Two new always_load_with options for ruins.
Use PLACE_ISOLATED to load the secondary ruin part in separate z level.
Use PLACE_BELOW to load it on the z level below.
make donut great again
Why It's Good For The Game
make donut great again
Changelog
cl MMMiracles (Donutstation)
tweak: The southern/north-west parts of maintenance has been revamped to include more things to dig through and places to hide from authority.
tweak: The atmos tanks have had an extra layer of space added between the windows between them and maintenance.
tweak: The permabrig has had a small B-ball court added as well as an N2O release system.
tweak: Tweaks and additions to the various department excess storage rooms through-out maintenance.
tweak: The AI core now has a more proper internal defense against ranged attacks, the tri-ai spawns have gotten similar treatment as well.
tweak: The few maintenance-facing windows have been beefed up to their stronger plasma variants.
tweak: More directional signs to help those in finding some departments.
/cl
Hey you, yeah YOU:
Got any criticism of the map? Post it here! Don't have a github? Post it in the forum feedback thread !here! Don't have a forum account? @ me on discord ("ememem" or "not a g'nome#2914")! Don't have anything? Go make one and voice your complaint somewhere that isn't the cesspool of OOC! I can only fix problems if I know about them in the first place!!!
Updated map with all changes as of 8/22:
Big o' map
Changes so far:
Permabrig has a separate pipeline and canister port for the N2O canisters. These vents start off but officers have access to the permabrig's air alarm.
Permabrig now has a small ball court to practice your free throws and dunking the warden in it.
Permabrig has a small set of gym equipment to get swole while you do hard time.
Removed some rogue R-walls near the back side of security maintenance.
Unfucks cargo's conveyor belts.
Chemistry now has 2 large beakers.
The few remaining maintenance shocked grilles that managed to slip through the first pass have been removed.
The gateway maintenance room has been renovated into a theatre excess storage and some extra misc sections.
The space maintenance room has been renovated into a miscellaneous tool storage with some basic building material for tiders and autism-fort builders alike.
The north-west section of the station has had it's maintenance extended to be able to reach the top of departures. Includes a toggable blast-door bridge for the shuttle ferry and some extra maintenance rooms.
The south-western part of maintenance near Atmospherics has been redone to allow a space gap between the atmos tanks, also includes some extra rooms.
Added a small maintenance tunnel leading into Engineering on the most-left maintenance side, branching off from Hydroponics maintenance. The Engineering Storage room has had a few extra windoors added for security to compromise.
Small excess storage in the most-right maintenance for Engineering.
Small bits of fluff scattered around.
The maintenance-facing windows of areas like Genetics have been reinforced to their plasma variant.
Bits of additional maintenance loot in various areas.
The camera outside the upload has been changed to a normal one due to complaints about motion detecting.
The vault access now has a camera so the AI can actually see the turret controls (oops)
Vault now has to be initially accessed through the public hall normally with an extra airlock.
All on-station windows have been replaced with structure spawners for said windows.
The gateway has been moved to where the commissary currently sits due to becoming active in rounds again.
The commissary has been moved between tool storage and the vault, in front of the vault. the maintenance areas that once sat here have been renovated as excess storage rooms for the tool storage/commissary.
The upload and captain's office now has an extra layer of R-walls due to complaints about ease of break-in via space.
The AI core now has some basic frontal defense against ranged weapons as well as emergency blast doors to lock down around it's central cubby-hole. The tri-ai spawns are set up to be the same as the main AI spawn spot.
Added a couple extra EVAC directional signs since there was some apparent confusion about where it was.
Medical now has a couple roundstart wheelchairs because why not
Xenobio has been given an extra slime
Xenobio has been shifted around, removing the 2nd freezer and moving the slime consoles besides the rest of their equipment.
Non-station related changes:
Airlock Note Placer mapping helper. Allows mappers to easily place paper notes on airlocks, whether they be custom or pre-made from one of the subtypes.
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
* ian's birthday
* missing )
* hop shirt + bday cake is on front desk
* confetti 1/2
* confetti 2/2
* corgi balloon, hop gets a knife to cut the cake
* forgot knife + inhands + mapping
* oranges review, old var removed
* oranges request ;)
* fix meter work on un initialized pipe
* fix runtime in process_cell
whet it try to call to wrong type turf
* fix roundstart runtime in debug sungery disc
* fix return_air() runtime
Runtime in pipes.dm, line 52: Cannot read null.air
* s
* Update surgery.dm
* Update pipes.dm
* Update meter.dm
* Update LINDA_turf_tile.dm
* Disable atmos processing in outer border on load.
* Update map_template.dm
* Update map_template.dm
* Update map_template.dm
* Update pipes.dm
more runtimes for good of runtimes
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/
Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)
//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.
MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
Airlocks no longer have a series of /abandoned types, and instead, to
mark an airlock as abandoned, include an abandoned airlock map helper on
the same tile, which has the icon of an exclaimation mark and cobwebs.
Why? Better visibility in map editors, less magic types.
Wasn't setting type to load into before.
Technically this still doesn't mirror inbuilt loader 1:1 because different
mapedits should create separate instances but let's leave that for now.
