* Adds a modular armour version of the explorer suit.
* Adds material armour building steps for plates, arm guards and leg guards
Adjusts chitin hardness and weight (weaker and lighter)
* Maps a drying rack and washing machine into the planetside outpost
* Fixes QDEL issue, adds sprites to the specialist armours, and adjusts the cargo crates to match.
* Changes map format to TGM
* Removes flashy pixel on south facing leg sprites
* Adds proper returns, removes copypasta, fixes labeller & pen interactions
* Begins work on the Industrial expansion, ft hidden Lore
* Removed Painite, Quartz, and Void Opal from generation pending their eventual uses. Recipes modified to use them have been reverted of this use.
Fix Fix.
* Reset map to master.
* Add copper to Robotics, R&D, Engineering, and EVA.
For some reason there were two instances of /area/crew_quarters/heads/sc/cmo, and the second instance occupied only the tile with the modular computer. This area has been deleted and the proper area applied, allowing the computer to draw power from the APC and function.
* Adds a VR Thunderdome
* Adds VR Thunderdome Vendors
* Adds VR Area
* Adds VR Thunderdome Area
* Adds VR Thunderdome area
This time without upsetting Travis, I guess.
* Adds VR Thunderdome Area
This time for sure, probably, I hope.
* Distillery For Chemistry
* Synthplasma, Synthblood but not horrifically strong.
* Rectify, I said, damnit!
* Distillery for Chem. Now with STRONG DMM.
* changeling
This makes it identical to it's real-life counterpart, and brings some actual sprite improvements upstream from Virgo.
Earlyport of https://github.com/VOREStation/VOREStation/pull/8812 with an actual rename of the gas, ID, and sprite used.
Engines will now be randomly placed on mapload, maintainers will need to update the server config to enable the system.
Add this to Config:
\# Control which submaps are loaded for the Dynamic Engine system
ENGINE_MAP Supermatter Engine,Edison's Bane
This will load either Supermatter or Tesla based on randomization. If you'd prefer to just stick with SM, remove "Edison's Bane" from the config file and leave in Supermatter Engine.
The way this is done DOES require the engine load system to be used, but it should pave the way for more modular engines in the future!
This also allows older maps to be loaded with hard-coded engines, if you comment out the line in config to disable it, it will skip engine loading.
If there's any issues, refer to the relevant submaps to tweak 'em. <3
TL;DR - Supermatter is now changed to on-mapload, Tesla added as option for mapload engine start. Remove the "Edison's Bane" from config and put the entire line into your config to make the engine work now. :blep:
Please merge this quickly, it will produce conflicts.
-Added 4 Spicy Deep wilderness POI's
*XenoHive
*Borglab
*DerelictShip
*DeathDen
-Added 4 Mild Normal wilderness POI's
*Wolfden
*DemonPool
*FrostOasis
*Chasm
-Added Alien_smes spriteart for the "DerelictShip" POI (Art by: Subber)
-Modified "Wilderness.dm" and "Wilderness_areas.dm" so the new 8 POI's work and stuff.
* 5 POI's
As the tittle, adds 5 additional POI's intended for the plains.
Nothing valuable or useful should be found on any of these, maybe a bit of story and curiosity for anyone that wants to explore these.
Or better... maybe explore the remains and restore them to its former glory and take ownership to any abandoned home.
* Some fixes
-Changed name of 'abandonedhome.dmm' to 'lonehome.dmm'
-Changed 'lonehome.dmm' area, name and desc in their respective code so its all similar.
-Fixed 'priderock.dmm' once more as one will end in a endless tumbling loop. Should not happen anymore.
* Fix?
I changed all the id tags on electrochromatic windows and the button. See if this fixes Travis being angy.
This is just a 1 line removal, planet Sif's weather patterns would play on the Transit Z-level. I see that the transit level was considered a part of Sif and I would understand that for the sky turfs, but the sound effects for snow weather and everything else also play in any other location in transit.
As a downstream I've had this removed for a while. I can at least say for certain that this prevents the sounds from playing on transit, but I honestly do not know what else this affects, and I haven't witnessed or heard of any other problems by doing this.