* moved nursecode
* gear rebalance
* made nurse hat a little less stupid
* surgeron
* medipop refactor
* small lollipop tweak
* 1u tricord update
* one less injector
* Removes some awfulness from the code
* fixes
* derp
* dangit
* ahhhh
* ok FINE you can have it
* just return a string will you
* at this point I'm just throwing stuff at the wall until something sticks
* ok actually I think I see the problem
* also this is redundant actually
* Add Time Agent role
* Add Time Ninja to antag prefs
* remove some randomness
* Remove parens
* pacify linter
* Spawn in an evil timeagent twin if they dawdle, start adding 'rearrange' jectie
* Time agent outfit datum
* chronocapture formatting
* Prevent runtimes if rewind rifle is dropped during send_to_past
* make time agent outfit special
* Add teleportitis and ion laws as timeline distortions
* Delete erase-from-timed mobs from in-game logs.
Specifically, PDA server, med/sec/whatever records, and
message server.
* remove merge conflict
* start adding time faction
* more faction changes
* whoops
* moved some jectie stuff into the faction
* adjust the time agent extract objective
now only one anomaly spawns in, even if a time agent twin is generated later.
* add decal to timevoid.dmm
* fix some bugs
* current untested changes
* remove duplicate proc, fix time agent pinpointer
* Add timeslip status effect for stage 1 time agent tardiness
* couple of time agent tardiness adjustments
* whoops
* whoops 2
* wristwatch
* added wristwatches the the regular maintspawner loot table
* watch for tourists
* observer get it too lol, the red strap is back!
* Update code/modules/maps/spawners/spawners.dm
* more watches
* tadaa
* oh right
* fixed conflicts
* Various Space Hobo fixes
* Removing from .dme
* Logic fix
* Test fix
* Population cap
* Adds confirmation prompt
Co-authored-by: kanef <kanef9x@protonmail.com>
* 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 the ancient cryopod
* resolves conflicts hopefully
* adds admin and server logging
* admin logging but arranged better
* adds pod as a large xenoarch find
* adds pod to FTL vault medbay
* adds pod thrown at station as random event
* adds a missing slash
* adds the dme, oops
* PRISONERS
* names
* change wording
* sanity
* edit comment
* wages are now increased while prisoner is alive+on station
* new wages, new jecties
* 80% antag, tweak wage for the millioth time, use an actual event instead of shoving it all in rc console code
* fix alerts, restore paycheck rate, fix typos
* log prisoner requests, fix jectie announcing, add nonhuman chances
* gas the vox
* bird uniforms
* indento
* fix pickweight, send the shuttle back to centcomm when everyone leaves it
* MAP CONFLICT TIME HAHA
* role
* fix gonfligs :DD
* lol
* another check
* conflciting fiels
* fix conflicts
* cleanup
* wage rework
* per unit order contribution fix
* tweaking
* smol announcement
* seriously id/admin was never meant to have any subtype, fuck that noise