Dubbed the "Bag of Holding", this latest wonder is a backpack that has had the interior filled with a Bluespace generator. This allows for unmatched item storage potential! The generator has proven perfectly reliable under light use, but heavy loads have been proven to cause strain, eventually leading to total failure and loss of any stored items. Additionally, the generator does NOT play nice with other applications of Bluespace, do not wear or carry the device while attempting to teleport, or attempt to place one into the Bluespace pocket of a second device. The Bluespace interface has been observed to destabilize gravitational singularities.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1176 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed all known issues regarding storage items including photo albums being able to carry any item with w_class = 1 and the double messages that were generated when you or someone placed an item into a storage item. Same for bible, briefcase, etc. etc.
- A side effect of this is that storage items are no longer able to be wrapped with wrapping paper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1175 316c924e-a436-60f5-8080-3fe189b3f50e
- New look
- Radiation suit alone will now absorb 75% of rad damage, same as the RIG suit.
- Radiation hood added, will absorb 35% of radiation damage
- Radiation checks now check for both your outerwear and headgear. The sum of the radiation protection is used when determining damage.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1061 316c924e-a436-60f5-8080-3fe189b3f50e
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
- 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
RADIATION SUITS protect from 100% radiation
RIG SUIT offers some protection from singularity's radiation
SPACE SUITS offer little protection, but some none the less
being UNPROTECTED near the singularity is still deadly and I'd like this to not change. Use radiation suits!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1030 316c924e-a436-60f5-8080-3fe189b3f50e
As a side effect, I had to add some ex_act() procs to things because the rods kept getting stuck on them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@941 316c924e-a436-60f5-8080-3fe189b3f50e
Added a few more names to wizard random gen.
Chaplains may now pick/create their religion and their deity. Don't lose that book!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@823 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
* 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
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
Chaplain can now hit floor with his bible to reveal hidden runes in small radius around him.
Tweaks to cultist game mode:
Words that arent commonly used are never revealed to cultists on game start.
Game aborts if there are less than 3 possible cultist players (used to need at least 1, and it sucked because of not enough word knowledge.
Small bug fixes and more flavour/explanation text for some runes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@559 316c924e-a436-60f5-8080-3fe189b3f50e
* Hydroponics area re-arranged to require less running around.
* Both Nettles and Death Nettles now can be used in a blender to extact their reagents.
* Seeds Crates can now be ordered by the QM. Contains a packet of all the basic seeds available from the seed vendor.
* Exotic Seeds Crates can now be ordered by the QM. Contains one packet of the following each: Egg Plant, Nettle, Fly Amanita Mycelium, Liberty Cap Mycelium, Plump Helmet Mycelium
* "Egg Plant" added (not a typo). Eggs may not be used on Seed Extractor to make Egg Seeds (that would just be silly). The only way to get an Egg Plant is through mutating an Eggplant or an Exotic Seeds crate.
* Plant-b-gone spray bottles now kill weeds and pests better then before. Also slightly less toxic.
* Weed spray and Pest Spray both removed since they're redundant.
* Potatos added. Can be used to make Fries (Potato + Processor), Cheesy Fries (Microwave: Fries + 1 cheese), Loaded Baked Potato (Microwave: 1 Potato + 1 Cheese)
* Beaker I intended to add in previous update finally got added (in kitchen).
* AI can no longer pick plants in hydroponics. The Cybernetic Horticulturalist Society has filed a complaint.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@499 316c924e-a436-60f5-8080-3fe189b3f50e
* Private meeting room attached to cafe!
* Starkist was somehow set to 0 in the vending machine. Fixed.
* Sleepy pen has been modified, it now puts people to sleep *near* instantly but only once. Cost increased slightly. Holds a signficantly lower amount of reagents. Might have to tone down the amount based on playtesting.
* Changed/removed some station radios that weren't loading properly (station radio frequencies cannot be set lower then 144.1 by default, FYI).
* Sodium now available from Chem Dispenser.
* New Condiment: Olive Oil (Graphic By Thedoorman). A bottle of it added to the kitchen (use wisely, there's only one).
* Minor food reagent tweaks. Now drinking too much soda will make you fat as well.
* New Device: Blender. It turns food items into reagents (Soybeans => Soy Milk, Berries => Berry Juice, Most grown items => Nutriment + Whatever, etc.) and acts as a container. Just stick the food items in, and select the "blend" option from the right-click menu.
* New Reagents: Universal Enzyme (Used in food production, a single bottle of it is in the kitchen), Soy Milk (Used in cooking,
can be made from a blender or obtained from a carton in the food locker), Berry Juice (used to make wine and jelly donuts), Chloral Hydrate (a powerful sedative, treat it with anti-toxin. Won't always wake instantly but you up but you'll wake up faster)
* New food/drink items: Tofu
* New Reactions: Create Tofu (10 soy milk + 2 universal enzyme), Create Wine (5 Berry Juice + 2 Universal Enzyme), Create Moonshine (5 nutriment + 2 universal enzyme), Create Cheese Wheel (40 milk + 2 universal enzyme), Create Chloral Hydrate (3 chlorine + 1 water + 1 ethanol), Create Soysauce (1 soymilk + 1 sulfuric acid)
* Condiment containers now transfer 1 unit rather then 2. Beaker added to kitchen (to aid in mixing).
* Condiment bottles now work similarly to drinking glasses: They change based on their contents. A box of blank/empty ones can be found in the kitchen backroom and more can be ordered from the QM.
* Processor no longer produces hotsauce, coldsauce, or soysauce. Use a blender to make them instead. Because of this change, it now takes multiples of a particular item to fill a bottle. PROTIP: High potency chilis/icepeppers produce more condiment then low potency ones.
* ChemMaster added to kitchen backroom to "purify" blender mixtures, door to kitchen backroom from cafe room removed.
* New recipe: Tofu Bread (3 tofu + 3 flour + 3 cheese). Can be sliced just like meatbread.
* Microwave recipe changes: Instead adding entire containers full (or empty!) of reagents to the microwave, you instead just add a specific amount. For milk and sauces (berryjuice/ketchup/soy/hot/cold), it's 5 unit of the milk/sauce instead of 1 container. It's lenient with reagents so if you put in too much you'll be fine.
* Processor Change: No longer makes cheese wheels.
* Berry Jam replaced with berry juice in Jelly Donut recipes. Berry Jam removed entirely.
Note: Sorry if my new icons look like ass. Microwave/processor changes kind of half-assed. Intend to overhaul them next (more ROBUST!). Since a lot of kichen stuff is mess around, i'll update the wiki... soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@490 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed cyborgs just pressing cancel when choosing AIs.
Midis setting now carries over when ghosting.
Can now check if a borg is emagged from the player panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@367 316c924e-a436-60f5-8080-3fe189b3f50e
Wizards now shout a spell when they're casting - not corresponding to the spell itself, though, it's a placeholder until granny finishes his voice acting.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@336 316c924e-a436-60f5-8080-3fe189b3f50e
- Spaceacillin no longer heals all viruses.
- Some diseases must be cured with two or more chemicals simultaneously.
- Tweaked magnitis disease (now affects cyborgs).
- Added wizarditis disease.
- Tweaked some item properties.
- Added leather gloves for the Botanists.
- Some suits cannot be placed into backpack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@321 316c924e-a436-60f5-8080-3fe189b3f50e
- Added crawl-trough-vent travel time
- Tweaked placement of utility belt contents window & fixed one related small bug
- Added metabolization for several reagents
- Other small tweaks
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@273 316c924e-a436-60f5-8080-3fe189b3f50e
Numbers' hydroponics syringe injections:
Now you can put chemical solutions into hydrotrays and plants will react accordingly.
Minihoe for uprooting weeds safely. Added to hydroponics trays.
Changed:
Advanced ProcCall proc, now actually somewhat useful.
Blob expands faster again.
Slight Plant-b-Gone buff against alien weeds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@125 316c924e-a436-60f5-8080-3fe189b3f50e
Hydroponics update + bugfixes.
Consists of revisions:
R58, R60, R67, R68, R73.
Combined changelog (from oldest rev to newest):
Put all hydroponics defines into one .dm file
Added functionality for nettles and made all currently growable plantlife work
Changed hydroponics layout
Added Hydroponics Supply crates and added weed/pest sprays into the current ones
at hydro
Fixed nettle hold graphics
Fixed vending machines showing hidden items.
Added Research Director hydroponics access and botanists tox access (already had
chem access, but no tox).
Hydroponics in great shape. Spank Numbers for final modifications before merging
to trunk. (weedkillers, pestkillers)
Added a seed vending machine.
Amanitas now poison, and the poison is nasty. Added a poison() proc to all
foods.
Added graphics for vertical and horizontal one-tile-wide tables. Put one inside
hydroponics.
New 'blur' texture when your vision goes blurry.
Fixed a typo in hydroponics code.
Added a disposal unit in hydroponics.
Added a how-to instructions paper in hydroponics.
Hydroponics in working order. Extra features still in developement.
Fixed weedspray and pestspray entries.
Removed chaplains random probability to have see_invisible 15 at start, because
it's reset to 0 right next world tick anyways.
Added burn() and drug() procs to foodstuffs.
Added drug effects to some mushrooms. Have a nice trip.
Made chilis heat you up and ice peppers freeze you down.
Fixed carrot's harvest icon (it didn't exist)
To-do: Mutagens and vitamins for hydroponics plants.
New mutations, recipes for cook, extracting stuff from plants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@74 316c924e-a436-60f5-8080-3fe189b3f50e
Added Weed-B-Gone into crates at hydro, also Weed-B-Gone functionality.
Changed map accordingly.
Added weedbgone as a reagent and a recipe for it.
Added new spray sound effects and updated/changed those that were used before for fire extinguisher, refueling/refilling, using cleaner and using weed-b-gone.
Removed thumbs.db added by TLE as I saw it unnecessary.
Added buzzing sound to be used later with Fly Amanitas.
Changed some fertilizer graphics in chemical.dmi to be prettier.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@42 316c924e-a436-60f5-8080-3fe189b3f50e