* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
* Initial stage
* final changes?
* Tweaks
* removed bad variables
* Fixed more bad vars
* is this map merged?
* spelling fix
* spelling fix
Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>
* Map fix?
* now this is map merger
* Fixed summoning edge cases
* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic
* Added better handling of stored mob summoning
* Removed redundant code.
* Made the jukebox actually accessible
* Tweaked it so that no maps would need to be loaded on Init
* comment commit
* No src
* Fixed spelling and getting trapped in rocks
* Fixed spawned-in hotel checks
* Blacklisted hotel are from blueprints and migrated storage handling from door to area.
* Prevents observing mobs (ghosts, camera entities) from getting stored.
* Condensed an if statement
* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.
* Fixed wrong user getting prompted when hotel was used on someone else.
* Added peepholes to hotel doors that can be used via AltClick.
* For the grammar lovers.
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:
Chemistry related changes:
* Made the testing chamber airlock heatproof and added scrubbers/vents to
restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
for strange reagent/life reactions. If syndies are clinically bored, they can
use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
experiment with more chemicals and gives miners an incentive to come inside.
Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
let players build more machinery and beakers for grenades.
Other changes:
* I added a cabinet with syndicate documents to the vault - this is valid for a
10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
gases quickly.
* Sets notransform on the mob and makes few more things respect it.
* Makes if location contains any indestructible walls. (I need to switch these
to flag instead of path checking)
* Adds it to smite.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Meme removal
* unneeded check with non-shuttles not being in the typecache
* Disallows space Z transit into shuttles/inside walls and rock
* Revert 'remove navigation consoles on wardec'
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
🆑 coiax
add: Nanotrasen Security Division has reported that syndicate comms agents,
both on lavaland and in space, have had training in "Codespeak", a top
secret language for stealthy communication.
/🆑
Why? So they can secret talk with traitors that actually buy Codespeak
books.
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Tweaks space syndie listening post and lava syndie base.
* Replaces sleeper with medicine locker.
* Gives the syndicate fighter pods and the drop ship the ability to dock at the listening post.
* whoops blacklist
* Removes syndicate access requirements on pirate bridge blast door button.
* Places the airlocks above the firelocks on listening and caravan.
* this kills the dirty vars
* the skill that cuts the DIR and LISTENING vars
In addition, makes chasm handling a component, so it could be reused for
chasm-likes which are not quite chasms.
Also fixes a couple of bugs relating to building on top of chasms
occasionally erasing the chasm.
* Initial commit
* Time is a circus
* Send in the clowns
* i broke something
* Revert "i broke something"
This reverts commit 5a29c40d131b39effe9ebcb6c8c1883693baf07f.
* I think it works?
* cleanup
* define reminders
* Fixes tendrils and such
* sentience_act now moves the mob to AI_OFF state