Added janicart and keys for it to each station map. This is just in the existing room on SD and RP. On the tether, there is a small garage on the side of the janitors office now, because I thought that would be cute!
* Initial
* some more
* next few
* only light left
* fix things up
* some rmore fixes
* guh
* Update ai_vr.dm
* comment
* lets try something
* .
* hmm
* .
* .
* hmm
* push that here
* fix layout
* grrr
* Bingle computers
Added a bingle computer to each library and command briefing room. May add more to other places in future, depending on what people want.
* Fixup maps in TGM format
29d373d2b8: maps/groundbase/gb-z2.dmm
29d373d2b8: maps/stellar_delight/stellar_delight1.dmm
29d373d2b8: maps/tether/tether-03-surface3.dmm
Automatically commited by: tools\mapmerge2\fixup.py
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* no more self callbacks on update fullness
* fix missing code
* Belly test
* import type
* full partiy
* .
* fix preview
* in belly to late join
* robot nutri
* .
* .
* update export
* finish open todos
* code cleanup
* fix some old slacking
* move this to a define
* fixing
* ,
* .
* Creates a Consume Belly Reagents pref (#10)
* Creates a Consume Belly Reagents pref
Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended.
* These changes at least do not cause any problems
* Missed this one
* Reverts reagent_names
* _BELLY versions
* Fixed typo
* .
* fix admin spawn mobs bellies
* also fix that bug
* hints
* fix that
* .
* initial
* should be all
* that is no longer needed
* fluids into hand items
I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted.
ARC = active-hand reagent container. IRC = inactive-hand reagent container.
* some stuff
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Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Refactor hardcoded lateloaded map define zs to use a GLOB list instead
* Refactor groundbase wilds loading
* new to init docking codes
* fix space whales excessive deleting
* update comment
* Forgot some aliases
* How is this now a missing turf
Remove duplicate turf
* Dorm privacy switch and station map fixes
Added privacy switches to all dorm rooms, these buttons make an overlay appear on the room for ghosts preventing them seeing inside. This does not currently prevent them hearing emotes from inside the room, it's purely a visual block.
Fixed station maps for the map linter PR, still have many more to do but those are out of the scope of this PR, just wanted to tick these ones off whilst I'm editing the maps anyway.
* Also adds an air alarm to the atmos breakroom
Added a new dispenser to cafes on each station, the syrup dispenser. These just add flavoured syrups to your drinks, but don't do much unique by themselves. This allows people to customise their coffee more.
Added a whole bunch of flavoured syrups, such as pumpkin spice, chocolate, irish cream and more.
Added new coffee recipes, including things like americano, macchiato, breve, cappuccino and mocha. Unfortunately flat white and latte would cannibalise other recipes if they just used milk and coffee, so they use drip coffee instead.
Added a few new coffee reagents, drip brewed coffee and milk foam.
Changed coffee cups to now include the name or description (in the var cup_prefix) of certain additional reagents. For example, if you have a cup with 25u of mocha and 5u of pumpkin spice, it will take the name "cup of pumpkin spice mocha". A lot of existing reagents have had these added too.
Added a wall locker with additional cups to every station cafe.
Added pineapple juice as an option to the soda vendor.
Added an extra button to all station dorms, an emergency door release. This can be pulled by the occupants to immediately unbolt and open the door even if it is unpowered.
Why we need this:
During deadshifts, it's somewhat common for players to go and scene in a dorm and lock the door. Then if the power goes out, they generally need to ahelp to get out, because they'll have bolted themselves in. Obviously there are a few ways to solve this, such as special doors, making the room always powered or making a variation of the lock itself that doesn't use power.
However, I felt that having an extra lever allows people to keep whatever vibe they want as for power in their scenes, has a cool vibe itself, and I also have plans for how I can use this specifically in events.
* Add bapi-dmm, a rust maploader that goes BRRRRRRR
* A few more maps switched away from file paths
* Update to include 48f4879d8704cb057a (better path error handling)
Added a new shared office space and entrepreneur equipment to these spaces on the Tether, Stellar Delight and Rascal's Pass. None of this is access locked, intentionally letting anyone play with it.
* [WIP] New Vore Mobs
Added new vore mob: Cave Stalker, a 6 legged canine/feline like creature that charges at prey from a distance to pounce them. It immediately stops on the spot if spotted and then retreats quickly if stared down.
* Fixed missing file
* More mobs, still WIP
* More stuff! [Still WIP]
Added another mob called the sonadile that works based on sound similar to the lurker.
Added a bunch of mobs to the maint pred list, including the kururak because that's a cool one.
* Update vorestation.dme
* Update sonadile.dm
* Another mob and stalker tweaks, still WIP, need to add flavour text for all mobs
* Update devil.dm
* Update stalker.dm
* Even more maint pred options
* More Capture crystal mobs
* Finishing touches, no longer WIP!
* Update vore_raptor.dmi
* Added the jungle map redgate
Also resolves a runtime with the scrubble.
Forces jungle redgate only for the first few days at least.
* Update jungle.dmm
* Update jungle_underground.dmm
* Update paint.dm
Fixes paint runtime
Added a new fantasy redgate map that consists of a fantasy town and a large dungeon beneath it.
Added a selection of fantasy props.
Added a variety of "magic" resprites of existing items. These are intended to be tech disguised as magic and have descriptions to hint at it, along with some papers on the map.
Added an alchemy system that creates potions in an alembic out of an ingredient and a base. If the ingredient and base match, an interesting potion is created, if they don't, a poor quality potion is created.
Added a new reagent that polymorphs the drinker into a random creature.
Added a chest version of crates.
Added wooden wall lockers.
Added random spawners for fantasy items, potions, ingredients and bases for mapping.
Added hedge and wooden fences.
Added an old fashioned resprite of the oven.
Added a cooking pot resprite of the microwave.
Added wall torches.
Added barrel version of water tanks, beer tanks, wine tanks, blood tanks and a kettle resprite of a coffee dispenser.
Added a wooden tub bath.
Added 19 new vore mobs: 2 Catslugs, 6 succubi, 1 cryptdrake, 4 vampires 5 peasants and a bat.
Moves the redgate on the tether and spices up the area around it!
Also removes all manually set d tags for wires across all of the main station maps, the talon, and the fuel depot. They PROBABLY still exist in some shuttles and stuff but I'm not going through literally every map file for it. >:O
... or am I...