Commit Graph

134 Commits

Author SHA1 Message Date
tralezab
16c87a0aad tramprocess only fires on maps with trams (#58940) 2021-05-08 16:16:09 -07:00
Thalpy
0500771072 [Ready] Fermichem part 2.3 Adds a new reagent: Eigenstasium (#56918)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-26 19:56:04 -07:00
MMMiracles
5f3e12178e Tramstation: choo choo MORE MAP COMIN' THROUH (#56509)
* cool map bro!

* security

* perma

* secfull

* secman

* medstart

* engine2

* atmos start

* barrrr

* bar2

* bar3

* civil

* lower

* barrrr

* barrrrrr

* start

* cargo

* sci

* j

* servicedecal

* civildecal2

* service decal2

* service decal 3

* service decal 4

* pip

* decal4

* decal8

* arse!

* arrivals

* arrivals 2

* ai

* aifix

* vault+techstorage

* medbay

* bridge 1

* sec 3

* sectest

* squish squish

* securitywork

* secmore

* config setup

* tram

* cargo work

* escape

* disposalfuck

* i hate pipes

* disposalsfull

* SEC

* grav

* bads

* researchwip

* caw

* hguhwhuh??

* apc+air_alarm

* engie

* sm

* stttt

* aisat

* areas

* camera wip

* camera 2

* secam

* shuttle shit or something idk

* aaaa

* path nodes + waypoint navs

* almost there

* pull

* unnecessary file

* standardize

* tram choo choo!!!

* tgm

* testmerge feedback fixes

* map work

* test

* test2

* i hate

* THERE

* trams without pulling upstream like an idiot (#3)

TRAM

* fast tram fast TRAM

* fuck turfs

* tram collisions, tram cooldowns (#4)

lol

* ass

* tram but real

* forgot the ,

* code improvements, fixes, and tram call buttons (#5)

* unnecessary check gone, nulls now scrubbed (#6)

* fancy tram

* feedback changes

* AT fix

* feedback changes

* incin+engine atmos wooo!

* missing grav gen cable

* more feedback changes + diagonal shuttle wall

* bottom floor explodes into airless asteroid instead of space now

* even more feedback changes

* area change

* update to iron sheets

* ore smelter wrong dirs

* path changes agagagagaga

* no more fabs

* atmos fixes + more general fixes

* Creates SStramprocess and Makes Movement Use That Instead of Timers (#7)

* makes SStramprocess a child of SSprocess and makes tram obj use it

* gets rid of continue_movement() in favor of SStramprocess

* remove fake tram

* tgm baby

* maintenance update + chode tram

* hopefully makes the tram choke the server out less (#9)

tries to put brakes on the tram

* bad id console

* more maint stuff

* Big bundle of fixes and additions for trams (#10)

* BANG TING OW

* fixes docs, makes everyone always take damage, fixes bump text and span

* control prevention... maybe?

* combat mode no longer triggers trams

* tram conflicts + tram console

* medical changes + tram lift console

* bot pathing in tunnels

* tram whiteship + bad area string fix

* -station fixes
-tram monorail
-tram monorail grinding + achievement

* trail these noots

* rail

* yee

* diner bots + xeno changes

* Tram TGUI FINALLY (#11)

* bflehgfwblilbrga

* Update TramControl.js

* --fix, --lint

* more ui

* brokendimmer now doesn't try to load content, static data updates, MORE sanity.

* finishing off tram sprites

* cleaning up dmis

* Portal Improv

* re-removes icons

* relay moved, map fix

* fixed? (#12)

* rd machines

* relay moved, upload moved to sci, service lathe access, typo

* maint stuff

* tgm

* medical overhaul, more maint junk

* comments out achievements for testing

* space hole + spare

* actual tram blender fix according to known blender method

* tgm

* trail these

* removes depreciated tram content + accidental changes during pulling

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-03-11 18:43:57 +01:00
Thalpy
5bfab4a84b Fermichem 2.4 - C2 medicine recipe adaptations and atunements to the new mechanics (#57104)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-27 14:10:53 -08:00
Qustinnus
cc46f7cd5e Adds new station traits that give deathrattle implants (#57174)
Add a family of related station traits to the pool. One set provides
deathrattle implants for a randomly chosen department, such as Service
or Command.

The other provides deathrattle implants to the entire station in a
single group.

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-26 17:02:41 +00:00
Qustinnus
bb8faec7a1 Adds a subsystem for ai movement (#57111)
* done

* straight walk

* movement

* yep

* removes unused macro

* done

* Update ai_movement.dm
2021-02-23 22:29:32 +01:00
Thalpy
864d6ca09b Fermichem part 2.1: Adds a reaction/reagent lookup GUI! (#56868)
Adds a new GUI that can be opened from the chem dispenser that will let you look up all reactions and reagents presently in the game (except secret recipes).

For the colours:
purple - clicking this will give you a recipe
blue - clicking this will give you a reagent
green - clicking this will turn it off (or it's also green if the reagent is present in the associated beaker the UI is linked to)
red - clicking this will turn it on

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-02-19 20:41:59 +02:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Thalpy
56f7ac0c0a Reaction rates, pH, purity and more! Brings a heavily improved, less explosive and optimised fermichem to tg. (#56019)
Brings a heavily improved, rewritten, and optimised fermichem to tg. I saw that tg seemed receptive to it, so I thought I’d do it myself. If you know of fermichem – there’s a lot changed and improved, so looking at other documents regarding it will not be accurate.

