Commit Graph

202 Commits

Author SHA1 Message Date
tronaldnwn@hotmail.com
6691236237 Tech Origin update:
-Various item have had their tech origins updated or added to.
-Items that just use metal or glass have their materials origin lowered
-Items that use more advance materials have their materials tech origin raised to equal the uncommon material.

Engineering Tech research:
-Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production.
-Engineering tech field focuses on various engineering items, and will increase in scale as time goes on.
-Various items (especially tools and mech parts) use the engineering tech origin.

Mining tools update:
- Drills can dig up sand.
- Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder.
- Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls.

Tech Origin changes and Circuit boards:
-If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research.
-Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field).
-Still a work in progress, as always.

Last update:
-Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 04:05:42 +00:00
baloh.matevz
9b46819b80 Twohanded weapons are now more generalized. You can make any weapon twohanded just by setting twohanded = 1. Also fixed the throwing of twohanded weapons as well as dropping. The offhand thing should no longer cause problems. Report any bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1615 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-24 15:07:51 +00:00
noisomehollow@lycos.com
e68ce8721f #Finished the respawn_character proc. Use it to quickly bring a player back into the game with their previous character if they were gibbed/deleted. If you want them to make a new character, kick them out and let them rejoin. Can also be used to quickly enter the game by admins and the like. It's fairly robust so you can read the code to find out what it does (and does not).
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future.
#Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following.
#Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished.
#Fixed a bugged message on changeling transformation sting. It will no longer give away your identity.
#Made law datum a silicon define. var/datum/ai_laws/laws.
#A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-22 23:48:29 +00:00
noisomehollow@lycos.com
a9d2227518 #Added an check for range/items when trying to insert an ID card/update info into a PDA. It should no longer run time error.
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 05:06:53 +00:00
uporotiy
e086aadfaf Mining
Added sandstone. You get it by clicking a sand... block, I guess? with itself, and it'll convert the sand and all sand on that tile to sandstone bricks.
Added mineral doors. They have a cool sound effect, can't be opened by AI or critters (including bots, carps and huggers), but can't be locked either.
Blatantly stole DF music for ambience because I'm a dick :33
 Chapel
Removed imperium something robes. Just... no.
 Crayons
Added the ability to draw graffiti and letters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1594 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 12:42:12 +00:00
baloh.matevz
54c3b3ad90 Cables now come in four colors: Red, yellow, green and blue. Engineer belts spawn with either red or yellow ones while electrical toolboxes spawn with any color. All three coils in a toolbox are the same color.
Also yes, yes, if you are really bothered by the fact that picking up a green wire piece with a blue coil will result in all of them being blue then that's fine, but I really think it's more than good enough for a game. It will also allow people who want to use a particular color the abbility to get enough wire pieces of it without unneeded problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1593 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 03:39:38 +00:00
baloh.matevz
8e112f64f4 Grass floor is coded. Not present in the game yet tho.
URIST, make it growable in hydroponics. Thx, love ya.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1585 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 22:17:59 +00:00
baloh.matevz
cea7302b08 Smooth tables added
Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

To achieve this I had to reverse all sprite directions in the dmi file, this means that on the dreammaker map, every single table piece faces the exact opposite way. I will fix this on monday but can't at the moment. There are no issues on the map tho as all the dirs get recalculated at map load and whenever an adjacent (cardinal or diagonal) table is created or deleted.

Ingame I removed the annoying CORNER/SIDE/ALONE, EAST/WEST/N... blabla menu as it determines this by itself now.

So yeah, smooth tables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1583 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 17:10:19 +00:00
polyxenitopalidou@gmail.com
e55dd9c2f6 CHANGELOG && Dangercon Update:
•Fireaxes, extinguishers and fireaxe closets placed around the station. Functionality described in changelog. Airlock modifying is because you can use the fireaxe to crank open doors.
•Piano? Being able to be smashed? What are you talking about?
•The two handed system is purely experimental and subject to much cleaning up/proc making to enable it for other objects as well.
The mob modifications is because of the two handed system making it unable for you to switch hands.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1543 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 16:39:13 +00:00
baloh.matevz
4c5f17deb5 Light floor added
For non-coders:
- Added floor lights
- To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them.
- To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass.
- Click on tile with an empty hand to turn it on/off

For coders:
- The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs)
- Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type.
- Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves.

Credits for the sprites go to Hempuli, used with permission.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-30 19:56:52 +00:00
tronaldnwn@hotmail.com
4cfd1b7d12 - Attempted to straiten up some clothing dms
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.

- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-26 00:00:56 +00:00
baloh.matevz
28b3e2c6bf Replaced the 1 tile thick tables on the map with the updated set, committed in the previous revision.
Also deleting map versions 2.0.3 - 2.0.6 due to them not being used anymore. If anyone needs the maps, they'll still be available in revisions prior to this one.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1483 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-21 10:50:06 +00:00
baloh.matevz
d7b7a8ed63 Smooth lattice now has new sprites (also some code updates for smooth lattice)
Sprites by veyveyr.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1448 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 10:22:03 +00:00
rastaf.zero@gmail.com
8170e9e260 A Big Kitchen Update.
A new powerful microwave code allows completely new recipes.
All cooked food all have transferred in all the reagents which ingredients had (except of nutriments).
A new neat food sprites from Farart.
New/changed recipes for cooking with microwave:
- Berry Pie was replaced with Berry Clafoutis with new sprite. Recipe: 2 flour, 1 egg, 2 berries (not berryjuice);
- Fortune cookies: 1 flour, 1 egg, piece of paper with prophecy;
- Meat stake: 1 unit of salt, 1 unit of black pepper, 1 slab of meat;
- Pizza "Margherita": 2 flour, 4 wedges of cheese, 1 tomato;
- Meat Pizza: 2 flour, 2 slabs of meat, 1 wedge of cheese, 1 tomato;
- Mushroom Pizza: 2 flour, 5 any mushrooms;
- Vegetable Pizza: 2 flour, 1 eggplant, 1 carrot, 1 corn, 1 tomato;
- Spacy Liberty Duff: 10 units of water, 5 units of vodka, 3 Liberty Caps;
- Amanita Jelly: 5 units of water, 10 units of vodka, 3 Amanitas;
- Meatball Soup: 20 units of water, 1 meatball (aka faggot), 1 carrot, 1 potato;
- Vegetable Soup: 20 units of water, 1 carrot, 1 corn, 1 eggplant, 1 potato;
- Meatball Soup: 20 units of water, 1 meatball (aka faggot), 1 carrot, 1 potato;
- Nettle Soup: 20 units of water, 1 nettle, 1 egg, 1 potato;
- Hot Chili stew: 1 slab of meat, 1 chili pepper, 1 tomato;
- Cold Chili stew: 1 slab of meat, 1 ice pepper, 1 tomato;
Other bugfixes:
Fixed items showing under vendomats/microwaves.
Activated item_state for anesthetic tank.
Runes are under tables and doors now.
Fixed runtime errors caused by some reagents.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1440 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-13 14:27:29 +00:00
panurgomatic
7d6d1cebeb - Added mecha DNA-locking. Only the person with matching UE can operate such mechs.
- Added two mecha armor booster modules (no sprites) and a repair droid module (sprite is temporary).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1362 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-04 00:42:12 +00:00
n3ophyt3
8d544eddb7 Since people complained at me about not being able to shoot people in the face anymore due to my revolver nerf (also that point-blank shooting at people on the ground accomplishes fuckall since the bullet passes over them), I have made bullets and lasers and the like able to be aimed at places other than the chest. Much like in melee combat, aiming for a bodypart other than the chest is NOT a guarantee that you will hit said bodypart. Helmets protect against shots to the head, and armor protects against shots to whatever body parts the armor is coded to cover.
Also I made the revolver point-blank shot work on people on the ground.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1350 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 00:29:44 +00:00
baloh.matevz
6b4ec6abf5 You can now make plaques from gold. Put a plaque on a wall and engrave an epitaph.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1341 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 09:59:02 +00:00
baloh.matevz
3af0095ff3 Small tweaks to smooth lattice code. (When you spend 4 hours working with lattice with a red dot in the middle, it becomes almost intuitive that the dot should be there.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1335 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 06:10:40 +00:00
baloh.matevz
64d33a6f0b - Smooth lattice added
- Lattice can no longer be placed on floors
- There can only be one lattice on each tile (no lattice stacking)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 05:34:25 +00:00
panurgomatic
7048badff4 - You can now stick MMI-ied brains inside mechs, if you want.
- Other small fixes and tweaks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1316 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 02:39:58 +00:00
n3ophyt3@gmail.com
9e50fd8e96 MMI update the third and fourth. Barring some big huge bug that didn't turn up in my testing to make sure shit works, the MMI is ready for showtime.
If you're wondering why updates third and fourth happened together, in update the third I redid how brains work, and I was halfway to committing it when I realized "wait, if I upload this now, everything that uses the brain will cause fuckups".

