Coins can still be found and used in vending machines.
PACMANs now run off sheets instead of coins.
Added coolity's new orebox sprites.
Updated the changelog.
Revision: r3178
Author: petethegoat
- Simple event dispatch system.
- atom.forceMove() proc. Ignores density and other Move()restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class - anyprob() helper proc.
- Mecha internal damage varsencapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it
4 new wires, completely randomised! (2nd bolt wire, 2 only-drop-bolts wires, and an AI alert wire that alerts an AI 20% of the time, when messed with)
Emags have a limited number of uses, between 3 and 7, and cost 5 TC
Hacktools are more useful than they were, and have a lower chance of alerting the AI
(This is unmapped ATM)
- 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
- PACMAN-type portable power generator now producable through the R&D system. You insert solid plasma coins (minted from solid plasma which you get from miners) into the generator and when you turn it on, it produces power (~5000 for a baseline model). Useful for powering small powernets/rooms. More powerful generators will be added eventually. To unlock the design, you need Plasma Technology 2 and Power Storage 3. To construct, it's 5 metal (Machine Frame) => cable => PACMAN board => 1 matter bin, 1 micro laser, 2 pieces of cable, and a capacitor => Screwdriver to finish. Screwdriver => Crowbar to start the deconstruction process. If not 100% reliable, the device will break down eventually.
- R&D console disk commands now actually work. Derp.
- In the R&D console settings menu, you can reset the console's R&D database to the default data. Make sure to backup data onto disk if you don't want to lose it!
- Instruction manuals in mech_construction.dm and mining.dm moved to code\game\objects\items\weapons\manuals.dm to make them easier to find. Condensed down some of the redundant code.
- R&Dinstruction manual added to the R&D lab.
- Fixed a pair of Destructive Analyzer bugs. If an object contains a mob (such as an intellicard with an AI in it), it runs the death routine for that mob.
- Protolathe now accepts uranium. GO FORTH, COMRADES.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1114 316c924e-a436-60f5-8080-3fe189b3f50e