Commit Graph

1296 Commits

Author SHA1 Message Date
polyxenitopalidou@gmail.com
65f78c74d2 •Silly CE and CMO helmet mixing up. Thanks LJ.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1951 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-29 16:27:10 +00:00
polyxenitopalidou@gmail.com
6f1f94b912 •SSus added. Not spoiling anything, fuuuuck you.
•Fixed some of erro's typos :3
•3 syndie suits repurposed into stationsuits. Command suit&helmet, Chief Engie suit&helmet, CMO suit&helmet
•EVA and CMO office edited. I'm inviting a mapper to do a better job of the shit I did.
•Trashbag can now pick up soda cans, spent bullet cases and cigarette packs/cigs/butts.
•Thread to bitch here: http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=5569&p=45549&sid=a4a96f5b0e896cd3e3f7c1db73f09f1b#p45549

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1948 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-29 01:12:16 +00:00
uhangi@gmail.com
c50250ca48 -Gave syndicate balloons a "useless" tag on the uplink
-Shotgun crate removed
-Upped prices of some weapons crates
-Shotgun ammo can now fit in pockets
-Buffed beanbags/rubber bullets because they did literally nothing

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1939 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 18:25:25 +00:00
uhangi@gmail.com
b67b83fd2b Syndicate balloons. That is all.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1938 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 00:38:33 +00:00
uhangi@gmail.com
753eb07915 QM update, along with other things:
-Combat shotguns must be pumped for every shot
-Security combat shotguns have a max of four loadable shots
-Combat shotguns removed from the map
-Beanbags now autolathable without hacking it, lowered metal cost for shells as well
-Beanbags fixed to knock players down
-Made armor crate only give you two vests and two helmets (regular)
-Added experimental energy weapons crate, contains two pairs of laserproof armor and two energy guns
-Added ballistic weapons crate, contains two security shotguns and two pairs of bulletproof armor
-Shotgun crate for QM, provides one loaded shotgun and two extra beanbags
-Beanbag crate for QM
-Energy crossbow now has a w_class of four (not the mini one)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1934 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 21:15:07 +00:00
polyxenitopalidou@gmail.com
c18bd7c394 HEY GUYS CHECK THIS OUT
•SSU stuff that's not yet in-game but I need it on the SVN since I'm going back to my home PC. I need to do a couple more procs, then bugfix, then the thing is complete, nyoro~n
•Corrected firecage's sexymime suit bug (a freaking COMPILE error, damn you man) and Erro's typos in his comments. I must have ADHD or something
•Some prep stuff on the suits, part of the SSU update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1925 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 13:55:35 +00:00
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
Superxpdude@gmail.com
74e0001426 Added in most of the code and mapping for syndicate deathsquads, unfortunately I can't get the shuttle to work properly so for now the button is commented out.
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
2011-07-24 23:50:57 +00:00
firecage@hotmail.com
4cf5d86451 Laser Cannon added to R&D(still needs a good sprite). Two Security Combat Shotguns added to armory. R&D can now make Stun Shells for shotguns. Traitors gets two new items. Suffocation rounds and syndicate shoes.
If I missed anything, forgive me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1911 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 22:32:00 +00:00
vageyenaman@gmail.com
4ce68ee286 Changed some descriptions up.
Fixed a bug where you could not draw blood from anything. This has been fixed! (It was throwing a runtime error related to the virus2 system) You can't draw blood from Metroids though because they have no blood.

Fixed some silly typo.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1909 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 06:44:33 +00:00
firecage@hotmail.com
d1b3c809e4 Added some new drinks to the bar. This includes Erika Surprise, Anti-freeze, snowwhite, syndicate bomb, irish car bomb, devils kiss, demons blood, changeling sting, booger, barefoot, aloe, andalusia and alliescocktail.
Added monkey suit and sexy mime suit to theatre costume storage. Credits for sprites goes to Pybro.

Added the holy flask into chaplains office.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1908 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 01:58:54 +00:00
vageyenaman@gmail.com
c9d1e3452f I ain't gonna lie, this is a pretty big revision.
Chemistry:
     I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.


Viruses:
     Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.


!!BUGFIXES!!:
     Wow, there's so many I'm having a hard time keeping track of it all!

     A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors. 

     It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.

