- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!
This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: baloh.matevz
Work by Neek
- Hulk Hogan moustache fix
Work by Yvarov
- Alien Unconciousness fix (Fixes Issue 283 )
- - Also commented out alien snoring all over because aliens don't snore.
- Replacement light box fix (Fixes Issue 398 )
- Syringe gun attack logs added (Fixes Issue 465 )
Work by QualityVan
- Nettle and Death Nettle force based on potency.
Revision: r3593
Author: johnsonmt88
-Cardborg Helmets and Cueball helmets no longer protect as well as sec helmets.
Reorganized the clothing/head.dm. PLEASE take note of the parent when making
child objects, people.
-Laser tag vests can now hold their matching laser tag guns.
-Harebells can now be harvested.
-Sprite for the new mini-extinguishers in the extinguisher closets. Needs
supporting code still.
-Added towel sprite to items.dmi.
Revision: r3582
Author: d_h2...@yahoo.com
sammiches.
-Ambrosia vulgaris now has a mutation.
-Added 1% chance for a species mutation whenever a plant's stats mutate.
-You now get more descriptive messages when applying mutagen to plant trays.
-Removed sugarcane seeds from the vending machine. They were redundant and had
poor sprites and no recipes. Added the seeds to the seeds crate so you can still
get them, if you really want to...
Revision: r3460
Author: d_h2...@yahoo.com
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.
Revision: r3495
Author: d_h2...@yahoo.com
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()
runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")
Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm
Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.
All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.
Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: elly1...@rocketmail.com
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?
Revision: r3232
Author: elly1...@rocketmail.com
Date: Mar 2, 2012
- Adjusts a few nutrient values for plants.
- Fixes the weird messages produced by Chantrelles.
- Nettles breaking has also been fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2666 316c924e-a436-60f5-8080-3fe189b3f50e
Steel floor tile renamed to metal floor tile to avoid confusion before it even happens
Grass plants in hydro will now actually make grass floor tiles instead of really awkward patches
You can no longer make steel via autolathe, you can however make metal, and inserting r-metal will still give you metal for use in the lathe
Added 10 sheets of steel to EVA and 10 units of steel to engineering
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2604 316c924e-a436-60f5-8080-3fe189b3f50e
/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
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
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
Walking mushrooms have their yield reduced to 1 from 4.
Poncho and sombrero on-mob sprites added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2096 316c924e-a436-60f5-8080-3fe189b3f50e
- Ambrosia Vulgaris is now visible and harvestable
- Injecting a plant with an empty syringe now gives a more appropriate message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2056 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
(Contributed by EuroNumbers)
Changelog:
- Plant potency now works. Amount of reagents inside of a fruit is based on the plant's potency.
- Minor adjustments to plants.
- Biogenerator fix. Amount of points is determined by the amount of nutrients plant has
- Blender fix. Amount of nutrients from tomatoes, soybeans and corn is transformed into their respected reagents properly in accordance to conservation of mass
- Plantspray and weedspray functionality reintroduced.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2034 316c924e-a436-60f5-8080-3fe189b3f50e
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled.
- eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes.
Code by Balagi, sprites by Farart.
-some fixes for the crew monitoring computer. It can be disassembled now.
-added crew monitoring circuit board. Requires programming 3, biotech 2, magnets 2.
-Mech Bay Power Control Console и Solar Control can be disassembled now.
-added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3.
-Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2.
-R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended.
Code by Jack Rost.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
Grape: Yes, you can now grow grapes.
Green Grapes: This is a mutation of grapes containing a certain healing chemical.
Cabbage: I also added cabbage for you kiddies to rgwo big and strong.
Pumpkins: WE GOT PUMPKINS!!!
Killer Tomatoes: These are dangerous..beware(Mutation of Tomato)
There are two new pieces of clothing added which only an admin can spawn.
Morgan's tears got renamed to Ambrosia Vulgaris.
Admins can now spawn Roaches. This is Nanotrasen afterall.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1848 316c924e-a436-60f5-8080-3fe189b3f50e
I added two new types of berry mutations. One is death berry, which is actually a mutation of the poison berry. It is EXTREMELY deadly if ingested. Another is the glow berry. Its brightness depends on its potency.
