-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
- Committing SuperSayu's probable fix to access randomly being removed. I'll see if this fixes the bug over the next week before closing the issue.
- Added ion storm to the event system.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5692 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 1183
-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158
-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027
-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196
-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202
-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206
-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the broadcast function using a precreated human. The human would still be existing and a new one was created for every use of the broadcast. Garbage collecting it was almost impossible and deleting it everytime a broadcast is made would be laggy so I modified the broadcast code to not need a mob reference.
-Added some checks in the events.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5477 316c924e-a436-60f5-8080-3fe189b3f50e
Added Xmas and Xmas Eve holiday-features:
>If ALLOW_HOLIDAYS is in config.txt, random (harmless) wrapped presents will be placed under all xmas trees on z-level 1. :3
>Ian will start wearing a santahat
Added content for the end of the Mayan Calander.
Fixed the spelling of -invisible- pens
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5226 316c924e-a436-60f5-8080-3fe189b3f50e
Gave the high level symptoms their own preset diseases and added them to the virus crate, along with a bottle of mutagen.
Several disease fixes, such as disease stages going below 0. Diseases which spread by blood will longer spread when you touch someone (i.e: click on someone)
I also did some cleaning up with comments.
Made handheld radios broadcast if their messages aren't sent on the same level as they're on, meaning that turning off the relay to the station will not make it impossible to communicate with others with radios.
Made some events only effect people on the station Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5192 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed a bug where blood/vomit decals would be creating new viruses.
-Medical computer won't recognize advance diseases... for now.
-Used english_list when displaying symptoms.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5100 316c924e-a436-60f5-8080-3fe189b3f50e
-Made a proc which will select active candidates.
BALANCE STUFF
-Acid is less random.
-Humans being disarmed by Aliens is no longer a random duration, instead it is a constant 10, instead of the random 10 to 15.
-Facehugger throw range was reduced to 5.
-Laying eggs costs 75 plasma (from 50) and secreting resin costs 75 plasma (from 100).
-Reduced stun duration of Alien disarm to Cyborgs. From 10 to 7.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4949 316c924e-a436-60f5-8080-3fe189b3f50e
-Cameras won't shock you anymore, when cutting the power wire.
-Cultists cannot be gibbed by placing more runes that is allowed, instead it says no and to clear any unused runes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4926 316c924e-a436-60f5-8080-3fe189b3f50e
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=10501
-You can insert the Auth Disk by clicking on the nuclear bomb.
-Changed how aliens are selected. It will filter the list of possible candidates by checking for players who aren't inactive for more than a minute. If no possible candidates are found, it increases the filter by another minute. It does this 5 times before giving up.
-Alien embryos cannot have carriers and they are more likely to infect someone.
-The time it takes before a larva bursts is increased a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4897 316c924e-a436-60f5-8080-3fe189b3f50e
-Larva can now die, instead of staying in critical.
-Improved the prison break event.
-Added the cameranet to the list of debuggable controllers (I know it's not technically a controller but it seems like the best place to be).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4858 316c924e-a436-60f5-8080-3fe189b3f50e
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
-Made telecomms look symmetrical again.
-Added the telecommunication blackout event to the RNG. Admins can trigger it and they have an option to alert the crew.
-AI can now properly use their multitool. (forgot to uncomment)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4536 316c924e-a436-60f5-8080-3fe189b3f50e
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.
-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.
-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.
-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.
-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.
-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)
-Fixed an issue with the player being unable to remove frequencies from the filter.
-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.
-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.
-Fixed issue 831
-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
-Gave brains a proper gib() so they are actually gone
-Added a proc to the 'Secrets' panel, a variation of power the station that instead is MUCH faster and just powers all SMES, turns on output, and sets it to max (helpful for testing and it doesn't leave the server frozen for 60 seconds to process)
-Added maxHealth to mice, killer tomatos, and walking mushrooms (They started with 5 health but could be 'healed' up to 20)
-Made the updatehealth() actually usable outside of humans by making it use maxHealth instead of just '100'
-Fix for shield generator sprites not updating properly, caused by not all generators actually updating on powerloss, and adding an update_icon() where needed
Fixes Issue 751
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4393 316c924e-a436-60f5-8080-3fe189b3f50e
-Made all aliens use this when determining how much to recharge/heal.
-Deleted handle_enviroments which overshadow the base alien one.
-Made maxHealth actually do something. Every alien caste had their own updatehealth which did not use maxHealth, which was very stupid.
