All bathroom stuff is fairly WIP at the moment.
The toilet path has changed from /obj/machinery/disposal/toilet to
/obj/structure/toilet
Revision: r3586
Author: petethegoat
Gave the RD his genetics access back.
Added Invisty's hyperspace tiles.
Added Icarus's map updates (Sec, gateway room, genetics/RD access) ((this is a
big overhaul to sec)).
Added Flashkirby99's SMES sprites.
Updated the changelog.
Revision: r3576
Author: petethegoat
panel verb). This allows rudimentary mob type changes to any mob. These are
however generic and non-mob-specific, as they only copy over some of the most
needed variables, such as the three name variables, dna and mind. They do not,
for instance, create a MMI for cyborgs. A note of this is also added to the
player panel.
- Once you click one of the links a popup will appear asking you whether you'd
like to delete the old mob of the player (yes or no) or cancel this
transformation.
Screenshot:
http://www.kamletos.si/options%20panel%20rudamentary%20transformation.PNG
Revision: r3534
Author: baloh.matevz
In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: petethegoat
goodies. (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again. Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: VivianFoxfoot
the machine list. Best guess, all machines call process automatically, and
because doors didn't have an explicit one defined, they automatically called the
one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.
Revision: r3374
Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
* + 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.
mixing and filtration room, along with a bigger observatory and an
'office' for plasma researchers, i.e. a table layout similar to the one
in chemistry. Instead of a chemical vendor, plasma researchers now got
their own custom vendor with assembly parts for bombastic bombs. The
maintenance tunnel's still kept between a double set of airlocks.
There is a problem with the vents and scrubbers of the office and burn
chamber room not being detected, though. (Miniature, Hawk, take a look
at it.)
fixed the disposal in the incinerator not leading to space.
restocked the chem closet- it now contains an anaesthetic closet, which might be interesting.
removed the glass windows from the front of the QM desk.
possibly a few other changes, nothing significant though.
Added the firing range, courtesy of vey.
Don't get too excited, it's still under construction.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2498 316c924e-a436-60f5-8080-3fe189b3f50e
Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
- 10 percent of lights with tubes will now start out broken and 25 percent of lights with bulbs will now start out broken.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2261 316c924e-a436-60f5-8080-3fe189b3f50e
Edits made to it from my part:
- Added an atmos maintenance room to 7 locations: cargo, bridge, brig, medbay, science, engineering and kitchen
When piping uterus, use these rooms, get a line from atmospherics to each of the 7 atmos maintenance rooms and then to local vents from the maintenance rooms.
- http://www.kamletos.si/atmos1.JPG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2191 316c924e-a436-60f5-8080-3fe189b3f50e
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a heads of staff meeting room.
Added myself to the admins.txt on the SVN because SVN is annoying every time I update it giving me changed files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1929 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.
Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
No longer noir anymore. The monochrome effect was lagging people who saw it for the first time in the round up due to the icon operations and it was just too high of a cost for this.
Kitchen
Removed the chance of xenomeat being spawned.
Hydro
I accidentally a default icon_state.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1754 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
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.
For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.
For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.
Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.
Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now.
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 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
- Redesigned assembly line area
- Corrected CE's office name
- Corrected Mining shuttle area name
- More maintenance hallways
I hope i've fixed all the mapping bugs as i've spent quite a few hours debugging it but you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1184 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
- slight change to arrival hallway
ADMIN COMMANDS:
- Added 3 commands to 'secrets': Move mining shuttle, move administration shuttle and move ferry. Each of these moves their respective shuttle. This is only intended for admin events. The mining shuttle still takes the 15-ish seconds to arrive, the other two are instantanious. All generate admin logs and admin-log-spam to prevent abuse.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1124 316c924e-a436-60f5-8080-3fe189b3f50e