Last, but not least. We have a plant which is both a hydro and harvestable plant, but at the same time a livestock. It is the Walking Mushroom. It is a mutation of the plump helmet. After it is harvested and in your hand, click it to bring from the Walking Mushroom. If it dies, then use a knife on it for Huge Mushroom Slices.
Next commit will have more recipes for both chef and barman.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1843 316c924e-a436-60f5-8080-3fe189b3f50e
Sugary plants, blend them for sugars.
Foods Sugar packets are removed, coco paste removed (it is now a reagent), and crushed leaves are removed (due to not taking advantage of the potency system).
Blend Coco Pods for Coco! Then add sugar and milk (or soymilk) for a chocolate bar! Or add water for hot chocolate (chocolate milk TBA). Crushed chocolate renamed crushed coco (is a reagent).
Kitchen closet has a condiment bottle of sugar in it now, rather than a billion packets of sugar.
Candies apples use 5 units of sugar now, rather than a pack of sugar.
Modified some new hydroponics plants to take advantage of the potency system.
Had a go with a few drink bottles in party crates that weren't showing up due to a typo!
Feed Nuka Cola to humans or animals and they won't just spaz out, they will spaz out so much not even the cold can slow them down.
Deleted some redundant reagents (there were two lime juices, two creams, and I forget what else). Rearranged a few reagents. Capisin and frost oil never added nutriment factor to start with, and they really shouldn't. That's pretty much it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1839 316c924e-a436-60f5-8080-3fe189b3f50e
Hydro can now grow cocoa trees and harvest cocoa pods.
The chef can process the cocoa pods into cocoa and process that into chocolate bars. He can also put the chocolate bars into the blender to get crushed chocolate, which the barman can use.
Lemon, watermelon, poison berry juice and crushed chocolate is added to the reagents list.
Barman can now also serve a chocolate drink. He can also now serve Lemon, Watermelon and Poison berry juice as drinks.
Poison Berry was made a mutation of berries.
Nurse uniform was now also fully fixed.
PS. Poison berry was added to the juicer machine as well.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1833 316c924e-a436-60f5-8080-3fe189b3f50e
Made sugarcane able to be processed into sugar and also made sugarcane and whitebeet be able to be grinded into liqued sugar.
Made oranges, limes, watermelon slices and lemons able to be made into juice via the juicer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1821 316c924e-a436-60f5-8080-3fe189b3f50e
Gave Apple stuff for hydro a new sprite and also Watermelon. (sprites by Farart)
Made watermelon able to be cut with a knife, and now we can also cut produce from hydro, (though for now it is only Watermelon).
Added captains gloves to the game and added them to his locker.(By Evilgrim)
Added three new food recipies for the chef. Candied Apples, Apple Cake and Apple Pie.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1814 316c924e-a436-60f5-8080-3fe189b3f50e
Added two new hats to the station. A Security Coft Hat and a Green Bandana.
Security Coft Hat can be found in security lockers. Sugar packs can be found in kitchen locker.
Map updated with Green Bandanas in Hydro and one Sec Coft Hat on the security table.
Hydro has two new plants, the Athelas Morgan's Tears(which has some healing properties) and the White Beet.
White beet and Morgan's Tears can be used on a grinder or blender and made into Sugur and into Crushed Athelas Morgan's Tears respectively.
Credits for sprites goes to Farart.
--------------------------------------------
Changes by Petethegoat
CODING CHANGES:
Level 3 biosuit closets no longer have a jumpsuit and shoes in them.
MAPPING CHANGES:
Virology now has a disposal. It goes straight to space like the ones in xenobio and the incinerator room.
Virology now has an air alarm.
The monkeys in Virology now have different names than the ones in Genetics.
Xenobiology containment rooms have been slightly reduced in size.
The boxing ring in the fitness room has thinner glass walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1811 316c924e-a436-60f5-8080-3fe189b3f50e
Added 9 new food types. Thanks goes to Farart for the sprites.
These includes: Poppy Pretzels, Spaghetti, Tomato pasta, Meatball Spagetti, Carrot Fries, Milosoup, Soydope, Stewed Soy Meat and Boiled Spagetti.
Botany can now also grow and harvest Apples and Poppies.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1803 316c924e-a436-60f5-8080-3fe189b3f50e
Monkeys have several bugs fixed on them, shooting them with weak bullet rounds now works! Also, fixed monkeys not showing being KO/ burned without having brute damage on them first.