     There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
     


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 22:42:59 +00:00
rastaf.zero@gmail.com
befc1ecaa3 balagi updates:
-biogenerator added to the hydroponics
-roller beds added to surgery
-trashbag added to janitor's closet
-candles added to chaplain's closet
-continued cleanup of machines code


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1902 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 20:14:06 +00:00
baloh.matevz
a7290faeae Completely reverted r1897 due to loss of interest in updating solars. Better to have the old set back than a half-finished set after all. (Only kept the space suit select equipment thing.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1901 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 17:10:01 +00:00
baloh.matevz
1fa9d1806e - Replaced medical computer sprite with the one ISaidNo donated
- Added mailman jumpsuit and hat as well as the vice jumpsuit. Not used on the map yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1900 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 04:37:55 +00:00
baloh.matevz
809ba1710d Solars fix. Needs the powernet fix to actually work properly.
- Solars now bring out a fixed value. 700W each, meaning 60 of them (one array) generates 42000W. Not enough to power the station? That's the point. Although 4 x 42000W = 168000. This might be nerfed soon.
- Sun removed. Seriously, that thing ate up processor time and was completely useless.
- Solar tracker remains on the map but is completely useless. Will remove.
- Also reverted the cable updates from r1729. The code from prior to that revision might be as laggy as it was, but it works properly. After the revision powernets didn't calculate available power properly and did not update properly when new pieces were made (They stopped updating at the first wire piece which ended in a knot (non-smooth cable piece))

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1897 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 02:58:03 +00:00
baloh.matevz
044ab25cf8 Damage system changes:
- Environmental heat damage increased by a factor of 1.5 (meaning space and fires cause 50% more damage)
- Being without oxygen causes from 0 to 12 damage instead of 0 to 7, depending on how much oxygen is in the atmosphere. Means that if the room's just began to leak there will be no change in the oxygen damage you take compared to the damage prior to this update, but space does 12 damage per tick instead of 7.
- Fire suit now protects up to a temperature of 10000 degrees, which is the temperature at which floors start to melt. A toxin + oxy fire usually generates temperatures around 8000-9000 degrees. It used to protect up to 4500 degrees.
- Added a standard spacesuit loadout to the admin select equipment menu (LJ's request)

I've tested all the changed numbers a lot and they seem to work well. Space and fires are a lot more deadly, while normal circumstances remain at the same level as they are now.

I've also researched the bug which allowed you to spend infinity on tiles in space. The problem is that turfs don't process temperature properly, but even after spending 4 hours looking into it (I wish I was joking), I wasn't able to determine where this gets updated on the lowest of levels.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1896 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-20 21:37:05 +00:00
rastaf.zero@gmail.com
4f7030a426 Jack Rost updates:
-more dismantable consoles:
--Teleporter
--Supply ordering console
--Supply shuttle console
--Power Monitor
-new circuit boards (both constructable and destructable)
--Supply ordering console (programming 2)
--Supply shuttle console (programming 3)
--Outpost Status Display(programming 2)
--Operating Computer (programming 2, biotech 2)
-R&D Console circuit now requires programming 4 (was 6).


Balagi updates:
-Trash bag: works as mining satchels but for trash.
-Started redesign computers code
-fixed candles sprites
-trashbag now has "in hands" sprite
-fixed emagging supply shuttle console

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1883 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:17:58 +00:00
firecage@hotmail.com
6bc651f9ab Added a new chef utensil named the Butcher's Cleaver. For now it functions like a kitchen knife, but it does slightly more damage and can only be gotten from a hacked/emagged kitchen vending machine.
A few new foods are added, namely the following. Brain Burger, Chocolate Egg, Mystery Soup, Sausage and Fish Fingers.

Service/butler cyborg has a new sprite to pick from, the Maximillion one.

Chaplain now has a Flash of Holy Water in his office using the new holy water reagent.

Chef also now has an alternative apron he can find in the kitchen vending machine.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1882 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 18:25:03 +00:00
rastaf.zero@gmail.com
338c826d1c - invented new machine for botanists: Biogenerator. Biogenerator converts unneeded biomass to useful substances like milk. Avaylable only trough admin powers at the moment.
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled.

- eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes.

Code by Balagi, sprites by Farart.

-some fixes for the crew monitoring computer. It can be disassembled now.
-added crew monitoring circuit board. Requires programming  3, biotech 2, magnets 2.
-Mech Bay Power Control Console и Solar Control can be disassembled now.
-added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3.
-Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2.
-R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended.
Code by Jack Rost.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 03:48:37 +00:00
baloh.matevz
bfb8668883 Closets:
- Added wall mounted first aid closet for later use with the medicine and alternative treatments project
- Added lockable mounted medical closet for later use (medicine project)
- Wall mounted closets can now be walked on even when closed (set the wall_mounted variable to 1) - does not apply to fire extinguisher and axe closet as those use special code.
- Set hydrant closet as wall-mounted for later use (dangercon project)

Bugfixes:
- If you open and close an emagged closet, it will now show as broken, not normal unlocked.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1877 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 00:11:39 +00:00
firecage@hotmail.com
bc6ad80924 Bodybags removed again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1875 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 18:47:58 +00:00
firecage@hotmail.com
7f01b6fa9b Added two new sprites for cyborgs to choose from. A new medborg one and a new cyborg one.
AI can also choose a new sprite for itself, the Yes-man one.