Notable changes:
When your brain is cut out, instead of your client hanging around inside your now brainless and more or less useless body, it it shunted into the brain object, similar to an AI in an intellicard.
While not in an MMI, your brain is "dead", deathchat and all. When stuck into an MMI, you spring to 'life', allowing you to talk to whoever stuck your brain into the thing. It occurs to me while I'm typing this up that it would be very easy to abuse this communication between life and death by slapping brains in and out of MMIs. DO NOT DO THIS OR THE ADMINS WILL HATE YOU AND DO MEAN THINGS TO YOU.

Life in an MMI is pretty boring, so you should yell at people until they stick you into an AI core or robot frame to give you something to do. I know the MMI was originally thought up as a mecha interface, but I haven't gotten around to looking at the mecha code to figure out how to hook it in yet.

I suspect there's going to be howls of "WHY DO YOU HATE ROBOTICISTS" over this next part, but the MMI itself is an R&D-researched object, with a biotech level of 3. That said, the station starts with two of them in the operating room (to get the research level up if nothing else), and they are producible at the protolathe AND the mecha fabricator (since they will eventually get to plug into a mecha.)

Known issues: The MMI is SUPPOSED to pop out of a cyborg with the player attached when the cyborg goes pop, but it didn't in my initial testing, simply ghosting the borg as they already do. Will work on this as I have time, but what with having to go to work these days, I have somewhat less of that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1311 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-30 02:42:54 +00:00
bizarre.babel@gmail.com
1aa02ee7a8 This is an attempt to make it possible to shoot your way around space. Y u no have mass, bullets?
..Should make space firefights a lot funnier, too.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 20:00:42 +00:00
bizarre.babel@gmail.com
74b90c6e84 Robotic Transformation's cure simplified so that maybe it'll work now.
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 16:08:46 +00:00
n3ophyt3@gmail.com
9cb797c382 Mech Fabricator now accepts materials that aren't metal or glass. BS'd some values for what you get per-unit on nonstandard ores, since the standard "one sheet = 3750" that glass and metal use seems a bit excessive for things like diamonds.
Diamond/enriched uranium: 1000 units per sheet
Gold/Silver/bananium/uranium/plasma: 2000 units per sheet

Numbers can be tweaked if needed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1126 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-25 01:25:33 +00:00
morikou@gmail.com
8f26085da5 Mad Science Update:
- Adjusted constructable frame so that parts actually affect the end result (if you use better then standard parts). Also, you can now use 5 metal to make a machine frame. Process is 5 metal > wire > Circuit Board > various parts (in any order) > Screwdriver. Deconstructing a machine made in this way, the order is screwdriver (to open panel) > crowbar (to pop parts out) > wire cutters > Wrench
- Autolathe, Protolathe, Circuit Imprinter, and Destructive analyzer all are affected by what parts you make them with, can be built, and can be deconstructed now.
- Origin Tech var changed from a list to a string to save memory/processing. It's not a problem right now, but it could be one in the future.
- Item paths for stock parts changed around a bit to make typing easier.
- A lot of items have been given an origin_tech var and as such, a lot more things can be analyzed to further SCIENCE! Try and find them :D
- R&D Lab added to that semi-empty area in the north part of toxins. R&D Console, Destructive Analyzer, Protolathe, and Circuit Imprinter added along with all the other tools and (basic) materials required. Very little "new" stuff is available but you can still unlock existing tech (such as AI modules or circuit boards) so  that you can make more copies of them.
- Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 04:41:56 +00:00
morikou@gmail.com
86a47cbc4e "By Our Powers Combined" Update:
- R&D Console interface re-done a bit. Unlinked machines don't show up at all on the main menu but you can see what machines are linked and what aren't in the settings menu.
- Object path for robo-crate power cell changed.
- Basic and "super" power cells can now be deconstructed (in a deconstructive analyzer) for tech.
- New power cell: "SUPER" power cells. Can be built through R&D research (Req. Power Storage Tech 5) and holds twice as much as the power cell you get from robotics crates. Unfortunately, like a lot of prototype technology, it is unreliable. They'll randomly not recharge and eventually will stop recharging at all.
- Items with reliability < 90 and haven't critically failed cannot be destroyed in a destructive analyzer.
- Imprinter and Protolathe now drop their results on themselves rather then a linked destructive analyzer. Derp.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@998 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 02:27:01 +00:00
n3ophyt3@gmail.com
8d558884b9 More runtime error fixing.
Bibles can no longer into bibles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@992 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 04:13:23 +00:00
cagerrin@gmail.com
132bb93112 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@980 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-07 08:41:08 +00:00
rastaf.zero@gmail.com
0af3ebe054 Fixed crashing master_controller() process when mob suddenly gets deleted during his Life().
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
2011-02-02 18:56:03 +00:00
morikou@gmail.com
9209ecf041 We Can Rebuild It! update:
- Added destructive analyzer machine. You can stick items in it and deconstruct them to boost your tech levels. To function properly, it has to be built to the right/east of a R&D Console. It's controls are accessed from the linked R&D console.
- Protolathe added. It's an autolathe linked to an R&D console (it has to be built to the left/west of the R&D console). It can build any design stored in it's linked R&D console. Just feed glass/metal into the lathe like normal. Also, items destroyed in the Destructive Analyzer feed their raw materials into the Protolathe.
- R&D Console can upload it's data to all other R&D consoles in the game. Granted, that means someone might gain access to data you don't want them to but it also means that if your R&D console is destroyed, you won't lose all your data. Of course, you could always just back the data up on to disks.
- All objects now have a origin_tech and reliability var. origin_tech is a list of technologies that were used to create the object (in theory, anyway). It's used by the destructive analyzer to figure out what you learn from dismantling it. Reliability doesn't do anything on its own but it will (Eventually) be used by some constructed devices/machines to determine how reliable they are. Objects have a origin_tech var of null by default and can't be put in the destructive analyzer at all.
- Protolathe, R&D Console, and Destructive Analyzer added to Centcom for admins to play with (doesn't do a whole lot, at the moment).


