- Disposal pipes are on layer 2.3
- Pipes and manifolds are on layer 2.4
- Cables are on layer 2.44
- Unary atmospherics stuff (vent pumps, scrubbers) are on layer 2.45
- Nav beacons, bluespace beacons and such things are on layer 2.5
It means that pipes appear below cables and
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3097 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
- Extended maintenance south of research to reach the escape arm:
Screenshot: http://www.kamletos.si/toxins%20shooty%20thing.png
- Connected atmos to the 7 atmos pipes via a new purple main air supply pipe. No vents should be directly connected to this pipe!
- As mentioned, added a purple pipe color.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2193 316c924e-a436-60f5-8080-3fe189b3f50e
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
The item strip window will no longer steal focus and refresh every second.
PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest
Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
- trowing pipes correctly rotates them;
- meters unwrenching;
- pipe dispenser can be unwrenched and pulled, wrench back to use;
- unused pipes can be returned to dispenser;
- Probably fixed bug with non-working connectors;
Windows now are always shown above grilles.
Pipes now are always shown above lattice.
Some other things.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@830 316c924e-a436-60f5-8080-3fe189b3f50e
Cryo wont spit out beaker.
Fixed message "You don't have the dexterity to do this" for machinery.
PIPES:
- Heat exchange pipes are constructable now.
- Insulated pipes also were added to pipe dispenser;
- And meters too;
- Easy pipe rotating in hands;
- bent pipes actually looks bent under construction (may be glitches, please report);
- pipes now wont cover wires;
- pipes unwrenching now possible;
- large vent pumps now uses power as equipment, not environment
- pumps now uses power;
Air alarm improvements:
- all alarms in area controls all environment machines in area;
- machines initializes itself automatically and without interloping with existing ones;
- air alarms wont duplicates it air monitoring and can clear itself;
Some other typos and small issues were fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@816 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed corner pipe noneuclidianness
Fixed an issue with straight pipes not actually facing in the direction they appear to be
General fixedness all around, hopefully
As before, this shit isn't robustly tested
Still not pipe dispenser on the map, just in case something is royally fucked up
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@398 316c924e-a436-60f5-8080-3fe189b3f50e
Manifolds, unary vents, scrubbers, manual valves, connectors, and pumps are now also makable
testing has not been overly robust thus far
Known issues:
scrubbers don't seem to be able to grab nodes properly when constructed
runtime errors if you try making a pipe/manifold that doesn't connect to an already-constructed atmos object
corner pipe sections have a tendency to defy euclidian logic (most notable example has been a section of pipe that somehow had both ends tied to the same end of a different pipe section)
Added a disposal pipe dispenser that had been sitting unused in the code to Atmos. No clue if it actually works, I know the regular pipe dispenser worked fine
Did NOT add a pipe dispenser to the map, but it is there if admins want to spawn one
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@396 316c924e-a436-60f5-8080-3fe189b3f50e