New chemistry reagents. That'll be required for a upcoming update to chemistry when grinding up refined ore will get reagents or something. Silver, gold, and Uranium.
Bar drinks now have resulting units in mixtures equal to all liquids stirred in. No more 50 unit martinis from 30 units gin and vermouth anymore!
Map updates - Fixed a maintenance tunnel with no air. Updated Bartender spawn point (so you don't spawn on loading screen).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1626 316c924e-a436-60f5-8080-3fe189b3f50e
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
Nerfed the spread rate and chance, made the suspectible to plantbgone and acid.
Arcade
Added a new prize.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1528 316c924e-a436-60f5-8080-3fe189b3f50e
- Bananas can now be grown (they are now snack/grown/banana)
- Sunflowers can now be grown and harvested (very limited use till I add in some seed recipes). Smack people with them for a unique message.
- Both seeds are loaded into the seed vendor (for now), vendor is alphabetized.
- New seeds added to either of the seed crates.
- Move hydroponic items out of the weapon.dm and into hydroponics.dm
Nuclear Agents
- They have a little S symbol by their head now, that only other Agents can see.
Other
- Optical Material Scanners are blue goggles now, rather than a blind fold.
Map update was just to update all the bananas on clown planet to the new "grown" item path.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1525 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a horrible bug with the replica pods grabbing non-dead players.
Wizard
Fixed a potential exploit with the teleport spell (object, of course).
AIs
Fixed another horrible bug of mine, where the death() proc doesn't process past a certain point.
Glowshrooms
Now drop to the floor when the walls nearby are destroyed.
Biomass
WIP added. Do NOT spawn them on live servers unless you want colors everywhere.
Also my code is horrible and I should feel horrible.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1521 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed bug with mutated plants not being harvestable.
Added glowshrooms. They (maybe) glown in the dark. To get their seeds, you need to hack the seed machine. They're pretty straightforward. To plant a glowshroom on the floor, you need to click it while it's in your hand.
Badmin
Added a "Honk" button.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1515 316c924e-a436-60f5-8080-3fe189b3f50e
Replica pods are now available for growing. They're limited to 3 seed packets, take 10 minutes to clone a human by default (ie if you don't breed them) and have a 70% chance to grow a plantman instead of a human (again, by default). To make the pod clone a human, you merely need to inject the seeds with his blood. Then, if he's dead by the time you harvest the pod plant, you'll clone him, otherwise it'll be an inert clone. Planting the seeds without injecting them with dna allows you to breed them so they're better, as they always result in one seed packet on harvest if there's no dna.
Map
Added an easter egg. Moved Kingston's cup to medbay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1509 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
Players now cannot rejoin the game if their mobs were gibbed/burned while they were disconnected.
Cremating/gibbing for meat now counts as death with triggering log records, gamemode checks, sql reports, etc.
Fixed some bugs with enabling verb ghostize().
Fixed bug with DNA Machine popping out from the protolathe.
Fixed bug with tuning RSD.
Added juicer:
berry -> berry juice
banana -> banana juice
tomato -> tomato juice
carrot -> carrot juice
Bug your botanists for getting better potence for more juice.
Juicer can be pulled, chef can give it to barmen or botanists.
Blender changed a bit:
tomato -> ketchup
corn -> corn oil
soy beans -> soy milk
any food -> nutriments and contained reagents.
Sound for the juicer found at http://www.freesound.org/samplesViewSingle.php?id=98053, edited by Nikie.
You can eject ingredients from the microwave. However, you cannot get back your reagents, they will be lost and can make microwave dirty.
Essence of Banana was renamed to Banana Juice.
Added Carrot Juice. Heals eyes much slower than imidazoline.
Carrots now contain imidazoline (however, carrot cake contains more imidazoline).
Potency for peppers, tomatoes, carrots and druggy mushrooms should work now.
New cocktail "Bahama mama": 2 rum, 2 orangejuice, limejuice, ice.
Changed recipe for soy sauce: 4 soy milk + 1 acid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1477 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
Yummy yes? I thank Powerfuldevice for isolating the grown food code for carrots.
Ps, I know carrots don't heal eye damage, it is just for the lulz, and to make them grown more.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1242 316c924e-a436-60f5-8080-3fe189b3f50e