windows" bug.
Sorry, I though rglass was a subtype of glass and didn't bother to check.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3205 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-27 12:19:02 +00:00
uporotiy
7c4e994524 Fixed building stuff inside stuff. Such as, say, windows in disposals.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3197 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-26 08:06:06 +00:00
petethegoat@gmail.com
f36295e16e Chair overhaul!
Shouldn't be any noticable difference ingame, but the chair path has changed from
/obj/structure/stool/chair
to
/obj/structure/stool/bed/chair
Electric chair path has also been changed as per the above.

New electric chair sprites! They ~won't~ make you want to cut out your eyes!


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3148 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-18 20:25:55 +00:00
trubblebass@gmail.com
6b23587fb6 Comitted on behalf of BubbleWrap
- Boxes can now be collapsed down into cardboard sheets.
- Cardboard sheets are stackable (like glass and metal).
- Cardboard sheets can be made back into boxes when needed.
- Cardboard sheets can also be made into a cardboard cyborg costume.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3028 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-03 01:06:41 +00:00
quartz235@gmail.com
b3f7865754 moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-25 05:05:55 +00:00
uporotiy
85157b5a68 Steel renamed to plasteel.
Having more than 100 burn damage and being dead now makes you a husk.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2925 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-07 21:02:56 +00:00
quartz235@gmail.com
09c4db8978 Fixed being unable to make regular/reinforced windows
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2920 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-06 22:18:01 +00:00
quartz235@gmail.com
3769ce0998 - Welding shards while on top of a stack of glass (with less than 50 sheets) now adds the produced glass to the stack.
- Some runtime fixes

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2919 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-06 21:45:49 +00:00
mport2004@gmail.com
2ea375091e Renamed the prisoner computer's file to prisoner and added a sanity check.
The singularity is now able to eat things like signs and chameleon projectors' projections.
A few other misc runtime fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2916 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-05 05:26:13 +00:00
quartz235@gmail.com
e0b19c9ce3 Fixed issue 287, 290, 291
-Cutting/restoring cameras now leaves a print
-building certain overly-abused griff items leaves prints
-grenade launcher no longer shoots your face if you try to backpack it

Chameleon projector movement speed is now based on temperature
Added add_hiddenprint(mob) proc
it's like add_fingerprint but only adds to fingerprintshidden isn't that neat?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2898 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-02 07:57:37 +00:00
petethegoat@gmail.com
24df02ec4a You can now fit basic pipes directly into wall girders.
You probably won't notice this, but it makes things slightly easier for atmos techs.

Several instances of ReplaceWithFloor changed to ReplaceWithPlating- the floor tiles under walls were annoying me. RCDs now create plating instead of floor also.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2786 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 21:09:04 +00:00
heisen51@gmail.com
619f2ae908 You now need to stand still for one whole second to place a grille.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2751 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-20 09:41:57 +00:00
quartz235@gmail.com
26abf951e2 Fixes:
Issue 241
Issue 237
and
Issue 240

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2708 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-17 00:14:11 +00:00
uporotiy
3f5b76aff0 Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-14 16:38:46 +00:00
petethegoat@gmail.com
ea9302e213 My side of the Christmas update.
Removed the RCD's ability to take down r-walls.
Updated the changelog.

Slight update to stack construction in preparation for buildable light fixtures.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2602 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-04 03:14:07 +00:00
baloh.matevz@gmail.com
f9badcefe1 It is no longer possible to make reinforced metal from metal sheets or vice versa. The reason for this is on Pete's side. The intention is to make RCD's not able to take down r-walls, however at the same time make r-walls harder to make.
The way you make reinforced metal now is by using the mining processing unit. The recipe is a combination of metal and plasma ore.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2601 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-04 03:05:44 +00:00
petethegoat@gmail.com
db89732ce8 Fix for husk revival.
(probably fixes some dna modifier runtimes which relate to husks. see: http://pastebin.com/r2PE5tvU)

Small fix for putting stuff in microwaves. Rest of the microwave code is still dicks, though.

