-Adds some recipes for cherries and cherry jelly
-Standardizes the vendor's seed count to 3 for all (though the plants that make you high starting with more seeds than everything else was a humorous commentary).
-New sprites for eggplants/seeds!!!
-Making ambrosia salads removes the toxin from them now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4841 316c924e-a436-60f5-8080-3fe189b3f50e
-Removes jars which were redundant and used nowhere else but metroid jelly stuff. Rorojelly now comes in a beaker.
I've replaced most of the important names and messages where applicable. Going through and replacing all instances of the word 'metroid' with 'roro' in the code is a project in itself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4714 316c924e-a436-60f5-8080-3fe189b3f50e
Thanks to Cheridan for the sprite!
Removed two unticked files. I believe they got merged into reagents/reagent_containers/food and forgotten about.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4669 316c924e-a436-60f5-8080-3fe189b3f50e
This has a few advantages: The 16(!) sacks of flour previously in the kitchen cabinet have been condensed to an equivalent 3 sacks. Beer is now brewable with universal enzyme, and converting lots of wheat into flour should be less tedious. Also, flour grenades, etc.
Because of this, flour is now obtained from the all-in-one blender rather than the processor, and spaghetti noodles are made with 5 units of flour in the microwave.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4637 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off.
(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed the problem of mousetraps staying armed after a mouse triggered them
- Fixed the problem which made the following text appear when runtime splats a mouse: "Runtime Runtime SPLATS the mouse."
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4225 316c924e-a436-60f5-8080-3fe189b3f50e
Trash is now the path for the trash-item prototype (the thing it will spawn when you finish eating). This removes the need for a switch. Only obj/item/ paths may be trash.
You can also set var/trash to any obj/item to dump that item as trash. This is now used by the fortune-cookie rather than giving it its own proc for no reason.
This resolves issue 687
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4201 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the class type of donuts. donut/normal is now the regular donut. All other donuts have been made this way. (I.E: donut/chaos)
-Hopefully the merged records proc will now not spit out runtimes.
-You cannot enter a name without any character now. This way you can also click on the link.
-Added some coloured caps to their respected coloured wardrobes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4123 316c924e-a436-60f5-8080-3fe189b3f50e
-Plant-b-gone now kills space vines.
-Plant-b-gone no longer causes a runtime error when sprayed at a human.
-New kitchen recipe, designed with those filthy traitor chefs in mind~
-Adjusted chaos donuts to require 5 of each chemical instead of 3 (Condiment bottles dispense 5 units at a time, forcing you to empty out a salt shaker if you wanted to make them previously).
-Added some trash items to cake slices where appropriate. Consistency.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4021 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.
Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy
mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.
Weakening was made instantaneous.
Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.
umm... bunch of overlays related fixes... I think that's everything. :/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a couple salads and golden apple tarts for the chef.
-Renamed the 'sleep rejuvinate' chemical and gave it a new id. If there was a REASON for it having the same ID as sleep toxin(i can't imagine why), please comment.
-Capsaicin and Frost Oil reworked heavily. They now make you much hotter/colder depending on how much you consume. It's not really wise to consume either in excessive amounts. Drinking coffee removes some frost oil from your system.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3891 316c924e-a436-60f5-8080-3fe189b3f50e
- slightly altered the pray format to include a (SC) link, which stands for 'spawn cookie'. This attempts to spawn a cookie in the hands of the person who prayed. It's intent is to be a consolation prize when the prayer cannot be answered, due to it ruining the round. Only humans will get a cookie.
Screenshot:
http://www.kamletos.si/cookie%20spawner.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3766 316c924e-a436-60f5-8080-3fe189b3f50e
-Snack machine amounts lowered from 10 each to 6 each, which should still be more than enough.
-Normalized nutriment amounts. Many of the values had were quite inflated...
-Added some positive reagents to certain foods. Most notably, brainburgers and braincakes heal brain damage.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3627 316c924e-a436-60f5-8080-3fe189b3f50e
Sink path has changed- /obj/machinery/sink to /obj/structure/sink
/obj/machinery/sink/kitchen2 to /obj/structure/sink/kitchen
Sinks have been slightly updated, if you're wearing gloves, your hands will stay bloody underneath. Nothing drastic.
Added Cheri's puddles.
Updated showers, they actually clean now. They're pretty powerful, so I'm going to add a way to make them lethal, to ensure the washing machines still get some use.
Updated hydroponics trays, to make them work better with soil.
