i'd have changed the color of the helmet light too if the shading
wasn't a pain to work with. u can also now swap it to blue and back
with a multitool.
make donut great again
Why It's Good For The Game
make donut great again
Changelog
cl MMMiracles (Donutstation)
tweak: The southern/north-west parts of maintenance has been revamped to include more things to dig through and places to hide from authority.
tweak: The atmos tanks have had an extra layer of space added between the windows between them and maintenance.
tweak: The permabrig has had a small B-ball court added as well as an N2O release system.
tweak: Tweaks and additions to the various department excess storage rooms through-out maintenance.
tweak: The AI core now has a more proper internal defense against ranged attacks, the tri-ai spawns have gotten similar treatment as well.
tweak: The few maintenance-facing windows have been beefed up to their stronger plasma variants.
tweak: More directional signs to help those in finding some departments.
/cl
Hey you, yeah YOU:
Got any criticism of the map? Post it here! Don't have a github? Post it in the forum feedback thread !here! Don't have a forum account? @ me on discord ("ememem" or "not a g'nome#2914")! Don't have anything? Go make one and voice your complaint somewhere that isn't the cesspool of OOC! I can only fix problems if I know about them in the first place!!!
Updated map with all changes as of 8/22:
Big o' map
Changes so far:
Permabrig has a separate pipeline and canister port for the N2O canisters. These vents start off but officers have access to the permabrig's air alarm.
Permabrig now has a small ball court to practice your free throws and dunking the warden in it.
Permabrig has a small set of gym equipment to get swole while you do hard time.
Removed some rogue R-walls near the back side of security maintenance.
Unfucks cargo's conveyor belts.
Chemistry now has 2 large beakers.
The few remaining maintenance shocked grilles that managed to slip through the first pass have been removed.
The gateway maintenance room has been renovated into a theatre excess storage and some extra misc sections.
The space maintenance room has been renovated into a miscellaneous tool storage with some basic building material for tiders and autism-fort builders alike.
The north-west section of the station has had it's maintenance extended to be able to reach the top of departures. Includes a toggable blast-door bridge for the shuttle ferry and some extra maintenance rooms.
The south-western part of maintenance near Atmospherics has been redone to allow a space gap between the atmos tanks, also includes some extra rooms.
Added a small maintenance tunnel leading into Engineering on the most-left maintenance side, branching off from Hydroponics maintenance. The Engineering Storage room has had a few extra windoors added for security to compromise.
Small excess storage in the most-right maintenance for Engineering.
Small bits of fluff scattered around.
The maintenance-facing windows of areas like Genetics have been reinforced to their plasma variant.
Bits of additional maintenance loot in various areas.
The camera outside the upload has been changed to a normal one due to complaints about motion detecting.
The vault access now has a camera so the AI can actually see the turret controls (oops)
Vault now has to be initially accessed through the public hall normally with an extra airlock.
All on-station windows have been replaced with structure spawners for said windows.
The gateway has been moved to where the commissary currently sits due to becoming active in rounds again.
The commissary has been moved between tool storage and the vault, in front of the vault. the maintenance areas that once sat here have been renovated as excess storage rooms for the tool storage/commissary.
The upload and captain's office now has an extra layer of R-walls due to complaints about ease of break-in via space.
The AI core now has some basic frontal defense against ranged weapons as well as emergency blast doors to lock down around it's central cubby-hole. The tri-ai spawns are set up to be the same as the main AI spawn spot.
Added a couple extra EVAC directional signs since there was some apparent confusion about where it was.
Medical now has a couple roundstart wheelchairs because why not
Xenobio has been given an extra slime
Xenobio has been shifted around, removing the 2nd freezer and moving the slime consoles besides the rest of their equipment.
Non-station related changes:
Airlock Note Placer mapping helper. Allows mappers to easily place paper notes on airlocks, whether they be custom or pre-made from one of the subtypes.
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
Changes some stuff in mech code:
state renamed to construction_state
magic state numbers changed to defines
mechadefines moved into their own file as well as putting a MECHA in front of every single one to avoid conflicts (a define just called MELEE is a dumb idea)
tool interactions in attackby moved to tool_acts
Why It's Good For The Game
I still haven't given up on saving mech code.
About The Pull Request
Drone shells have been refactored to use mob spawners, and now show up in the ghost spawner menu. Seasonal hats were sacrificed in the process. The spawners are also anchored to prevent players moving them off the derelict.
The derelict drone flavor text and laws have been relaxed slightly, and made more clear as to whats allowed for derelict drones in particular. Effectively: drones are not allowed to leave KS13, the no interaction restriction has been limited to sentient beings, and interaction is now allowed while on KS13. Going to the main station for any reason is explicitly disallowed.
image
The derelict itself has gotten a slight overhaul to make fixing it slightly more feasible. There is a vault you can get into after setting up power which contains materials to help fix KS13. The amount of air mix has been greatly increased.
Why It's Good For The Game
The derelict has great potential for allowing players to learn about construction, as well as taking up the challenge of properly fixing the station. These changes makes that more realistically achievable without relying on random asteroid spawns close by that you werent really supposed to go harvest from.
Fixes#30379
Changelog
cl Skoglol & Naloac
tweak: Make Kosmicheskaya Stantsiya 13 great again! No I mean it, go do it. The derelict has gotten a slight overhaul, and it is now more feasible.
tweak: Derelict drones has had their laws laxed slightly while on the derelict. It should now be harder to be forced into breaking them.
refactor: Drone shells are now mob spawners and show up in the ghost spawner window.
/cl
About The Pull Request
Completely removes item_color and the clusterfuck of bad programming it caused.
In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed
In places where item_color was used as a dye color, it was converted to the new dye_color var
In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.
A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.
Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.
Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.
Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game
It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog
cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
* HEY RACISM GOT A SPRITE ACCESSORY FOR YA
* angel + dragonborn > givespeciesflight
* more review stuff
* last of the review stuff
* compile
* readds my fix
* Boolean numero uno
* Boolean numero dos
* Update bomb.dm
Added more variable explosion sizes for singletanks, one for >=1
* Update bomb.dm
* Update bomb.dm
* Shit uh, I think this needs to be fixed
Just edited some spaces
* Canned foods behave more like canned drinks
Have to be opened first, leave an empty can when finished. Don't say they've been bitten when examined.
* Fixes broken paths in maps
* Implements tralezab's feedback
Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds Kryson's unused can state sprites
* 150 hours
* it compiles guys
* PERF
* meta conflictor
* oldcabin
* Revert "meta conflictor"
This reverts commit 812343ca615e5b00711786be4413ce3301cfcc90.
* oldmeta
* TAKE 5000
* NAME THIS
Also redoes Multiver/Palletta
* FRICK U FIZ
* NERF PERF
* comment cringe
* Checks for restraints/incapacitated for ichiyuri
* URIKA
Removes Healing-Scaling of Ichiyuri, Nerfs Healing of Aiuri.
* organ
* please upvote this
* maps...
* Gives Instabitaluri a Brand Name
Oh wow it's synthflesh 😆
* Update cat2_medicine_reagents.dm
* what kinda characters is Krys using
About The Pull Request
It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
Shrunken things grow back after a couple seconds, might adjust this
Small things will not block vision and can be walked over (this includes walls)
Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
Preview video here
Why It's Good For The Game
It's really goddamn cool
Changelog
cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl
I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.