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@935 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-01 06:41:58 +00:00
polyxenitopalidou@gmail.com
80c9e67e30 •Bar now has a Maltese Falcon sign, because I was feeling nostalgic today
•Remove it if you're uncouth bastards and you don;t like it ;_;
•Cigarette machines now hold more matches due to popular demand. Also more zippos once hacked.

(this was partially to test my abillity with a neon-like effect on sprites)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@926 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-28 19:40:56 +00:00
baloh.matevz
3c5bac264e Added a penlight. also slightly changed the way flashlights work, so we can easily add more kinds of flashlights. Now they have a brightness_on var, which determines their luminosity when on, an icon_on and icon_off var which determine their sprites when on and off. Jobs that spawn with a pen-light: medical doctor, CMO, geneticist, virologist. note that a pen-light is a pen-sized light, not a pen, that's also a light.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@892 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-19 02:37:45 +00:00
polyxenitopalidou@gmail.com
e742c0fecd •Added Golden Plaque in the station due to Christmas Content. It's next to the warden's entrance since the Captain's quarters was too saturated with special items to get another one.
•Fixed normal wall in the perimeter of rwalls of toxins storage. Weak point was intentional, maybe? In that case comment and i'll quickly revert.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@876 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 17:03:48 +00:00
rastaf.zero@gmail.com
0aa11e69fe Pipes bugfix:
- trowing pipes correctly rotates them;
- meters unwrenching;
- pipe dispenser can be unwrenched and pulled, wrench back to use;
- unused pipes can be returned to dispenser;
- Probably fixed bug with non-working connectors;
Windows now are always shown above grilles.
Pipes now are always shown above lattice.
Some other things.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@830 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 06:56:00 +00:00
rastaf.zero@gmail.com
09e0bcf987 Stackable items redo. Many improvements, massive code clean up.
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 01:26:01 +00:00
noisomehollow@lycos.com
41cd0a67b7 Alium changes:
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time. 
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid. 
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.