And a couple of map fixes, for toilets that were facing the wrong way in the prison and on the mining asteroid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3603 316c924e-a436-60f5-8080-3fe189b3f50e
-Ambrosia vulgaris now has a mutation.
-Added 1% chance for a species mutation whenever a plant's stats mutate.
-You now get more descriptive messages when applying mutagen to plant trays.
-Removed sugarcane seeds from the vending machine. They were redundant and had poor sprites and no recipes. Added the seeds to the seeds crate so you can still get them, if you really want to...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3460 316c924e-a436-60f5-8080-3fe189b3f50e
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3454 316c924e-a436-60f5-8080-3fe189b3f50e
Moved delete to trial admins because they can already mass delete and that's not particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3397 316c924e-a436-60f5-8080-3fe189b3f50e
-Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1 egg.
-Added carved pumpkins/jackolanterns. Carve them with any of the usual things you use to carve things. They work similarly to hardhats.
-Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet to make a corncob pipe. Set up class for smoking pipes to make it easy for others to add more pipes as desired.
-Added the bit of transparency to biohelmets that they were always supposed to have, fixed the scientist helmet being over too far by 1 pixel when facing right (OCD)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3389 316c924e-a436-60f5-8080-3fe189b3f50e
Reconnected the freezer room to station atmos, removed its miniature freezing loop thing, starts at a normal temperature, etc.
Moved meat back off the floor and into a fridge.
Reasoning for all this being the game has been laggy enough as of late, we don't need meat and closets processing, and we certainly do not need the chef putting strain on the atmos system every single time he opens the door to his freezer room, especially not for such a trivial thing as rotting meat. REMOVAL APPROVED BY MUSKETS COME AT ME BRO
Also re-added Lamaar to the RD's office.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3261 316c924e-a436-60f5-8080-3fe189b3f50e
Ectoplasm can now be used to make GHOST BURGERS.
Fixed a bug from my last commit involving simple mobs interacting with walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2978 316c924e-a436-60f5-8080-3fe189b3f50e
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.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2851 316c924e-a436-60f5-8080-3fe189b3f50e
Kitchen cold room tweaked a bit more.
Cold room added to Uterus.
Changelog updated to indicate new freezer crate/refrigerator functionality.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2832 316c924e-a436-60f5-8080-3fe189b3f50e
Rotten meat is now named similarly to normal meat, but has a different sprite.
Cold room tweaked a bit more.
Kitchen juicer moved from the central table to the table below the microwave.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2816 316c924e-a436-60f5-8080-3fe189b3f50e
Because refrigeration serves a purpose now, the kitchen cold room freezing unit is turned off by default. Chefs should remember to turn the freezer on at the start of their shift.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2781 316c924e-a436-60f5-8080-3fe189b3f50e
Added mint toxin, a poison which will gib fat people upon consumption
Added the mint to the chefs kitchen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2648 316c924e-a436-60f5-8080-3fe189b3f50e
Cream pies splat when thrown.
Chaos donuts more chaotic (reduced amount of reagents need to make)
Mystery stew more mysterious (Changed recipe)
Wish Soup some times grants your hungry belly's prayers (new icon).
Meat pie recipes condensed.
Grilled cheese sandwiches
Some reagent amounts may have changed as a result of me seeing them not match the amount of reagent put into making them.
Terribad food descriptions added or modified.
Autolathe has light bulbs, APC parts, and wires in the creation list!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2558 316c924e-a436-60f5-8080-3fe189b3f50e
Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
/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
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
Whenever you're a ghost and your corpse is inserted into a DNA scanner attached to a cloning computer, you will receive a message notifying you.
Chemistry:
Minor changes, such as synthetic meat reactions have been changed to make an actual meat subtype instead of /obj/item/weapon/syntimeat, which is a pain in the ass and you can't even eat it raw.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2263 316c924e-a436-60f5-8080-3fe189b3f50e
Monkey boxes lowered to 2 monkeys per box and the crate now costs net 15 points for one box. They were also removed from vending machines. I warned that they would be changed if people continued to spam them.
Windows and disposal pipes layers adjusted slightly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2204 316c924e-a436-60f5-8080-3fe189b3f50e
- isanimal() and iscorgi() procs have been added
- attack_animal() added for all atoms, called when an animal attacks (clicks on) an object within range.
- attack_animal() proc added to food. Simple animals don't process reagents, meaning they can eat anything whatsoever. Corgis can take 5 bites out of any type of food. Ian will chase the food himself, regular corgis won't due to lag concerns.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2183 316c924e-a436-60f5-8080-3fe189b3f50e
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e