Commit Graph

13 Commits

Author SHA1 Message Date
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
cf0023bbb2 You can now interact with belts that are not on your belt slot.
Added Security Belts, 4 slot belt that can carry basic sec gear.
The security shuttle control can now be emag'd.
Removed the old take off and stabilize verbs for the pshuttle. 
Cleaned up some computer defines.
The detective's cabinet is now a secure cabinet.
Most of the secure closets cleaned up a bit.
The captain no longer spawns with an ID box in his backpack.
RD's locker got its flash back.
Added the blob node sprites.
Removed the 2% laser resist that normal jumpsuits gave.  Normal clothing should not be blocking lasers.  Left the 10% special block on each department.
Riot suit slowdown lowered to 1 from 2.5
Repiped the right side of sec and tidied up the powerlines.
Loyalty Implanter moved into the outer rec room checkpoint.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2277 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-27 06:26:45 +00:00
vageyenaman@gmail.com
25da5aaf0f Committed by Doohl for Petethegreat. Any issues in this revision are to be taken to Petethegreat, not Doohl.
CODING CHANGES:
    Tool Closets such as the ones found in tool storage are now less likely to contain insulated gloves, tool belts, and multitools.
     
    Number of soft hats in Security closets reduced to one.
    HoP closet no longer includes a soft hat.
     
    "Security Coft Hat" renamed to Soft Cap.
    Soft Cap is no longer hugely armoured.
     
MAPPING CHANGES:
    Human harvest book removed from HoP office.
     
    Toolbox removed from Hydroponics.
    Two bandannas removed from Hydroponics (only two Botanists).
    Several general fixes in Hydroponics, mostly placement of air/firealarms.
     
    Slightly changed the Virology airlock (sorry Super, but the diagonal sinks were goofy. Forgive me.)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1832 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 20:01:40 +00:00
baloh.matevz
f8f5ff2dc3 - yellow, blue, orange and red hardhats added
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:45:47 +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
hunterluthi
e28a9f1204 Reverted previous changes to fire closets and emergency closets.
The spawn percentages seemed weird. In addition it didn't make much sense to have fire closets spawning at random in the hallways. Stations obviously wouldn't have fire closets just sitting in the hallways, they'd be tucked away in maintenance areas to be used when needed. I've added fire closets to various key areas on the station in maintenance areas, atmos, etc. to ensure that fire equipment is readily accesible.

Additionally, due to the specific-placement I've undone the random spawn potential for items in fire closets, which again didnt' make much sense. They will all now spawn with the appropriate equipment.

Discussed this a bit in IRC before going through with this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@815 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 19:09:12 +00:00
baloh.matevz
1363ca6d2f slight changes to firecloset contents. Added 20% chance to it spawning hardhats and replaced the most basic firecloset contents from an em. oxy tank to an extinguisher.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@813 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-08 15:06:11 +00:00
baloh.matevz
41e17aa313 added fire closets to spawn around the station. Each emergency closet has a 1/3 chance of changing to a fire closet. Lots of updates to mining, added satchels which can carry 10 pieces of ore each, they can gather all the ore from a tile at once or one at a time. They can get loaded into ore boxes, which can carry an unlimited amount, currently. Rail cars move much faster now, but demand more processor time, they will eventually get the role of getting loaded from satchels and producing ore boxes. Simply to make it easy to carry around hundreds of pieces of ore. (resubmit)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@799 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 12:05:33 +00:00
hunterluthi
2258bd12cd Just some minor changes. I re-added the fire closets, and also changed them up quite a bit. They now output the exact same equipment that was previously on a rack in atmospherics. Said racks have been replaced with fire closets, maybe it'll give a hint to atmos that they're yanno... supposed to put out fires.
Also changed Head of Staff's office to Head of Personnel, and Head of Research's office to Research Director's. Figured it would be useful to update them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@798 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 10:24:22 +00:00
baloh.matevz
6a1bd13d0d A new look for the fire suit. Edited the lefthand, righthand, suit and suits files. defined under clothing/suit/fire/firefighter and has the same properties as the fire suit apart from icon_state and item_state. Also edited contents of the chief engineer's closet and fire closet. also replaced all existing pajama-like firesuits with these. Long message for a tiny update, i know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@793 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-06 21:26:46 +00:00
Rygzengrho
87ad3ade16 Tweaked hunger values once more.
Added check if you already ate something but it was not yet metabolized. It's harder to overeat now.
Improved the random look generator. Now it takes in account real-life statistics of skin tone and blood group distribution, and has different colors.
Fixed bug that sprinkles did not metabolized in non-security body.
Made rig suit to be proper space suit.
Cleaned some code
Made mopbucket to have 100 volume.
Added radio report diagnostic verb (but with no effect for now)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@551 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-06 23:30:18 +00:00
Rygzengrho
ce86d6ba76 Forgot to add new files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@523 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-03 11:05:17 +00:00