- removes some spiders
- sections off the east wing from the middle chambers
- adds a broken gun, 2 magazines for the compact .45, and a weapon power cell
* add new, generic decacode crate for POIs
* Update demonpool.dmm
* remove some blood drips, removed brackets
* actually remove the brackets this time
* refactors abandoned crates
-makes loot generating crates a subtype of generic, non loot generating decalock crates for PoI purposes
-updates code and map files for new nomenclature
* remaps the shelter poi + adds new random subgroups
* quick fixes
- 'rapid' isn't actually a laser type, oops
- changes the description of the shelter to be more accurate
- adds some light sockets. APC got totally mangled by the pod but there should at least be nonfunctional lights
* update plains.dm and plains_areas.dm
adds capitalization to make 'RestStop' a little more readable
corrects the filepath
* reduce cost, revert capitalization
reduced the cost a little
revert the capitalization change because I got a bit lazy in following through
* major rework/reflavor of the military camp poi
makes it look more like an oupost instead of a concrete cylinder, complete with bunks, an office, and a medical center
keeps loot, viscerator, and mine density roughly the same
adds a dufflebag spawn to the center area, a few searchable trash piles, and a medicine cabinet in the back
* Update MCamp1.dmm
* adds an weapon cell, similar to the previous map
also adds some shelving in place of tables
* adds a few more viscerators to the armory
because i am evil
* Update MCamp1.dmm
seals holes in structure with foam (and one inflatable), reconfigures viscerators, adds a few lights, adds an APC frame for those who might want to use it
* adds desc to loose stairs
* adds novelty wet floor sign near loose stairs
up for negotiation if this gives it away too much.
my gut says it's largely novelty and a net gain. it'll make dying to the trap funnier in the worst case, and in the best case the clever will notice the unique text and look around for other things with unique text
* Repaths badges, ribbons, pins and permits to /medal.
* Drakes can now wear pride pins.
* Updates xenofauna map, repaths some accessories.
* Added fence door interaction for drakes (open but not close)
* Adds stasis cages to the Xenofauna lab.
* Corrects some Cynosure badge paths.
* Allows mobs to climb into stasis cages themselves.
* Added lower temperature sensor alarms to xenofauna.
* Adds random zippo lighter.
* Adds random zippo lighter part 2.
* Adds random zippo.
* first prototype of the Research POI.
* Research POI definitions.
* Adding android simplemobs.
* Adds voice lines for fleeing.
* Fix robocorpses.
* Progress as of 28-02-23.
* Progress as of 02-03-23.
* Add detailing to the map
* de-stationifying the POI a bit
* Finishes adding android drone enemies.
* Final pass on Gene Lab POI.
* Fix corpse.dm linter error.
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Co-authored-by: Cerebulon <tanhindmarsh@yahoo.com>
* Good hunk of work on bioprinter refactoring
* and now I sleep
* strongDMM, update maps
* compile tgui bundle
* testing refinements
* Convert to nano
* Slice out the tgui bits
* Prototype of generalized snow
* documentation to flimsily justify my madness + polishing
* it is often beneficial to have the code actually work
* Review stuff
* helpers, fixes, cleanliness
* Fix generic submaps
* Lazylists, ft. lung damage on the example map
* I'm such a STUPID KITTY
* sanity courtesy of loaf
* Fix appearance of roundstart snowy turfs