* Basis of this job
* The hideout
* More stuff
* Walling
* Start landmarks and APC
* .dme check
* Generation code
* Adding to init
* Tweak for later
* This is needed to compile
* Moving this here to see what it does
* Oh I got the filename wrong
* Saving it like this, maybe now it'll work
* Maybe this will help
* Oh right. Testing for box anyways
* And everywhere else too
* Shack tweaks
* Reformatting this
* Oh it's like this
* Starting tweaks
* And more
* Midround stuff
* Locking it from observers, ideally
* Removing more unused things
* More species
* Typo
* Config stuff
* Safe tweak
* Gives own ID type
* Tajaran outfit
* Redoing shack generation
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adds Black Site Prism as a vault.
* Updates Black Site Prism vault to align it with instructions from Collaborators.
-Removes Nuke Disk
-Replaces unique surgeon boss with generic surgeon enemy
+Replaces turf in Vox Cell Block and Catbeast Pen
+Adds floor safe and loot
+Adds flavor papers
* Makes the clown roid into a vault
Gives soviet MoMMIs the ultramatsynth
* properly cleaned this time. Made the clownroid's area into a vault
* You saw literally nothing
seriously.
* Sokoban [WIP]
* Rewards?
* Forgot this one
* Hmm did i fuck anything up by this
* Adds entrance
* Actually I was wrong again lol
* That's it for today
* Better cheating tracking, LORE
* Buff the vest of reflection, exclude it from spessmart
* Adds assistants lair vault.
Tweaks stun mines to use knockdown instead of stun which is a silly that doesn't knock you down.
Adds invulnerable Rwalls for mapping.
* secret stuff to assistants lair vault.
* Adds a maintenance maze vault.
* fixes conflicts
* light code cleanup and removing harsetheefs balance tirade
* Removes mine refactoring for another PR
* adds the satelite and satelite deployment
* satelite -> satellite
* fixes things PJB pointed out, and things found during actual testing. Viva faster computer!
* recommended fixes
* adds armor to humanoid mobs. Fairly simplistic, but didn't want to go overboard by adding def_zone checks
* re adds the magtape sprite, redoes its process, removes the default engi spawners that don't actually spawn anything
* Adds the skeleton den vault.
* Merges if() statements.
* Adds loot to skeleton den, adds un-deconstructable disposals variants, removes lighting from skeleton den.
* Adds an eerily familiar vault that smells like rockmen
* tweaks a couple minor things based on testing. less EMP grenade boxes less pills.
* Tested should be good.
* AME added.
* Hotfixes bugs
- disables mining dungeon generation temporarily due to runtimes
- shadows are now transparent to the mouse
- lying down shadows won't make it look like you're floating
- tweak: snow slowdown decreased by 3 times
- removes veal render (map merger doesn't work aaa)
- disables vaults & events temporarily
* 111
* taxi engineering vault initial commit
* saving progress, major issue with flunky apcs
* Mostly done. APCs, Cameras, fixes, applying more damage, few things left to go.
* Clean up, changes galoshes into child type without no slip, removes bartenders shotgun.
* Re-arranging the deck chairs on the Titanic
* Pathing
* Adds a DEAD SPOIDAH