- Vent pumps and scrubbers no longer spam radio broadcasts. Should help with lag a little.
- Fixed Gygax construction.
- Made Ripley more miner-friendly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1152 316c924e-a436-60f5-8080-3fe189b3f50e
Admins now have an extra bit in their status tab that monitors the master controller.
Under normal circumstances, it should say "no" during pre-round, switch to "yes" for the first few seconds of the actual round, then switch to "no" while occasionally blinking to "yes". If it stops blinking to "yes", the master controller has broken and you need to press the button.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1130 316c924e-a436-60f5-8080-3fe189b3f50e
IF OTHER SERVERS READ THIS, DICK AROUND WITH TICK_LAG SETTINGS UNTIL YOU FIND ONE THAT WORKS FOR YOU.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1103 316c924e-a436-60f5-8080-3fe189b3f50e
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
Girder now have ex_act(), so it will not be indestructible anymore.
Max amount of steel floor tiles in one stack was set to 60 (was 10). If you made too much of tiles you can put undue ones into autolathe.
Fixed uncompilable line left by bizarre.babel in r939. Other her derp she should fix herself because I am mad >:[
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@940 316c924e-a436-60f5-8080-3fe189b3f50e
- More R&D stuff. Moved code from code/datums/technology to code/game/research (more apt and it isn't JUST datums now). Still very WIP.
- Circuit printer now requires Sulfuric Acid instead of H2SO4. (Yes, I get the irony)
- New helper proc: between(low, middle, high). It returns middle unless it is greater than high (in which case, it returns high) or less than low (in which case it returns low). It's a fairly simple proc but it cleans up some bits of code I am working on.
- Changeling chem regeneration is now a curve rather then a flat amount. At low amounts (<20) it's faster then in r917, at high amounts it's slower (>20). This means you can use cheap abilities more often and expensive abilities less.
- Changeling "Dart" abilities now named "sting" abilities to (Hopefully) cause less confusion. "Boost Dart Range" renamed "Ranged Sting."
- Changeling "Absorb DNA" ability now not only doesn't cost chem to use, it actually regenerates a small amount (if successful).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@929 316c924e-a436-60f5-8080-3fe189b3f50e
- Changling chem regeneration rate and start chem reduced by half.
- You can't emote while under the effects of the changeling's paralysis dart or zombie powder.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@917 316c924e-a436-60f5-8080-3fe189b3f50e
- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).
- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e
Proper assembly for ED-209 is "Frame - Metal sheet - leg - leg - weld - security vest - helmet - proximity - wires - taser - *screwdriver* - battery".
Tweaked some hunger-related values.
Fixed nutrition icon.
Made slower metabolism 10 times slower than normal.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@531 316c924e-a436-60f5-8080-3fe189b3f50e
- Added air filter pressure control and made N2O filtering a separate option
- Fixed gas sensor division by zero bug
- Some atmos changes
- Disease gib-loop debugging
- Moved alarms, scrubbers and vents initialization to more suitable place
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@352 316c924e-a436-60f5-8080-3fe189b3f50e