RIG's radiation shielding now lowered, and RIG helmets raised. now the rig gives .5 resistance, and helmet gives .25.
Sleep Smoke, it is experimental for now till I can get it to ignore people in full wizard robes. I might have to extend the ammount of sleep it does too.
Basic work up for sleep smoke spell. Will add more later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1279 316c924e-a436-60f5-8080-3fe189b3f50e
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
Wizordrazine for secret wizard spell.
Various food nutriment changes.
Candy Corm and Popcorm are now properly named.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1269 316c924e-a436-60f5-8080-3fe189b3f50e
2)Armor Can hold revolvers, and so can the detective's coat.
3)Chef's apron is going live, it can carry a knife, and has a slight heat resistance (only slight don't run into a fire).
4)The Detective and Chief engineer smoked all buy one of their cigars on their way to the station. But I doubt they will give pause before smoking the last ones.
5)Suit storage is now used when you spawn! Pen lights in pocket, and guns in armor. And.. plant analyzers in aprons.
6) The ninja mask now resists radiaion. Meaning I buffed a gimmik item set for an unstopable killer to resist all radiaion. Don't mess with that ninja.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1263 316c924e-a436-60f5-8080-3fe189b3f50e
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
Also I saw a perfectly good chef's apron not being used? WHY?!
Chef apron can hold a kitchen knife in storage, and some one didn't want to add a certain service borg spite, so I did it myself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1246 316c924e-a436-60f5-8080-3fe189b3f50e
Made the Hos A little more robust, and get handcuffs, energy gun, and a flash from the start along with sunglasses and an emergency gas mask.
Made the warden slightly less robust than his boss, and get hand cuffs, and no FLASHBANGS. I hate those things! Their gun is now a taser at the start.
All security members have a pair of latex gloves in their back packs for deal with with evidence, if they recall to put them on.
Miner lockers have MESON SCANNERS! And.. Miner rank jumpsuits...
Crates updated, new crate ARMOR. has helmets and armored vests (security access needed).
Food Crates updated, hydroponics crate updated, and um... I did a few more minor job/ crate changes. Nothing stupid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1244 316c924e-a436-60f5-8080-3fe189b3f50e
Added verb Ghost Ears. Dead people and observers can now select if they do not want to hear every word said on the world.
Fixed electronic blink toy sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1243 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
Banana Bread
Ice and iced drinks
A certain medical reagent update
Ramen Noodles!
And... stuff... I don't know new updates!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1240 316c924e-a436-60f5-8080-3fe189b3f50e
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.
New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.
Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed bug with random last name being empty in rare cases.
Fixed spawnable dnainjectors (/dnainjector/hulkmut and so on)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1199 316c924e-a436-60f5-8080-3fe189b3f50e
Green lab coat can now be spawned.
Tweak to several sprites, nothing major.
Default sprite added to masks, so that some gimmick items may be spawned now.
Tea has a funnier name and description. Vending machine changed to "Hot" from "Warm" to better reflect contents.
Service Cyborgs can be picked! Shaker, dropper, tray, pen+paper for note/order taking and DOSH to show their class off. When emagged, Colonel Butlertron did it in Atmosia with the Energy Sword. Possibly bugged, must investigate further. (SoS authorized some live testing!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1197 316c924e-a436-60f5-8080-3fe189b3f50e
- You can add a photo to you ID (Just one tho)
- If you examine someone with a photo on his ID, it'll tell you it has a photo
- Commented out code which spawns a photo of you at round start/late join
- Moving Mining out of beta
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1193 316c924e-a436-60f5-8080-3fe189b3f50e
MAP:
- replaced some tiles under airlocks with platings instead of the dark floors (escape hallway north maintenance)
- Replaced bartender's top hat with a sturdy version, which has helmet characteristics.
