* adds sniperspotter team bundle
* grammar
* removes the plasmaman condition until needed
* added thermals for the users
* inheritance
* price adjusted for nukies
* up the price
* excludes nukies and challengers
* two more bundles
adds the workplace shooter and scammer bundles
* Fixed it being unavailable for nukies and challengers
* kurf say change me change
* me do what kurf ask
* this game already takes place in space, it doesn't need more space
* take it back now yall
* indent
* Changes insectoid body sprites, adds numerous alternate clothing sprites, changes insectoid intro message, changes some insectoid stats.
* More sprites/code for clothing
* Fixed some bugs with sprites not working (atmos suit, headsets)
* Adds some jumpsuit alt sprites and the code for them, as well as more suits and helmets
* adds code to change "s" into "z" when insectoids speak
* minor fix to beret
* added a missing period in species intro
* grammar/punctuation edit
* Makes Security/Command channels have roundstart random frequencies.
* REMOVE GLOBALISM
* Mapping, AIs, and all
* Muh layers
* Give frequencies to players.
* Enigma
* Darned mappers
* Derp
* Mapping : DJ Sat + Librarian's intercoms
* How did this happen
* Fixes a few things.
I still need to test it. Please no merge.
* Final Cut
* Adjust tech levels
* Mapping : encryption keys in tcomms
* Paper.
* Henk
* Bugfixes
* Makes Security/Command channels have roundstart random frequencies.
* REMOVE GLOBALISM
* Mapping, AIs, and all
* Muh layers
* Give frequencies to players.
* Enigma
* Darned mappers
* Derp
* Mapping : DJ Sat + Librarian's intercoms
* How did this happen
* Fixes a few things.
I still need to test it. Please no merge.
* Final Cut
* Adjust tech levels
* Mapping : encryption keys in tcomms
* Paper.
* Henk
* Adds loadouts.
* Fixes some mistakes.
* Added a "delete stripped items" option to the Equip Loadout verb.
Began moving some of the equipment sets from Select Equipment into loadout objects.
* Adds another batch of loadouts migrated from Select Equipment.
* Fix compile failure.
* Finishes migrating Select Equipment into loadouts.
* Fix compile error.
* Handles things in a better way. Removes some needless children.
* Why bother with local compiles when Travis exists?
* Final tweaks.
* mainly standardized the vending machine descriptions with exceptions
* oops
* more
* this time i changed a proc name but there was only one use of it
* everything gets changed!
* this commit sponsored by low-quality forum posting
* buisness
* i broke it
* but is it really robust?
* why didn't this commit
* finally, spent a lot of my morning for this
* colour
* sure it's not atomic, celt
* Moved research names over to defines.
Also fixed 4 (four) instances of the incorrect research name being used.
* Changed research names to avoid collisions.
Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.
Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.
Because Shaft Miners are basically serving R&D, and Quartermasters don't
want to hear the Roboticist's constant bitching, we now have Mining
Headsets !
- Mining Headset included. Has access to the Cargo and Science channel
and has a special, distinct sprite (darker shade of brown with a small
antenna)
- Added a matching encryption key while using the sprite convention
- Updated Cargo's headset to glorious Cargonia orange instead of shitty
stock white
- Mining headset added to Mining lockers, on spawn on Shaft Miners and
on miner corspes
Fixes#4745
Changelog included