Fixed shards always appearing in the top right corner.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2521 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 19:16:35 +00:00
trubblebass@gmail.com
65d2d51f0f - Fixed a typo in light-tile construction that has been annoying me.
It should now read "You attach the wire to the glass"
Instead of "You attack the wire to the glass"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2510 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 19:24:01 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
vageyenaman@gmail.com
1f21128ef0 New Construction: Automatic Portable Turrets
Items required to construct: any energy gun, a proximity sensor, a screwdriver, wrench, a welder and a total of 9 metal.

This turret can best be described as a mixture of an ED-209 and an AI turret. It fires the same projectile as the gun it uses, and has a few customizable behaviours for people with security access to play with. The turrets can be unbolted and dragged off to be deployed anywhere, but can not turn on and shoot unless it's bolted into place. Can be controlled by the AI and cyborgs, but isn't controlled by /area's in the same way normal AI turrets are.

This will probably be expanded on in the future if I or one of the other coders want it to be expanded.




git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1746 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-01 04:49:45 +00:00
rastaf.zero@gmail.com
d985841a76 Minor fixes:
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 15:46:53 +00:00
uporotiy
b318f77795 Mining
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
2011-05-21 04:22:39 +00:00
uporotiy
e086aadfaf Mining
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
2011-05-16 12:42:12 +00:00
baloh.matevz
4c5f17deb5 Light floor added
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
2011-04-30 19:56:52 +00:00
tronaldnwn@hotmail.com
4cfd1b7d12 - Attempted to straiten up some clothing dms
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.

- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-26 00:00:56 +00:00
n3ophyt3
f6620d08b1 Tweaked welding:
Welders that are on but not in use use fuel more slowly than before, when actively welding, fuel use rate increases to roughly 4 times what the previous rate was. This allows for an average of 4 regular walls to be cut through before refueling is needed, based on my testing. Shorter-length welding tasks will allow for more uses between refuels.

Also cleaned up a few things that still used the "click welder at thing, lose x units of fuel" code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1403 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 01:30:39 +00:00
baloh.matevz
a01379d654 GLASS:
- Making single panned glass now checks if there is already a pane facing the default way and adjusts to face the nearest empty way in a counter-clockwise search direction. Should make placing windows easier
- Windows now have 'rotate clockwise' and 'rotate counter-clockwise' verbs
- Fixed window creation, a bug which my previous update made

MAPPING DEBUG TOOLS:
- Renamed all verbs in mapping to other names so they don't interfere with existing verbs when writing part of the command and pressing tab. (copied for previous update as this one actually fixes it)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1166 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-07 00:26:09 +00:00
n3ophyt3@gmail.com
cc9e4a4922 Fixed more runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1158 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 16:21:21 +00:00
morikou@gmail.com
8f26085da5 Mad Science Update:
- Adjusted constructable frame so that parts actually affect the end result (if you use better then standard parts). Also, you can now use 5 metal to make a machine frame. Process is 5 metal > wire > Circuit Board > various parts (in any order) > Screwdriver. Deconstructing a machine made in this way, the order is screwdriver (to open panel) > crowbar (to pop parts out) > wire cutters > Wrench
- Autolathe, Protolathe, Circuit Imprinter, and Destructive analyzer all are affected by what parts you make them with, can be built, and can be deconstructed now.
- Origin Tech var changed from a list to a string to save memory/processing. It's not a problem right now, but it could be one in the future.
- Item paths for stock parts changed around a bit to make typing easier.
- A lot of items have been given an origin_tech var and as such, a lot more things can be analyzed to further SCIENCE! Try and find them :D
- R&D Lab added to that semi-empty area in the north part of toxins. R&D Console, Destructive Analyzer, Protolathe, and Circuit Imprinter added along with all the other tools and (basic) materials required. Very little "new" stuff is available but you can still unlock existing tech (such as AI modules or circuit boards) so  that you can make more copies of them.
- Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 04:41:56 +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
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
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00