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
secrets panel.
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a
purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named
them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module,
borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy
stand-ins for a bit until he is finished with them.
Revision: r3128
Author: elly1...@rocketmail.com
remains at 2.
- bulb and tube boxes now contain 21 bulbs or tubes, but can only store bulbs or
tubes.
- added a mixed box of lights, which contains 14 tubes and 7 bulbs
- most of the areas which contained light boxes now contain these large mixed
boxes.
Screenshot:
http://www.kamletos.si/bulbs.png
Revision: r3105
Author: baloh.matevz
http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=4548&start=50#p37266
Added a power switch (/obj/structure/powerswitch), which is used to split or
connect two cables.
The way it works is simple. It connects the powernets by adding cable on the
floor it's on and removing it when it's turned off.
In-file description:
//This is a power switch. When turned on it looks at the cables around the tile
that it's on and notes which cables are trying to connect to it.
//After it knows this it creates the number of cables from the center to each of
the cables attempting to conenct. These cables cannot be removed
//with wirecutters. When the switch is turned off it removes all the cables on
the tile it's on.
//The switch uses a 5s delay to prevent powernet change spamming.
Screenshot:
http://www.kamletos.si/power%20switch.PNG
Revision: r3072
Author: baloh.matevz
rust integrated into antiqua, no breakroom.
lots of fusion bugs, missing features and imbas but it works.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
- Boxes can now be collapsed down into cardboard sheets.
- Cardboard sheets are stackable (like glass and metal).
- Cardboard sheets can be made back into boxes when needed.
- Cardboard sheets can also be made into a cardboard cyborg costume.
Revision: r3028
Author: trubblebass
Singularity engine parts are now unanchored by default. However those on the map
have been edited to all be anchored.
Revision: r2937
Author: trubblebass
Comments out an if statement to supress a warning.
Although not yet located on the map, adds the code for gravity generators.
Actually enables attack logging by default, now. Revision: r2927
Author: VivianFoxfoot
Changed a nuke feedback back to what it was.
SMES code slightly cleaned up.
Removed a few of the HIGH VOLTAGE signs that were on grilles.
Added a san check to hydro to remove a runtime. r2910
Virus2 has been effectively removed from the code as it was not actually used
and was causing some runtimes.
The PA is now properly affected by meteors/blobs/bombs. r2903
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring. r2895
You need to swipe and ID to lock an emitter,
PDAs will no longer have a popup when you attempt to put an ID into them.
PDAs have an Update Info button just below the ID slot when an ID is in it. r2867
The PA can no longer be remotely controlled by humans and cyborgs can only
control it if they are nearby.
The spawn PA can now be taken apart.
FireAx/Extinguisher closets got their own files.
Food closets are now with their defines.
Freezer closet/crates override return_air() to cooldown the contents.
The var isinfreezer has been eliminated.
The old player panel has been readded as an alt for the new one, it may be found
under the Player Panel verb.
The new player panel may be accessed by the Player Panel-New verb.
Crates.dm moved from the storage folder as it is not a storage object.
Fixed Issue 227 about the PA shooting when it should not be. r2851
New Objective system (WIPish), as well as fixes for #747, #734, #733, as well as fixing the portalathe, and moving the be_syndicate var up to the client.
- 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
- The singularity now regularly emits radiation, making it actually dangerous to go into the PA room without protection.
- Made the hoods of suits be less effective at consuming radiation than the body of the suit.
It will now grab and slow down any humans when it tries to drag them in, and tell them:
"\red The singularity has you in it's gravitational pull! It's hard to break free!"
And adds 20 to their movement delay (can be adjusted later)
All the DNA superpowers work now.
Readded fatness as sprite only, can only be triggered by admins (some people were complaining about it being unavailible for adminstoff, so now they get a taste of how bad the sprite is.)
To trigger fatness, modify the "mutations" variable to a value of 32
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)