-Fixed an issue where a player could accidentally pick a breed of alien when typing. Larva will now have to use the evolve verb in order to evolve.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4353 316c924e-a436-60f5-8080-3fe189b3f50e
Minds part2 - Carn loses her mind.
The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).
Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.
mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?
Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.
A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.
Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.
TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.
NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues
Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*
There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
Notify me if any issues with them, or any simple_animal arise.
Fixed a few issues with space bears.
Slightly improved teleporter code, and did a few misc runtime fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4258 316c924e-a436-60f5-8080-3fe189b3f50e
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
-Reduced the announcement delay for several random events, especially since some of them would be resolved before centcom even detects it (eg. blob)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4165 316c924e-a436-60f5-8080-3fe189b3f50e
-Optimized the Grey Tide event.
-Added a world clock for observers.
-Late joiners can now see the number of jobs being taken up before choosing their job.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4149 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
-Added light flickering
-Ghosts can now make lights flicker a little bit with a minute cooldown. (People voted for it http://www.kamletos.si/tgdb/ingamepolls.php)
-PDAs are sorted correctly on the Message Monitor
-Added some light flickering to the following events: High levels of radiation, Grey Tide virus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4143 316c924e-a436-60f5-8080-3fe189b3f50e
Created defines for disabilities and sdisabilities bitflags. Thos areas of code really need attention. Why are there so many blind variables/flags D= disability bitflags are located in setup.dm
Handcuff overlays now update when beepsky/ed-209s cuff you.
Resolves issue 628. Took a stab at tidying up handle_regular_hud_updates() for humans. If it's all working perfectly as it appears to be I'll start doing the same for other mobs. Whomever started 'fixing' this and then just abandoned it with redundant and heavily-broken code should be ashamed :[ It was/is in a real sorry state.
Resolves issue 617. Shades can no longer be weakened (stunbatons etc).
Fixed an issue with one of the antag deaf-sting/rune/whatever-it-was-I-forget causing nearsightedness rather than deafness :P
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3985 316c924e-a436-60f5-8080-3fe189b3f50e
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns
-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there
-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things
-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon
R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation
LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC
added a few svn ignores, for thumbs.db and maps/backup
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed prison toilet disposals
-Reduced number of blast doors in prison wing, as it was overkill
-Fixes prison break event to also affect the prison wing
-Restores geneticists' supervisor text and headsets to include the RD
-HoP now starts with full access to his departments (all Supply and Civil)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3587 316c924e-a436-60f5-8080-3fe189b3f50e
I've added no content just the foundations. All it does is give the station a holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.
Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it for now (there's not much point as there's no content yet anyway). It's mainly for bugtesting.
Foundations are there to create holiday random events and round-start stuff so we can keep everything together. Check out code/game/gamemodes/events/holidays !
NOTE: This is intended for easter eggs! Little trinkets and such to make these days special. It IS NOT for spawning grief items and game-changing stuff. If you REALLY want to add stuff like that, please speak to the project heads. If it's used for spawning bullshit like poop or grief items I'll just remove my code. Thanks.
Happy Friday 13th :)
Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only happens for the person holding them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3450 316c924e-a436-60f5-8080-3fe189b3f50e
Adds deathsquad, ninja, and aliens to actually working tensioner options.
Fixes deathsquad radios
Disables the requirement on the deathsquad shuttle for the sent_stike_team var to have been set
Fixes the syndicate shuttle position on the map being a little too short. (It's never been used, has it?)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3276 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e
Game Admins and Game Masters can now toggle random events from happening during a round, it is also an option in the config file.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3017 316c924e-a436-60f5-8080-3fe189b3f50e
Unsimulated turfs can be climbed on once more.
Small blobs can use the blob to move around in space.
Jetpacks now have a toggle for the stabilization.
Jetpack fuel use has been reset to .01.
Moved most of the tanks over to a new folder and files so they are not all crammed into one.
The meteor event actually spawns more than one wave worth of meteors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2488 316c924e-a436-60f5-8080-3fe189b3f50e
They now function like landmines. They don't move, but you can pick them up and throw them at people.
Eggs now grow gradually and you can harvest a hugger from a grown egg.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2438 316c924e-a436-60f5-8080-3fe189b3f50e
Added a sprite for welded vents. (Original courtesy of Cheridan)
Added an overlay for connected canisters. (Thanks to ruarai)
Updated one of the AI statuses to be animated.
Fixed the original style hotkeys.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2409 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