Bodybags are now also added and 3 can be found in medbay. They are not entirely finished yet, but they will serve their purpose.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1874 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 17:46:04 +00:00
musketstgstation@gmail.com
e72cd0fdbd Fixed EMP area logging.
Fixed some incorrect messages associated with EMP grenades.
Unchecked an unused file.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1873 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 13:52:40 +00:00
Superxpdude@gmail.com
c9df2ae62e Updated a couple tech level requirements.
Medical and Security HUDs now give tech levels in the destructive analyzer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1872 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-17 05:08:30 +00:00
musketstgstation@gmail.com
44867b64d1 Really fixed that compile issue this time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1870 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 23:15:14 +00:00
musketstgstation@gmail.com
9f3deaa9f4 Fixed hat crate contents randomisation.
Hat crates now cost 200 points but start unlocked.
Fixed several issues preventing the game from compiling.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1869 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 23:06:24 +00:00
firecage@hotmail.com
94d5be982c These updates has been committed for Petethegoat, Trubble_Bass and Derp__. Please yell at them and not be if anything is broken.
--------------------------------------------
Pete

Changelog:

Appendicitis!
It's a new disease which must be cured surgically- instructions are available on the wiki:
http://tgstation13.pretentiousfool.com/wiki/index.php/Surgery

Tell Petethegoat either on the forums or on IRC if you find any problems.

------------------------------------------------

Trubble has fixed a bug with the hat crates. They can now be correctly opened.

-----------------------------------------------

Derp has added the Medborg. YES!!!
Service borg has also recieved some minor tweaks. It can now use the Booze-o-mat. it can also extrude enzymes.

------------------------------------------------

Report any problems to them via Forums or IRC. Thankyou.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1866 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 20:47:46 +00:00
firecage@hotmail.com
1a448e3dbc A quick bugfix for hydroponics.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1864 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 20:06:19 +00:00
firecage@hotmail.com
1def6c7bc5 A new reactent is added called Nothing. The mime also starts with a Bottle of Nothing.
The barman can now make a drink called Silencer, which uses Nothing, Cream and Sugar. This can only make mimes drunk.

Chef has a few new recipes. Blood soup, Clowns tears, twobread, Metroid Sandwich, Metroid Burger, Chocolate Cake, Lime Cake, Orange Cake, Lemon cake, Boiled Metroid Core and Spess Law.

Captain has a new item in his office named Chain of Command.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1863 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 17:44:37 +00:00
Superxpdude@gmail.com
b8f095a16b The Hat crate is now complete and ready for use, have fun collecting your hats.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1861 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 01:50:59 +00:00
firecage@hotmail.com
0c4668e5c6 New projectile added called the shock projectile.
Three new weapons added to R&D(the protolathe). The Chem Sprayer, the Shock Gun and the Stun Revolver.

A new costume is added to the theatre, the female clown suit and mask.

Thanks for the weapon sprites goes to Khodoque.

Thanks for the female clown suit sprite goes to Cheridan.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1855 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-15 15:12:17 +00:00
firecage@hotmail.com
1c3a8a3937 Added a few new stuff to botany. I will now list them:
Grape: Yes, you can now grow grapes.
      Green Grapes: This is a mutation of grapes containing a certain healing chemical.
      Cabbage: I also added cabbage for you kiddies to rgwo big and strong.
      Pumpkins: WE GOT PUMPKINS!!!
      Killer Tomatoes: These are dangerous..beware(Mutation of Tomato)

There are two new pieces of clothing added which only an admin can spawn.

Morgan's tears got renamed to Ambrosia Vulgaris.

