* Added rabbits and magic top hats.
* Replaced wizard magician hats with the magic top hat.
* Made requested optimization changes.
* Slight edit to the previous commit.
* DEVELOPED THE MOB. Added rabbit's foot, butcher items, breeding, and bunnies.
* Added a wire requirement to the rabbit's foot item.
* Adds a pre-warning message to the immovable rod random event, alerting the crew a few seconds before disaster.
* Update code/datums/helper_datums/command_alerts.dm
Can do
Co-Authored-By: Goldsteel <goldsteel@live.co.uk>
* adds liches and phylacteries
SPELL TRANSFER IS BROKEN
* fixes phylactery liches not transferring spells properly
* going from the same z level of the phylactery to another may cause fatality
* adds it equipping lich gear to you
* adds the lich king armor to summon robes, for fun.
* WHOOPS
* Do_welp proc
Adds the do_weld proc, bringing the action of welding onto the welder itself.
This means less checks thrown around in the code of differring quality, and now the alternate welding sound is being used.
Also adds a weld_speed variable to welders. Higher weld_speed factor, quicker welding.
* More istype removal
* !src now equals gcDestroyed
* adds deer and deer accessories
* butchering the deer now properly makes it headless.
* fixes binary conflict, deer head looks a bit more convincing, adds mob_property_flag so you can't revive a mob with a lazarus injector
* returns when apple, code executed otherwise
* human leather now inherits species name if not human, or otherwise job name if human
* Where antags are recruited before round start, their job would be set to MODE, this stops you from getting MODE leather armor hopefully
* The leather you use now matters slightly, as it names the final object.
* adds leather satchel and leather wallet to leather crafting
* salvages some leather armors and helmets from snowmap
* adds human leather, uses a bit of regex to find if the object to make has the word 'leather' in it before changing its name.
* Adds new Engineering mech.
* Changes the Exosuit-mounted Rapid Construction Device to the Exosuit-mounted Rapid Engineering Device.
* Added mech sprites, beginning work on exosuit-mounted Engineering switchtool.
* Fully implements the mech switchtool.
* First round of fixes.
* Fixes compile failure.
* More fixes.
* Adds mech-mounted metal foam grenade launcher.
* Makes the mech switchtool Engineering-exclusive.
* Refactored the RED.
* More fixes.
* Adds Destroy() to global_iterator.
* Mech movement will no longer bypass do_after().
* The Rapid Engineering Device can now function as a socket wrench when used on pipes in RPD mode.
* Added automatic tiler.
* Added built-in scrubber to Engineering mech.
* Adds mech-mounted inflatable barrier launcher.
* Does a fix.
* Adds exosuit-mounted radiation collector array.
* Makes changes, separates plating and tiling for tiler, adds new sprites, renames mech.
* Adds construction steps, circuit boards, and everything else needed to fully implement the mech.
* leg
* Adds mecha tool sprites.
* Adds gremlins
* 2.0
* 3.0
* New sprites and CL
* Gremlin fibers and splitting
* No spam
* remove rogue S
* update cl
* Conflict resolution part 1/???
* Conflict resolution 2/???
* Conflict resolution part 3/3
* Commit first test later
* Allows gremlins to open firelocks
* Cleans up navbeacon.dm
* Allows gremlins to ride MULEbots
* A better way
* 2.0
* Finally works as intended
* Gremlin ass
* Remove NOMSG
* New gremling stuff
* Raises gremlin amount from 1-2 to 2-4
* Make them turn on the brig doors
* Makes them advanced tools (users)
* Woops works now
* Fixes every issue with gremlins riding mules
* Fixes deep frying everything
* SNOWPLANES?
* snow map #2
* it sort of works (not really)
* we'll call this a prototype
* committing so I can remove other changes later
* snowmap prototype 2/11/2016 - practically ready for an open beta edition
* more stuff, more sprites, more items, we're getting there
* before I uncheck the error handler
* AAAAAAAAAAAAAAAAA
* it works now
* Edits the map to be more terrestrial: Added paramedic stations/security stations/EVA stations to each map. Removed grilles from taxi. Still a bunch of shite to do eg belt hell but we're getting there
Also tweaked spawn chance because reasons
* snowboot
* Coats (#2)
* Take these, good luck
* oops
* According to all known laws
of aviation,
there is no way a bee
should be able to fly.
Its wings are too small to get
its fat little body off the ground.
The bee, of course, flies anyway
because bees don’t care
what humans think is impossible.
Yellow, black. Yellow, black.
Yellow, black. Yellow, black.
Ooh, black and yellow!
Let’s shake it up a little.
Barry! Breakfast is ready!
Coming!
Hang on a second.
Hello?
- Barry?
- Adam?
- Oan you believe this is happening?
- I can’t. I’ll pick you up.
Looking sharp.
