Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
Created a global list to track base turfs for explosions/shuttle moves.
Remaps the asteroid to be a moonlet. Tidies up some references to 'asteroid', removes moonbase from the accessible z level list.
Only two more this time:
Random space dust attack.
Random gravity failure.
Moves space vines from moderate to major events, due to its now more dangerous nature.
Removes now irrelevant alien/ninja customized event handlers.
Adds Excel sheet for aiding in event probability calculations.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
- Adds remote powernet sensors, power monitoring computers use these by default to monitor power around the station. Default range is 1 Z level + long range versions of sensors
- Powernet sensors mapped in, each subgrid has it's own one (ie: substations compatible)
- Telecomms, mining, research and engineering outposts have long range versions installed, visible even cross-Zlevels
- Powersinks and ninja gloves now trigger problem warning in powernets they affect. This warning is visible to anyone using power monitoring console. TODO: Add more stuff that triggers warnings.
- Powersinks now properly drain APC cells using CELLRATE (@2000W per APC max.)
- Powersinks buffed a bit, to compensate for CELLRATE change (previous line)
- Instead of setting SMES to output hardcoded amount, maximal value deducted from that SMESs variables is used.
- For example, the engineering SMES is quadcoil type, giving it maximal output of 1MW. However, hardcoded 200kW would be barely enough to run the station.
Previously missed Z-level checks in the form "z != X". Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
One can one access and view newsfeeds from the comfort of one's PDA.
Possible to change and disable the newsmessage beep.
Known issues:
Unlike browse() NanoUI does not appear to wait for browse_rsc(), the method which to transfers image to the client's cache, to finish.
This often results in newsfeeds not always displaying their images the first time they are viewed.