Admins can now spawn Roaches. This is Nanotrasen afterall.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1848 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-14 17:34:35 +00:00
Superxpdude@gmail.com
81abcea3e0 Some changes to the officer's equipment.
Special Operations Officer's equipment added to the admin equip list.
All 3 wizard outfits added to the admin equip list.
Some changes to creed's office on centcom.
Added in a special jumpsuit (currently adminspawned only).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1847 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-14 17:24:43 +00:00
Superxpdude@gmail.com
63ddcbb769 All of the clothing in Creed's office is now part of the actual code, and thus can be adminspawned.
m1911-P put back on the map in creed's office.
Rearranged xenobio a bit to make the shield gens more user friendly.
Removed the capital at the start of the m1911-P.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1845 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-13 21:25:58 +00:00
firecage@hotmail.com
625c503db2 Added 5 new plants to hydro. Two of them are tomato mutations. A blood mushroom and the blue mushroom. You can get blood from the blood mushroom, and it will soon be used in some new recipes. The blue mushroom is a surprise you will have to see.
I added two new types of berry mutations. One is death berry, which is actually a mutation of the poison berry. It is EXTREMELY deadly if ingested. Another is the glow berry. Its brightness depends on its potency.

Last, but not least. We have a plant which is both a hydro and harvestable plant, but at the same time a livestock. It is the Walking Mushroom. It is a mutation of the plump helmet. After it is harvested and in your hand, click it to bring from the Walking Mushroom. If it dies, then use a knife on it for Huge Mushroom Slices.

Next commit will have more recipes for both chef and barman.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1843 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-13 17:23:25 +00:00
Superxpdude@gmail.com
2c0dcca19f Syndicate Toolboxes are now slightly more robust.
Fixed a bug with CMO PDA spawning.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1842 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-13 02:33:52 +00:00
firecage@hotmail.com
70702e66c8 Added a chef recipe book and barman recipe book to the map. These contains only 9 basic recipes each.
I also added a water cooler to the barman's backroom.

New costume in theater dubbed the Gentleman's Suit. This includes a top hat, waist coat, cane, black shoes, fake moustache, monocle and amish suit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1841 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-12 22:59:15 +00:00
vageyenaman@gmail.com
ccb08dbc72 Minor changes:
- THE HULK CAN BREAK THESSSEE... CUFFSS... NAAAAAAUURRRRRRRRRGHHHHHHHHHHHHHHHH!!!!!!
     - Tables are no longer effected by magnitis. Because it's damn stupid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1840 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-12 21:55:21 +00:00
tronaldnwn@hotmail.com
ecb5c6d65c Food reagent updates because of stuff.
Sugary plants, blend them for sugars.

Foods Sugar packets are removed, coco paste removed (it is now a reagent), and crushed leaves are removed (due to not taking advantage of the potency system).

Blend Coco Pods for Coco! Then add sugar and milk (or soymilk) for a chocolate bar! Or add water for hot chocolate (chocolate milk TBA). Crushed chocolate renamed crushed coco (is a reagent).

Kitchen closet has a condiment bottle of sugar in it now, rather than a billion packets of sugar.

Candies apples use 5 units of sugar now, rather than a pack of sugar.

Modified some new hydroponics plants to take advantage of the potency system.

Had a go with a few drink bottles in party crates that weren't showing up due to a typo!

Feed Nuka Cola to humans or animals and they won't just spaz out, they will spaz out so much not even the cold can slow them down.

Deleted some redundant reagents (there were two lime juices, two creams, and I forget what else). Rearranged a few reagents. Capisin and frost oil never added nutriment factor to start with, and they really shouldn't. That's pretty much it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1839 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-12 06:20:12 +00:00
firecage@hotmail.com
2fa096add2 Note: This will be the last mundane plant for a LONG time. Next shall be various mutations, fantasy, sci-fi and custom plants.
Hydro can now grow cocoa trees and harvest cocoa pods.

The chef can process the cocoa pods into cocoa and process that into chocolate bars. He can also put the chocolate bars into the blender to get crushed chocolate, which the barman can use.

Lemon, watermelon, poison berry juice and crushed chocolate is added to the reagents list.

Barman can now also serve a chocolate drink. He can also now serve Lemon, Watermelon and Poison berry juice as drinks.

Poison Berry was made a mutation of berries.

Nurse uniform was now also fully fixed.

PS. Poison berry was added to the juicer machine as well.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1833 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 23:14:57 +00:00
vageyenaman@gmail.com
25da5aaf0f Committed by Doohl for Petethegreat. Any issues in this revision are to be taken to Petethegreat, not Doohl.
CODING CHANGES:
    Tool Closets such as the ones found in tool storage are now less likely to contain insulated gloves, tool belts, and multitools.
     
    Number of soft hats in Security closets reduced to one.
    HoP closet no longer includes a soft hat.
     
    "Security Coft Hat" renamed to Soft Cap.
    Soft Cap is no longer hugely armoured.
     
MAPPING CHANGES:
    Human harvest book removed from HoP office.
     