Use the stairs. Your father
paid good money for those.
Sorry. I’m excited.
Here’s the graduate.
We’re very proud of you, son.
A perfect report card, all B’s.
Very proud.
Ma! I got a thing going here.
- You got lint on your fuzz.
- Ow! That’s me!
- Wave to us! We’ll be in row 118,000.
- Bye!
Barry, I told you,
stop flying in the house!
- Hey, Adam.
- Hey, Barry.
- Is that fuzz gel?
- A little. Special day, graduation.
Never thought I’d make it.
Three days grade school,
three days high school.
Those were awkward.
* define
* bugfixes
* fixes conflicts
* fixed bugs and made hoods work better
* do ah look lahk ah know what "ay-tomic" is?
* bugfixes shadowfixes added like seven different coats, ian now can wear scarves
* mapchanges - snaxi is now united
* wolves, and point handling (#3)
* wolves, and point handling
* wolf pointing, removes hitler
* Removes nonsense
* ice ice baby
procedural generation is the best buzzword
new snow map doors
map now has proper z level names
not working right now
ice smoothing is being a !!bitch!!
* glaciers now smooth
glaciers no longer eat up the pipes between stations (this will cause some fuck ups with smoothing but uh yeah)
you now slip on rivers
todo
- skis
- snowshoes
- spiked boots
* Moves ores to overlays, adds snow roid sprites (#5)
* Moves ores to overlays, adds snow roid sprites
* Fixes gibtonite, re-approaches some mine surprises
* Wendigos added, skifree yeti added, wendigo meat and transformation added (#4)
* DEER, and leather stuff
* Adds xeno spears, xenohide, fixes bugs
* alright dragonbro over to you for tonight I'm going to sleep
* Fixes wendigos, and wolves
* if it works it works who cares why
* snowmap bugfixes and optimisations
* zzz
* Revamp in working state
no work in progress
saving wip
Most issues fixed. Fishing half way through overhaul to include minigame
Turned spaces into tabs. fucking atom REEEEEEEEEE
Clownfish and clownburger added.
All fishing code done. Carp and normal fish recipes updated and ready. Carpmeat changed to subtype of fish_fillet.
WIP. Rods mostly done. Basic fish and bait added.
* removes bluespace ponds to be atomic
* fixes issues - bluespace pond back in the code but not able to be got anywhere
* does the easy things
* renames it taxi outpost
adds map cleaning things
* OK THIS WILL FIX IT FOR REAL
* fixes EVERYTHING but it's not ready to merge because I reckon we can squeeze some last minute features in
* whoops forgot to fix this
* underground mining stuff
* adds lobby music courtesy of aceedex
* bugfixes
mining underground optimisations (now it actually runs instead of grinding to a halt)
there are runtimes
aaaa oh well will fix tomorrow
* fixes so that JSG can host it
some missing features
* Fixing some bugs.
Security belts can hold holobadges. Not really a bug, but sood listed it
under the bug fix milestone so whatever. Fixes#10844
Borer eggs don't break if nobody was found anymore. Fixes#10696
Can't leave the derelict as MoMMI in a locker through a teleporter
anymore. Fixes#10049
Airlocks without power don't blink the access denied animation and sound.
Fixes#9484
Fixes goonchat gaining focus when clicking on links. Fixes#9112
Cloning console sprite correctly updates when losing power now.
Fixes#9015
Pathogenic incubator caps at 100% growth. Note that it still consumes
virus food. Fixes#7402
Protolathe reagents are gone, not like it had any designs that took
reagents anyways. Fixes#8365
Cryo tubes don't break ventcrawling anymore, and correctly have an
internal atmosphere so a raging plasmafire can be avoided inside them.
Fixes#6257Fixes#11689
* More fixes and some cleanup.
You can no longer use the bluespace tunneler to get to Central Command,
fixes#11836
Setting frequency on a digital valve no longer makes it impossible to
unwrench the valve. Forever. Fixes#11837
Holomaps don't appear above everything anymore, back to how it was before
waffle pipes. Fixes#11830
* Forgot the changelog.
* Fixing vents and scrubbers, fixes#11838
* Teleports cleanup
* Moved research names over to defines.
Also fixed 4 (four) instances of the incorrect research name being used.
* Changed research names to avoid collisions.
* Changes checks for zlevel 1 to map.zMainStation
* Replace all hard z-level checks with checks from _map.dm
* Hey look at all this manual z assignment (basically none)
* Whoops
* nanouwhy
* aaaa
* w h y
* Adds legionaire frogs
* Updates tomb of rafid
* FIX
* Rename frogs to hoppers, add centurions and javelineers
* Drown mechas
* Put two javelineers and one centurion on the map
* More frog traps in the flooded caverns
* Make water gallery entrance more obvious
* CL
* Another new area
* Ups