General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 03:13:33 +00:00
noisomehollow@lycos.com
d681b03581 Adjustments to alien acid. Aliens should no longer see invalid targets as one of their acid options when using the verb. Right clicking should give the invalid target message when appropriate.
Made a bunch of other things acid proof. Bullets, lasers, runes, etc.
Aliens should no longer emote as male when they are gender neuter. Or maybe plural, who knows.
Tweaked respawn character verb. Hopefully it'll work on the live server now.
Minor Strike Team fix.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@689 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-22 02:54:52 +00:00
rastaf.zero@gmail.com
fd5517e944 Acid fix from Barhandar.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@686 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-21 16:35:48 +00:00
noisomehollow@lycos.com
7c122ab3cb Changelong:
More tweaks to death commandos.
More work on CentCom.
Fixed turret control issue for AI.
Station blueprints now spawn in CE's locker.
Power control modules placed on the map.
More shield generator stuff by Barhandar: shield walls and shield wall generators now respect bullets and they (bullets) have chance to get past the shield. This also means you can power shield generators through emitters but it takes two to make a generator stable.
Misc map changes.
Re-check gimmick closets so they no longer spawn empty.
Added a new admin button under Special Verbs. Allows to easily respawn a player (as an assistant) if their original body was gibbed. Currently doesn't set player preferences. WIP.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@675 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-20 00:33:10 +00:00
rastaf.zero@gmail.com
c1f1b6365d Now disassembling of bed/chair will release bucked person.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@671 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 13:50:15 +00:00
rastaf.zero@gmail.com
f2c2a3b8c1 APC building and disassembling (/obj/item/weapon/module/power_control needs to be placed on map or spawned by admin or removed from existing APC, other components are easily accessible)
APC emagged/broken and wires_exposed icons was swapped, fixed.
APC hacking now can properly shock you
Added station blueprints!
* now possible to rename areas
* now possible to create new bays
* space now haven't free power supply
Blueprints aren't placed on map yet.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@670 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 12:09:37 +00:00
n3ophyt3@gmail.com
a478d31530 Submitted by Barhandar:
A shield generator thingy. To my knowledge, it's basically like containment field generators that block movement instead of zapping the fuck out of you, can't contain singularities, and don't require emitters to keep powered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@658 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 08:23:59 +00:00
morikou@gmail.com
cfc77ecc3f Misc Stuff:
* False walls now should update their lighting properly.
* False Walls now require 2 metal to finish instead of 1. NO MORE FREE METAL FOR YOU.
* False R-walls are now creatable. Instead of using regular metal when making a false wall, just use R-metal. It's still functionally identical to a regular false wall.
* Reinforcing Girders with R-Metal actually uses up a sheet of r-metal rather then just fairy dust.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@508 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-01 07:05:43 +00:00
morikou@gmail.com
a6b980664a Misc Updates:
- Silly error in medical code. Now ointment will actually heal fire damage properly.
- Removed fork from the kitchen since all it does is stab you in the face when you try to eat with it.
- New Reagent: Sodium
- Table Salt renamed "Sodium Chloride" for SCIENCE! You can make it by mixing sodium and chlorine.
- Some reagents rearranged in reagents file.
Food Overhaul Phase 2:
- You can now add condiments from condiment containers to food! You may also inject (but not remove) substances into food 

with a syringe.
- Bitesize variable redone. Now bites eat half the remaining contents of the food to a minimum of 1 or the bitesize. 

Otherwise, it'd be REALLY obvious when you've doctored food.
- New Items: Salt Shaker, Pepper Mill (both used to season food). (Sprites by Deuryn) Both added to cafe.
- Bug (possibly) of alcohol not metabolizing properly (possibly) fixed.
- New snacks and beverages! Icons courtesy of Deuryn.
- Cola Vending Machines and Water Cooler added (icons also courtesy of Deuryn). Also check snack vendors for new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@469 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-20 23:51:03 +00:00
polyxenitopalidou
996c9b7e14 •Bar mapfixes
•Medbay now has a redcross, that should be enough distinction from the research ward.
•Let's hope that drinks don't make you as drunk now~ To do: remove wrong direction moving when drunk, replace with shakycam.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@460 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-19 17:07:51 +00:00
panurgomatic
796df8c1ed - Added virology profession with a cosy lab in northwestern part of medbay.
- Virology related things, like taking blood samples, making vaccines, splashing contagious blood all over the station and so on.
- Added one pathetic disease.
- Virus crates are now available from the quartermasters for 20 points.
- The DNA console bug (issue #40) was fixed, but I still made the DNA pod to lock itself while mutating someone.
- Added icons for unpowered CheMaster and Pandemic computers
- Added some sign decals. The icons were already there, but unused for reasons unknown.
- Some map-related changes.
- Removed all that MSOffice shit from changelog.html

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@312 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-18 05:24:05 +00:00
n3ophyt3@gmail.com
7391fac4e9 Another stack of runtime errors dealt with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@260 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-10 05:36:31 +00:00
uporotiy
324882f966 Monkey crate! 20 points = 5 monkeys, for food and genetic experiments.
Removed magma luminosity, it was fucked up.
More random law dickery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@250 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-05 07:53:38 +00:00
uporotiy
c4dcced352 HoS got an armored greatcoat instead of what he's got before.
Further tweaking of magma.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@235 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-01 18:22:07 +00:00
uporotiy
b2d281d0b6 Fixed a few bugs, I'm bad at finding them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@234 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-30 20:45:55 +00:00