    Toolbox removed from Hydroponics.
    Two bandannas removed from Hydroponics (only two Botanists).
    Several general fixes in Hydroponics, mostly placement of air/firealarms.
     
    Slightly changed the Virology airlock (sorry Super, but the diagonal sinks were goofy. Forgive me.)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1832 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 20:01:40 +00:00
Superxpdude@gmail.com
c08fbfd065 The Deathsquad armor now functions as a space suit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1828 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 17:10:22 +00:00
firecage@hotmail.com
bd0877f420 Added the following to hydro. Limes, Oranges, Lemons, Grass, Sugarcane and Poison Berries.
Made sugarcane able to be processed into sugar and also made sugarcane and whitebeet be able to be grinded into liqued sugar.

Made oranges, limes, watermelon slices and lemons able to be made into juice via the juicer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1821 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 12:18:19 +00:00
Superxpdude@gmail.com
c0a83c837f Fixed a bug with the chicken suit.
Firecage, watch what you make the file paths next time.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1820 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 03:28:39 +00:00
firecage@hotmail.com
99a61dff8f Nerfed the captains gloves ALOT. They were to OP.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1815 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 23:27:41 +00:00
firecage@hotmail.com
1b0c6eca0f Renamed Security Coft Cap to Security Soft Cap.
Gave Apple stuff for hydro a new sprite and also Watermelon. (sprites by Farart)

Made watermelon able to be cut with a knife, and now we can also cut produce from hydro, (though for now it is only Watermelon).

Added captains gloves to the game and added them to his locker.(By Evilgrim)

Added three new food recipies for the chef. Candied Apples, Apple Cake and Apple Pie.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1814 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 23:14:39 +00:00
vageyenaman@gmail.com
4d60c67d1a Viruses:
For some reason, viruses were being "cured" just a bit too fast. I lowered the rate which a virus advanced through stages. I also fixed vaccines; they now actually cure viruses as well as providing immunity to any further infection. 


Metroids:
     The beginning of my Metroid ranching phase; Metroids may now, theoretically, be tamed to an extent. Baby Metroids are suceptible to simulated discipline, meaning if you beat them over the head with a toolbox for trying to eat your fellow scientists they will probably get the message. This also works when you're trying to wrestle a metroid off of someone's head. Additionally, they may also identify who the people who feed them are and in a situation where they have to fight to defend themselves or eat, they will spare their "friends". This is a pretty big AI change, so if you see any bugs please report them immediately!

     Metroids can also "vent-crawl" like monkies, but fully-grown adults are too big to do this. NPC Metroids will never vent-crawl. 


Weapons/Guns:
     A lot of you are going to like this one; you can no longer shoot yourself with your own gun! This happens sometimes when the game lags up for a bit, but no more!

     Additionally, you can now shoot people who are on the ground simply by clicking them. I can only imagine how easy this will make being an officer (or traitor/syndicate) now. This applies to both handheld guns and mecha weapon installments.


Xenobiology:
     Scientists now, hopefully, have proper Xenobio access. Metroid dissection has been slightly changed; you can extract Metroid cores from dead Metroids no matter where you're aiming. You will not see me talk about metroid cores anymore because they're a secret. I haven't done anything with them yet, however.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1813 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 22:11:46 +00:00
Superxpdude@gmail.com
9de83c2aae Added in the first of some work by Trubble_Bass. (A.K.A. Hat Station 13)
Fixed the laser gun fire sound. They now sound like lasers again.
Fixed some mapping in virology, xenobiology and a small piping error.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1812 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 20:53:39 +00:00
firecage@hotmail.com
d3a062af9c Changes by me:
Added two new hats to the station. A Security Coft Hat and a Green Bandana.

Security Coft Hat can be found in security lockers. Sugar packs can be found in kitchen locker.

Map updated with Green Bandanas in Hydro and one Sec Coft Hat on the security table.

Hydro has two new plants, the Athelas Morgan's Tears(which has some healing properties) and the White Beet.

White beet and Morgan's Tears can be used on a grinder or blender and made into Sugur and into Crushed Athelas Morgan's Tears respectively.

Credits for sprites goes to Farart.

--------------------------------------------

Changes by Petethegoat

CODING CHANGES:
Level 3 biosuit closets no longer have a jumpsuit and shoes in them.

MAPPING CHANGES:
Virology now has a disposal. It goes straight to space like the ones in xenobio and the incinerator room.
Virology now has an air alarm.
The monkeys in Virology now have different names than the ones in Genetics.

Xenobiology containment rooms have been slightly reduced in size.

The boxing ring in the fitness room has thinner glass walls.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1811 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 18:31:23 +00:00