This was resulting in for example loaded areas with dynamic lighting to 0 to
not initialize properly.
* Move the preloader datum to its own file
* Prettify some of the map loader docs
* Use src rather than usr in map template verbs
* Cache parsed templates between upload and first use
* Validate map templates uploaded by admins before use
* Add href token to validation report links
* Code to doors.dm for airlocks with unrestricted sides
* Code to airlock_electronics.dm supporting airlocks with unrestricted sides
* Code to door_assembly.dm supporting airlocks with unrestricted sides
* Adding buttons to airlock electronic gui for unrestricted direction access
* Update airlock_electronics.dm
typos in comments are still typos
* Tgui support for arbitrary unrestricted access
* Cleaner way of calling unrestricted_sides()
Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).
* Missed a test variable
* Replaced a block of if statements with get_dir
Re: SpaceManiac
* Simplified XOR operation
Re: SpaceManiac
* Changes order from NESW to NSEW (for get_dir)
Re: SpaceManiac
* Re-built using changes to airlock_electronics.ract
* Added unres overlays, fixes overlay/power actions
Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.
Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.
* Makes overlays respond to power outages
The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.
* Makes the Airlock update overlays when built
Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.
* overlays.dmi -- removing to replace
I can't just edit the code of an image file, can I?
* new overlay file with the four unres indicators
* Set medical doors to use this feature
Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.
* Revert "Set medical doors to use this feature"
This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.
* Updates medi-doors in maps
let's try this again...
* Did this tgui.js get overwritten?
juggling too many testing build folders is hard
* reverting momentarily
* Re-adding tgui.js changes
* pushing tgui.css too
Didn't realize this file also got changed by the script
* rebuilt the tgui.js file
* repushing the unchanged tgui.js again
I hope I'm not email-spamming people with this
* .css too
* Re-applying tgui.js changes
* added mapping helpers
little green arrows that set unres settings on airlocks and then poof
* removal of comments
unneeded code
* Adding helpers to all maps
Removed the var edit, as well
* Changed airlock.dm to use defines
Also removed an unneeded "src" from four lines.
* New .js and .css file to fix RPD issue
Boy I love tgui
* Removing define defines
Didn't know these were coded elsewhere. Neat.
* Mapmerged again, as requested
* Clean up maps
* Remove duplicate initTemplateBounds method
* Move dmmRegex var to the type that actually uses it
* Keep a single, static map_loader datum
* Combine maploader into parsed_map
* Remove some redundant parameters from parsed_map/load
* Move file2text into parsed_map/New
* Narrow the scope of the map loading lock
* Remove redundant xcrdStart var
* Fix argument names in station reloader
* Move offsets from parsing to loading only
* Tidy argument handling on parsed_map/load
* Store modelCache, track nonexistent atom paths
* Use raw strings to specify the regexes
* Remove cropMap from parsed_map/New
* Don't parse maps twice when checking multi-z validity
Speeds up SSmapping init by approximately 10%.
* Bring the documentation (somewhat) up to speed
* No, I don't know why this fixes it
* Photography Update
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Photos broke, retrying
* Persistence stuff
* I'm almost done I promise!
* Persistence mostly working, compile, etc etc
* Persistence mostly working, compile, etc etc
* Remove something really not needed from the PR
* Prevents duplication
* default to off
* removes check tick
* increase slots in albums to 21
* Allows for singular loading
* Update camera_image_capturing.dm
* Addresses review
* Anturk
* Update camera.dm
* Update misc.dm
* Update datum.dm
* Update camera.dm
* Fixes loading zlevels with static lighting.
* Actually this whole part is unnecessary now because change turf handles the change properly now.
* Correct
cl ninjanomnom
fix: Shuttles have proper baseturfs now.
fix: Mineral walls properly use their baseturfs when destroyed/drilled.
add: A new engineering goggle mode allows you to see the shuttle area you're standing in.
admin: Buildmode works a bit better with baseturfs now and can properly only remove the top layer of turfs when editing. Note that as a result the order you place turfs is important and a wall placed on space means when the wall is removed there will be space underneath.
/cl
This adds an area hook for turfs getting the PlaceOnTop proc called so shuttle areas are able to intercept it and add a special turf used for determining where the bottom of the shuttle is. I'm not too certain on this being the best way to handle it but the alternatives restrict the kind of turfs that are allowed to be on shuttles which I didn't want to do as it was part of the whole intent of the baseturf change to allow any turf type on shuttles.
The alternative to the area hook would require a tool which attaches turfs to a shuttle which is why there's a shuttle area viewing tool in this pr. I considered doing it this way first but decided it was too clunky.
In addition to other changes:
Tiled/Reinforced floors have proper baseturfs now.
A large amount of the remaining ChangeTurf calls were swapped over to various baseturf helpers so, for example, mining doesn't create a lavaland turf if somehow the mineral wall is on plating.
Escape pods, the aux base, and syndicate drop pod have been converted over to shuttle templates as well.
The error when the timid var is set incorrectly has been changed to a stack_trace.
The change turf file has been made all lowercase as per standard.
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS