Commit Graph

387 Commits

Author SHA1 Message Date
tronaldnwn@hotmail.com
0450f14ab6 Noticed I forgot some spaces, and left some returns...
I'm picky about that stuff...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1245 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 12:50:02 +00:00
tronaldnwn@hotmail.com
fca3655293 I fixed some stuff.
Made the Hos A little more robust, and get handcuffs, energy gun, and a flash from the start along with sunglasses and an emergency gas mask.

Made the warden slightly less robust than his boss, and get hand cuffs, and no FLASHBANGS. I hate those things! Their gun is now a taser at the start.

All security members have a pair of latex gloves in their back packs for deal with with evidence, if they recall to put them on.

Miner lockers have MESON SCANNERS! And.. Miner rank jumpsuits...

Crates updated, new crate ARMOR. has helmets and armored vests (security access needed).

Food Crates updated, hydroponics crate updated, and um... I did a few more minor job/ crate changes.  Nothing stupid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1244 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 12:37:37 +00:00
tronaldnwn@hotmail.com
49d6e613bb The great vending machine update.
Banana Bread
Ice and iced drinks
A certain medical reagent update
Ramen Noodles!
And... stuff... I don't know new updates!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1240 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 06:17:34 +00:00
baloh.matevz
ac74a20207 Mapping:
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.

New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.

Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 22:12:02 +00:00
n3ophyt3@gmail.com
1aca6254d4 The great verb retabbening.
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.

This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 21:29:42 +00:00
n3ophyt3@gmail.com
5229371ee4 Part one of damage system fixing enacted: all reagent-based methods of healing brute/burn damage now actually heal the physical injuries instead of just modifying the vars used to update the health meter.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1229 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 01:56:40 +00:00
rastaf.zero@gmail.com
8f4726dfc1 Cake slices by Farart:
- plain cake
- cheese cake
- carrot cake
Note: whole cakes now have more nutriments than before.
New sprites for bread (not for slices yet).
Xenopie also has its own sprite.
Code:
The final fix for examining of snacks.
Fixed some runtime errors in cult.
Fixed possibly infinite recursion during generating intercept report. Maybe that was caused crashes during monkey mode.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1223 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 23:46:44 +00:00
bizarre.babel@gmail.com
19f26c4e60 Fixing on the advice of rastaf0
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1222 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 22:10:08 +00:00
rastaf.zero@gmail.com
a395463655 Sprites for food from http://ss13.zlofenix.org/index.php?title=User:Farart
New:
- meat pie
Redrawn:
- carrot cake
- cheesecake
- kabob
- loaded baked potato
- omelette
- pie
- plain cake


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1221 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 21:37:16 +00:00
n3ophyt3@gmail.com
f6bc873e70 It is now possible to actually eat omelettes with the fork now, instead of just stabbing yourself (or others) in the eye with it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1217 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 04:57:36 +00:00
bizarre.babel@gmail.com
37fa4aee9a The big roburger does not have considerably more bites. This is an attempt to fix that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1215 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-20 01:42:37 +00:00
bizarre.babel@gmail.com
74b90c6e84 Robotic Transformation's cure simplified so that maybe it'll work now.
Cyborgs are a job available at round start. They have randomized cyborg names and half capacity batteries so that they aren't as good as made cyborgs right off the bat. Two slots. They are intended to start in AI Foyer: for whatever reason, THIS IS NOT WORKING. The cyborgs start on the title screen. I don't know how to fix it and I've given up on trying so that I don't make it worse. Someone more brilliant handle it please!
Green labcoat and green glasses are on the map in the theater.
Medbay front desk flip-turned upside down. Anyone who approaches should see and be seen by whomever's manning it sooner. With that, the new sign, and the downplayed doctor entrance, I'm hoping the exam room will be emphasized more and it will actually see some use.
Exam room has shutters. The button is all access so you can't be trapped in there save the usual ways of power failure and the like. The door facing the hall is all access as well, which, again, should encourage people to use the room. The door to medbay requires doctor access and has no shutter under it so that doctors can watch doctors watching patients. Watching the watchmen sort of thing.
Added a special kind of dropper for the service borg to use so he's not mixing the tiniest drinks ever. It holds and pumps with the size of a normal pour that a human hand could do into a bottle.
Added a special kind of roburger with plenty of bites for use as a traitor unlock for an emagged service cyborg. The e-sword was too robust. Roburger should work out better because of its delay, its chance for failure, and it's now higher possibility of cure. It's also a nice novelty ability and thematically linked to the service cyborg itself.
Changelog updated with most recent player-important changes. If I missed something that should have been included, then I am a buttface and please tell me so.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1203 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 16:08:46 +00:00
rastaf.zero@gmail.com
e9872f6188 Fixed an issue with examining several objects in your hands (such as beakers).
Fixed bug with random last name being empty in rare cases.
Fixed spawnable dnainjectors (/dnainjector/hulkmut and so on)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 00:19:09 +00:00
bizarre.babel@gmail.com
3b15b2d93c Welding mask change reverted.
Green lab coat can now be spawned.
Tweak to several sprites, nothing major.
Default sprite added to masks, so that some gimmick items may be spawned now.
Tea has a funnier name and description. Vending machine changed to "Hot" from "Warm" to better reflect contents.
Service Cyborgs can be picked! Shaker, dropper, tray, pen+paper for note/order taking and DOSH to show their class off. When emagged, Colonel Butlertron did it in Atmosia with the Energy Sword. Possibly bugged, must investigate further. (SoS authorized some live testing!)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1197 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-17 09:18:01 +00:00
baloh.matevz
f9460f5c3c Added tea to coffee machines (now called warm drinks machines)
Reagent code by Microwave, sprite by matty406

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1196 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-17 00:40:39 +00:00
n3ophyt3@gmail.com
4f30c9a7ac Waistcoats should have a working suit storage now, allowing PDAs and pens
Cryo no longer makes people inside the tube only process reagents every 10th tick (which was fucking retarded, considering that the cryoxadone happens to BE a reagent)

Clonexadone now heals non-cloneloss at the same rate as regular cryo reagent, so it's not strictly better in all cases.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1179 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-13 02:40:30 +00:00
n3ophyt3@gmail.com
c48804b204 Made a change to the cloner, since I was getting reports of people abusing quirks in the damage system to pop clones out way early without having to muck about with things like cryo.
Mobs now have a "cloneloss" var, used to represent the fact that they aren't done being cloned. There are exactly 2 ways to heal cloneloss outside of badminnery.
1) Don't get popped out of the tube early.
2) Load a cryo tube with Clonexadone (mix Cyroxadone, Plasma, and Sodium to make) and hop in.

Clonexadone also happens to heal regular damages twice as fast as cryoxadone, so it has more use than just fixing quickclones.

PDA medscanners aren't sophisticated enough to detect cloning imperfections, but the ones found in medkits are.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1178 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-12 00:35:03 +00:00
baloh.matevz
d08130082b Bug fixes:
- Fixed all known issues regarding storage items including photo albums being able to carry any item with w_class = 1 and the double messages that were generated when you or someone placed an item into a storage item. Same for bible, briefcase, etc. etc.
- A side effect of this is that storage items are no longer able to be wrapped with wrapping paper.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-11 21:34:32 +00:00
n3ophyt3@gmail.com
cc9e4a4922 Fixed more runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1158 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 16:21:21 +00:00
n3ophyt3@gmail.com
2141d8cc7b More runtime error fixage.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1157 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 02:49:18 +00:00
n3ophyt3@gmail.com
ad58cb51e4 More runtime errors
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1156 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 00:38:01 +00:00
n3ophyt3@gmail.com
9e1d7cfb8e Fixed some runtime errors
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1155 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 00:22:33 +00:00
morikou@gmail.com
fafe58190a Bomberman Update
- Added a new trait to cameras: Hardened. Hardened is a modifier to the chance a camera will be affected by an EMP. By default, all cameras are affected 100% of the time by a full strength EMP. Will add some hardening to existing cameras once some pending map changes get finished.
- New R&D Invention: LARGE GRENADES. You can now put basically any container (except blender jugs) into it and they affect a larger area. Want a 100 x 100 unit grenade? You now can! The basic casings are made in a protolathe (Materials 3, Combat 3). Unless you've developed them a lot, you'll occasionally get duds (which just spits out the beakers). Duds can be deconstructed in the DA to improve reliability.
- On a related note, an unintended side effect of making large beakers hold more has been fixed.
- Constructible frames, after the circuit board has been inserted, can be right-click/examined to reveal what parts it needs to be finished.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1146 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-28 23:18:46 +00:00
morikou@gmail.com
9dada054bd Chinese Sweatshop Update:
- Fixed some machine-board design issues. Mainly that they make the machine rather then the board :x
- Autolathe, Protolathe and Circuit Imprinter now dump out any materials you stored in it if you dismantle them. Reagents get dumped into any beakers that were required to make the damn thing in the first place.
- AI upload computer can now be deconstructed. However, it can't be deconstructed unless you right click and select "accessinternals." Otherwise, it disassembles like a normal computer.
- Circuit Imprinter now accepts gold and diamond sheets. Bling bling.
- AI modules now require gold and/or diamond to be constructed.
- Server Room rearrange. Also, server room has a "lobby" area where you can go without freezing/suffocating.
- New "R&D Server" and "Server Control" control computer added to the server room. Instead of uploading to eachother, R&D consoles now upload to all servers they have access rights to and download from all servers they have download rights from. New R&D consoles have no upload or download rights but any that start on the map at round start do. The new console allows for the changing of server access and manipulation of server data. Servers can also be hacked. This can result in either the device being disabled (can't upload/download data), hacked (any console can download data from it), or electrified (derp, ow). The Server Control console also can delete data from servers.
- R&D Console's "Connect/Disconnect" from network setting determines whether it shows up on the Server Control's menu when looking at what devices it can give/take server access from. Note: The server room and the server control needs RD access. If you don't have that, that's what emags are for :3
- ADMIN NOTE: There is also a master Server and Server Control on centcom. Whenever data is sync'ed to the network, it automatically uploads (but not downloads) data from the centcom server. This is so that if a griffan destroys the servers on the station, you can restore the lost progress. Only the centcom Server control can transfer data between servers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1140 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-26 21:14:29 +00:00
n3ophyt3@gmail.com
9cb797c382 Mech Fabricator now accepts materials that aren't metal or glass. BS'd some values for what you get per-unit on nonstandard ores, since the standard "one sheet = 3750" that glass and metal use seems a bit excessive for things like diamonds.
Diamond/enriched uranium: 1000 units per sheet
Gold/Silver/bananium/uranium/plasma: 2000 units per sheet

Numbers can be tweaked if needed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1126 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-25 01:25:33 +00:00
baloh.matevz
2c788fb2e4 MAPPING:
- slight change to arrival hallway

ADMIN COMMANDS:
- Added 3 commands to 'secrets': Move mining shuttle, move administration shuttle and move ferry. Each of these moves their respective shuttle. This is only intended for admin events. The mining shuttle still takes the 15-ish seconds to arrive, the other two are instantanious. All generate admin logs and admin-log-spam to prevent abuse.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1124 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 23:57:14 +00:00
baloh.matevz
a7171da6d0 MAPPING:
- Added a second r'n'd manual to the RD's office

MINING:
- Added enriched uranium, cannot be built yet tho.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1121 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 20:55:07 +00:00
morikou@gmail.com
3dacc661f3 Duckberg Update:
- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time.
- Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator.
- Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil.
- Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days...
- Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful...

Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power 

into.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 16:51:50 +00:00
morikou@gmail.com
17b01fac19 Wakka Wakka update
- PACMAN-type portable power generator now producable through the R&D system. You insert solid plasma coins (minted from solid plasma which you get from miners) into the generator and when you turn it on, it produces power (~5000 for a baseline model). Useful for powering small powernets/rooms. More powerful generators will be added eventually. To unlock the design, you need Plasma Technology 2 and Power Storage 3. To construct, it's 5 metal (Machine Frame) => cable => PACMAN board => 1 matter bin, 1 micro laser, 2 pieces of cable, and a capacitor => Screwdriver to finish. Screwdriver => Crowbar to start the deconstruction process. If not 100% reliable, the device will break down eventually.
- R&D console disk commands now actually work. Derp.
- In the R&D console settings menu, you can reset the console's R&D database to the default data. Make sure to backup data onto disk if you don't want to lose it!
- Instruction manuals in mech_construction.dm and mining.dm moved to code\game\objects\items\weapons\manuals.dm to make them easier to find. Condensed down some of the redundant code.
- R&Dinstruction manual added to the R&D lab.
- Fixed a pair of Destructive Analyzer bugs. If an object contains a mob (such as an intellicard with an AI in it), it runs the death routine for that mob.
- Protolathe now accepts uranium. GO FORTH, COMRADES.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1114 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 06:27:45 +00:00
n3ophyt3@gmail.com
f45e51e8fb Uranium ore can now be processed into uranium blocks. Sprite's a bit fugly, but I'm not a spriter.
Fixed typo in the stacking machine console.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1110 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 01:12:25 +00:00
n3ophyt3@gmail.com
a03f35b1da The stacking machine in the mining colony no longer devours stacks larger than 1 that are fed into it.
The assorted mining-related machines that have input and output sections no longer require them to be in specific directions to hook up (but it still needs to be a cardinal direction, not diagonal) The unloading machine in the mining dock that feeds a conveyor belt to the cargo bay now works as a result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1105 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 23:28:30 +00:00
morikou@gmail.com
aeecba8089 Minor Update:
- Thermite'd walls and mined minerals no longer fuck over the lighting code.
- Power cells now have a different examine-text entry when they fail due to low reliability.
- Some R&D console tweaks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1100 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 20:32:42 +00:00
baloh.matevz
c4ca650ddd Added cloning manual, as written by Perapsam
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1098 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 12:15:56 +00:00
uhangi@gmail.com
34f9269f5e Large beakers now hold 100 units instead of 50, code contribution by Slith. Regular beakers already hold 50 units, so large beakers should hold twice as much now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1093 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-23 02:51:28 +00:00
rastaf.zero@gmail.com
17cff87fb6 Secbot's interface cleaned from garbage.
Syringes now change its mode when brimmed/emptied.
Captain's Flask volume increased to make it useful.
Added proper examine verb for drink cans and snacks.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1087 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-22 11:46:54 +00:00
uhangi@gmail.com
9e45c0351c Some chemistry stuff:
-Cyanide pills and cyanide bottles added, only admins can spawn them for now though.
-Cyanide reagent modified to put you to sleep upon ingestion
-Antitoxin now mixable via chemistry
-Inaprovaline now mixable via chemistry

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1086 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-22 08:08:17 +00:00
baloh.matevz
e03fe53f97 MINING UPDATES:
- Sand for glass

