Doing this in smaller bits
- New random sif mob selector, peaceful animals
- Drone lootpile (basic placeholder loot right now until we figure out how to give them proper drone loot)
- New random spider mob selector, nurse spider and nurse hat spider (hat spider has 10 more health points and is a rare chance to spawn, woo)
- New spacesuit random spawn, medical space suits
- New Random Shotgun spawn
- New random gun spawns
- Fixed icon for random medicine spawn
- Fixed broken icon for 44 magazines
- Fixed Ice Cave dungeon walls being called 'steel'
- Added new Crystal type, to avoid the SM style crystal from spawning in crystal PoIs
- Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner
- Added a random chance tool spawn for power tools (most of the time it should still just be regular tools)
- Adjusted the spawn rate of medkits, combat medkits should be more rare
- Cash split into its own loot item
- Plushies split into large and small plushies
- All the extra plushie spawns added to the random plushie spawn
- Eightball and conch shell added to toy spawns
- Added spawn points for the large plushies, cash, and the power tools
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
- DJ Station APC turned off at default
- DJ Station one general intercom replaced with a syndicate intercom
- DJ Station headset no longer guaranteed to spawn, one in four chance to spawn in one of the rooms
- DJ Station Exterior tiles (around the generator) marked as outdoor tiles
- Advanced roller beds moved to SAR lockers
- Blood cabinet and IV stand in SAR room, two o- blood bags and two empty blood bags at round start
- Mining outpost now locked to IDs with maintenance access and research access
- Observation windows in xenobio are now electrified
- Extra sinks and a high capacity water tank added to xenobio
- Red flags in the caves to designate the 'border' between the regular caves and the more dangerous ones
- Xenoresearch first aid station door name fixed
- Addition of two pilot uniforms x2 pilot helmets x2 pilot uniforms (+ webbing) x1 blue pilot jacket. Basic Teshari sprites included.
- Pilot uniforms done by ASN set as default pilot outfit. Other uniform will be in the loadout when we switch maps
- SAR get Explorer radio channel access
- More map fixes and additions. In theory skies of sif should no longer be vacuum. Oxygen required as super cold.
- Removal of Explorer pilot access due to the shuttles having autopilot now.
* These aren't supposed to be here!!
* Adds new Security pistol and large capacity magazines
* Removes new pistol from Security spawns
* Removed references of Beretta because it's not one
Added SC map files for further work. Including hopefully all the related files.
New airlock sprite thanks to Virgo, with a alternate non-see through sprite.
Changes to the space and transit tiles (ported from bay).
Changes done to the NC map that should bring it more up to date with changes (shield defuse stuff and minor bug fixes)
s = Speedloaders. (Functionally the same as clips, but they're not
_really_ the same thing, just in case we change these later.)
c = Clips. (Can also be used to fill other magazines.)
m = Magazine. (Holds ammo rounds.)
a = Ammo. (Individual rounds of ammo.)
- Fixes sprite issues with departmental intercoms.
- Tweaks to the random objects dm
- Copies Bay's flora and warning sign list, as well as ports some of their signs.
- Addition of a couple new floor decals.
- New table preset, wooden reinforced.
- Taken from Bay and edited a bit, maintenance now has a chance to have some randomized items in crates and on racks. Nothing extremely exciting or game changing should spawn yet, sadly. Probably still needs some adjustments and really needs some additions but works at this stage for live testing to see how badly RNG wants to spawn sin pockets and botany gloves.
- Minor map adjustments to both z-levels 1 and 2. Including things such as a mirror placed on the technomancer ship. Light adjustments on the main z-level. Removing redundant lightswitches, adding lightswitches, removing redundant newscasters. Fixing other old mapping errors.
- Largest chunk of change, rework of the armory. Image Link Two sets of all of the armor except for the riot armor has been removed from the armory. A 'tactical equipment' storage room has been readded (warden access) with the combat armor, lethal ammo, and two of both the energy weapons and ballistic guns moved to it. Four energy weapon power cells have also been added to said equipment room as well as one magazine of lethal 45 ammo (it was 5 magazines before, this makes it a even and less OCD annoying 6, like the rubber magazines).
- Practice ammo moved from the armory to the firing range on a conveniently empty table.
- Defib units now available in medical, and one in both first aid checkpoints.
laser carbines and laser pistols spawn in the armoury with equal
probability.
Stunshells are now rare like they should be.
Shotgun crates now have two combat shotguns, as they are less likely to
spawn in the armoury anyways.
Weapons crate comes with laser pistols, energy weapons crate comes with
laser carbines. Seemed more consistent that way.