- Added 3 regular top hats to black jumpsuit lockers
Expecting a negative vote from vey...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1188 316c924e-a436-60f5-8080-3fe189b3f50e
- mass control all air machines in area (5 modes)
- adjustable alarm thresholds
- air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo no longer makes people inside the tube only process reagents every 10th tick (which was fucking retarded, considering that the cryoxadone happens to BE a reagent)
Clonexadone now heals non-cloneloss at the same rate as regular cryo reagent, so it's not strictly better in all cases.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1179 316c924e-a436-60f5-8080-3fe189b3f50e
- East facing basic windows now actually face east. (game panel spawning)
- Fully standardized reinforced windows and removed the obj/windows icon from displaying so it will never be used in mapping again.
- Gave robotics three health analyzers to go with their medic boxes.
- Minor mapping fixes here and there - stacked windows, wires, etc. the usual.
- Renamed all verbs in mapping to "MAP XYZ" so they won't show when you write part of a command and press tab. ("sec camera display" instead of "secrets")
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1165 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a new trait to cameras: Hardened. Hardened is a modifier to the chance a camera will be affected by an EMP. By default, all cameras are affected 100% of the time by a full strength EMP. Will add some hardening to existing cameras once some pending map changes get finished.
- New R&D Invention: LARGE GRENADES. You can now put basically any container (except blender jugs) into it and they affect a larger area. Want a 100 x 100 unit grenade? You now can! The basic casings are made in a protolathe (Materials 3, Combat 3). Unless you've developed them a lot, you'll occasionally get duds (which just spits out the beakers). Duds can be deconstructed in the DA to improve reliability.
- On a related note, an unintended side effect of making large beakers hold more has been fixed.
- Constructible frames, after the circuit board has been inserted, can be right-click/examined to reveal what parts it needs to be finished.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1146 316c924e-a436-60f5-8080-3fe189b3f50e
- Both wizard and ghost teleport lists are now in alphabetical order.
- pico-manipulator now has an icon
- Ghosts can, once again, teleport to the mining station.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1141 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed some machine-board design issues. Mainly that they make the machine rather then the board :x
- Autolathe, Protolathe and Circuit Imprinter now dump out any materials you stored in it if you dismantle them. Reagents get dumped into any beakers that were required to make the damn thing in the first place.
- AI upload computer can now be deconstructed. However, it can't be deconstructed unless you right click and select "accessinternals." Otherwise, it disassembles like a normal computer.
- Circuit Imprinter now accepts gold and diamond sheets. Bling bling.
- AI modules now require gold and/or diamond to be constructed.
- Server Room rearrange. Also, server room has a "lobby" area where you can go without freezing/suffocating.
- New "R&D Server" and "Server Control" control computer added to the server room. Instead of uploading to eachother, R&D consoles now upload to all servers they have access rights to and download from all servers they have download rights from. New R&D consoles have no upload or download rights but any that start on the map at round start do. The new console allows for the changing of server access and manipulation of server data. Servers can also be hacked. This can result in either the device being disabled (can't upload/download data), hacked (any console can download data from it), or electrified (derp, ow). The Server Control console also can delete data from servers.
- R&D Console's "Connect/Disconnect" from network setting determines whether it shows up on the Server Control's menu when looking at what devices it can give/take server access from. Note: The server room and the server control needs RD access. If you don't have that, that's what emags are for :3
- ADMIN NOTE: There is also a master Server and Server Control on centcom. Whenever data is sync'ed to the network, it automatically uploads (but not downloads) data from the centcom server. This is so that if a griffan destroys the servers on the station, you can restore the lost progress. Only the centcom Server control can transfer data between servers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1140 316c924e-a436-60f5-8080-3fe189b3f50e
- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time.
- Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator.
- Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil.
- Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days...
- Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful...
Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power
into.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
Jumpsuit sensors are now in all /obj/item/clothing/under except for tactical turtlenecks and their tacticool cousins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1076 316c924e-a436-60f5-8080-3fe189b3f50e
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
- New look
- Radiation suit alone will now absorb 75% of rad damage, same as the RIG suit.
- Radiation hood added, will absorb 35% of radiation damage
- Radiation checks now check for both your outerwear and headgear. The sum of the radiation protection is used when determining damage.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1061 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