Changelog updates:
- recent stuff added

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1078 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 17:57:09 +00:00
baloh.matevz
2b08d73a7d REINFORCED WINDOWS standardized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1077 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 16:38:00 +00:00
morikou@gmail.com
d25ee28cc4 Blood: The Last Annoying, Sparkly Twit Update:
- When a blood sample is taken, it retains some information on what kind of chemicals were the subject's body at the time the sample was taken.
- Two new R&D Items: Mass-Spectrometer (EM Spectrum Research 2, Biotech 2) and Advanced Mass-Spectrometer (EM Spectrum Research 4, Biotech 2). Allows for the identification of chemicals in a blood sample. To use the devices, you simply use a container (or syringe) full of blood on the device and then click the device in your hand (like how you use the gas analyzer). At low reliability, they might miss some chemicals in their report or potentially even break. The Advanced version not only lists what chemicals were present in the body, but also much much.
- The deconstructive analyzer now gives 1 or 2 points to a device design's reliability (rather then just 1) when analyzing a device. Also fixed some bugs in the deconstructive analyzer.
- Not all devices have a 100% reliability now (most current ones did, but not all).
- Few tweaks in R&D lab. Derp derp.
- Mint tweaked slightly. Miners can now access the mint foyer and the mint materials loading area but not the vault (only the captain can access the vault, by default).
- Research sub-paths Robotics and generators removed. Now all techs just use the primary paths. Sub-paths might be re-added later but not these ones.
- Power Storage Technology renamed "Power Manipulation Technology".
- More stuff can be analyzed in the destructive analyzer. Intellicards can now be produced from the protolathe (Programming 4. Requires 1000 glass and 200 gold)
- Updated the R&D readme file. Now it has a list of all the holes in the tech paths (ie. Where we need to add new stuff). It's not intended as a complete list of everything that can be made or researched, just a check list to make sure all the research levels are covered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1073 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 20:18:18 +00:00
n3ophyt3@gmail.com
f794ebce5a Syndi-Cakes now have a delicious cream filling that heals extra to people with a special role (changelings, traitors, revheads, nuke ops, wizards, technically malf AIs, but I dont think you can feed them to begin with)
Made by copypasting and modifying the sprinkles reagent.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1072 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 17:06:30 +00:00
bizarre.babel@gmail.com
3a7e942b62 Miners have their own uniforms. Someone else is going to have to put them on the map in the mining colony, I'm not touching any of that. Here's hoping I didn't break something when I made them spawn with the new uniforms. Also, the pickaxe and shovel are now the same size as every other tool. It doesn't matter what's realistic, it matters what's useful and consistent. If a crowbar can fit in a pocket, then so can a shovel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1071 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 15:54:09 +00:00
baloh.matevz
13a90df9c9 Added a manual for singularity safety.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1070 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 01:47:40 +00:00
KFFFF00
b8dbdd30e1 Update to the cultist mode:
Some bugs fixed.
Converting people doesnt give new words anymore.
Sacrificing people does. You can sacrifice a living person, a dead body, an alium or a monkey. 3 cultists must chant together to sacrifice a living person, but the chances to obtain new word are higher when you sacrifice living humans.
Also putting berry joice in a glass now works properly, instead of making it a "glass of...what?"

Highly untested, so come revise this and try to find any problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1069 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-19 01:13:42 +00:00
morikou@gmail.com
8f26085da5 Mad Science Update:
- Adjusted constructable frame so that parts actually affect the end result (if you use better then standard parts). Also, you can now use 5 metal to make a machine frame. Process is 5 metal > wire > Circuit Board > various parts (in any order) > Screwdriver. Deconstructing a machine made in this way, the order is screwdriver (to open panel) > crowbar (to pop parts out) > wire cutters > Wrench
- Autolathe, Protolathe, Circuit Imprinter, and Destructive analyzer all are affected by what parts you make them with, can be built, and can be deconstructed now.
- Origin Tech var changed from a list to a string to save memory/processing. It's not a problem right now, but it could be one in the future.
- Item paths for stock parts changed around a bit to make typing easier.
- A lot of items have been given an origin_tech var and as such, a lot more things can be analyzed to further SCIENCE! Try and find them :D
- R&D Lab added to that semi-empty area in the north part of toxins. R&D Console, Destructive Analyzer, Protolathe, and Circuit Imprinter added along with all the other tools and (basic) materials required. Very little "new" stuff is available but you can still unlock existing tech (such as AI modules or circuit boards) so  that you can make more copies of them.
- Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-18 04:41:56 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
baloh.matevz
6fa042697c prep work for craftlathe, nothing the players will see.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1052 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-16 19:09:37 +00:00
n3ophyt3@gmail.com
98bfe06605 Cloning bugfixes
Ladies now keep their ladyparts after being cloned
  Those damned lizards now pop out of the cloner as lizards
  Cloning revheads shouldn't make the rev icons tweak out anymore, but proper testing of this is difficult with only two people
  Cloned traitors no longer get reported as "name (originally name)" at round end

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1051 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 21:18:48 +00:00
baloh.matevz
c77c307200 duffle bag fix, can now remove coins from it, small mining mapping fix to fix power, also fixed an area being slightly wrongly placed in escape arm. made the satchel spawn in the miners' hand instead of pocket.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 04:45:21 +00:00
baloh.matevz
04586604d4 MINING update:
- Mining shuttle computer is now emaggable

CHANGELOG update:
- Redesigned changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 22:14:38 +00:00
baloh.matevz
57b636025e MINING bugfixes:
- overlays now finally work on floors and space too, not just asteroid floors
- removed seeds spawning till the seeds actually do something

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1043 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-14 14:53:52 +00:00