- 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.
Revision: r3741
Author: johnsonmt88
- 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
Revision: r3710
Author: johnsonmt88
- Took 'Evolve Greater Changeling' off the Evolution menu. It still exists, it's
just hidden until it's finished (i.e. gets a sprite)
Revision: r3575
Author: johnsonmt88
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.
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
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.
Revision: r3454
Author: d_h2...@yahoo.com
Date: Apr 13, 2012
- 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.
Revision: r3028
Author: trubblebass
-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? r2898
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
bugfix for wardrobes
blood type is now handled by datum/dna, and blood_DNA for atoms is a list of list, each sub list containing DNA and blood-type. (This allows multiple blood splatters)
added BS12 give command and explosives
Map update to remove blob spawn.
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
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
(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
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
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
/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
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
- 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
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
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
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
- 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
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
- 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
- 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
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
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
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e