Revamps the main chemistry reaction handler to allow for over time reactions instead of instant reactions. This revamp allows for simultaneous reactions, exo/endothermic reactions and pH consuming/producing behaviours. Most of the reactions in game will now inherit an easy one size fits all reaction.

Temperature mechanics

    Temperature affects reaction rate
    The higher it is, the faster it is, but be careful, as chem reactions will perform special functions when overheated (presently it DOESN’T explode)
    Temperature will increase or decrease depending on the exo/endothermic nature of the reaction

pH mechanics

    Each reaction requires the pH of a beaker to be within a certain range.
    If you are outside of the optimal, you'll incur impurity, which has a negative effect on the resultant chem
    pH of a beaker will change during a reaction
    Reacting Impure chem effects can vary from chem to chem, but for default will reduce the purity of other reagents in the beaker
    Consuming an impure chem will either cause liver or tox damage dependant on how impure it is as well as reducing consumed volume
    Purity can (presently) only be seen with a chemical analyser
    Impure chems can purposely be made by making the reagent with a low, but not explosive, purity.
    A chem made under the PurityMin will convert into the reagent’s failed chem in the beaker.

Optional catalysts

    Reactions can use an optional catalyst to influence the reaction - at the more framework exists from tmeprature, reaction rate and pH changes as a result of a catalyst. Catalysts can be set to only work on a specific reagent subtype. It is preferable to those building upon this code that optional catalysts only affect a subsection of reagents.
    Presently the only catalyst that uses this is Palladium synthate catalyst - a catalyst that increases the reaction speed of medicines.

Reaction agents

    These are reagents that will consume themselves when added to a beaker - even a full one, and apply effects to the total solution. One example being Tempomyocin which will speed up a reaction, or the buffer reagents which change the pH.

Competitive reactions

These reactions will go towards a certain product depending on the conditions of the holder. The example one given is a little tricky and requires a lot of temperature to push it towards one end.
New and charged reactions

(see the wiki for details)

Acidic /basic buffer - These reagents will adjust the pH of a beaker/solution when added to one. If the beaker is empty it will fill it instead.

Tempomyocin - This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. IIt caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.

Purit tester - this will fizzle if the solution it is added to has an inverse purity reagent present.

A few other reactions have been tweaked to make sure they work too. An example being meth - see the wikipage linked above.
A note on all reactions

    The one size fits all reaction for all chems generally won’t create impure chems – it is very forgiving. The only thing to remember is to avoid heating reactions over 900 or you’ll reduce your yield, and try to keep your pH between 5 -9.

This PR doesn’t have specific example chems included (except for the buffers) – they will be atomised out and they use the mechanics in more depth
A note on plumbing

I reached out to Time Green and we worked together to make sure plumbing was fine. Time Green did some of his own tests too, and surprisingly it doesn't look like much needs to be changed.
2021-02-11 17:09:07 -03:00
Qustinnus
2c71202bdb Makes station traits less common (#56726)
The chance for station traits overall has been reduced, while the
weight of some traits have been changed.
2021-02-08 09:59:00 +00:00
Qustinnus
95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

    Lucky winner - Free pizza and beer every 6-12 minutes
    Galactic Grant - Larger starting funds for cargo
    Premium internals boxes - emergency box has flare + radio as bonus
    Bountiful bounties - Bounties pay 20% more
    Strong supply lines - Imports 20% cheaper
    Filled maint - More loot in maint
    Fast shuttle - Cargo shuttle is faster
    Free scarves - Free scarfs if a slot is free

Neutral:

    Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
    Unnatural atmosphere - Lava planet can get more restricted gasses
    Unique AI - Random lawset at roundstart for AI
    Ian adventure - Ian teleports to a random spot on the station
    Glitched PDAs - PDA's have a different beep
    Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom

Negative:

    Carp infestation - Carp event is more common and can start earlier
    Weak supply lines - Imports 20% more expensive
    Blackout - Station lights are partially broken around the station
    Empty maint - Less loot in maint
    Overflow bureacracy mistake - Random overflow job (From a vetted list)
    Late Arrivals - Everyone starts in arrivals
    Random spawns - Random spawn location (by drop pod)
    Slow shuttle - Cargo shuttle is slower

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00
RaveRadbury
2a910f2f99 Adds Extrovert and Introvert Quirks (#56490)
Adds Extrovert and Introvert quirks. Removes the free bar moodlet, gives it to extroverts, makes a corresponding library moodlet for introverts. Introvert and Extrovert are blacklisted and therefore mutually exclusive.

Seems a bit thin, could we do x?
Yeah sure, and I'd appreciate feedback on where you'd like to see these quirks go. I want to start basic with "where do they spend their free time?" Rather than trying to do something big like moodlets for speaking a lot/little, especially because that seems a bit unbalanced and we already have a quirk that penalizes speech. I'm also looking to avoid unrealistic stereotypes, speech penalties to introverts are kind of unreasonable, introverts aren't inherently bad at talking, they just like alone time.

Why make it free?
I'm taking away a pre-existing moodlet that was free for everyone, also positive quirks are capped at 6 and I see this quirk as being essential to character building so I would prefer not to make someone pick between giving any sort of depth to their character and their powergaming loadout.

Having players define their character as introverted or extroverted and reinforcing the decision through gameplay mechanics is a great way to get them thinking about their character beyond an avatar to make other spacemen horizontal with. I'd argue that it is as foundational as decisions like gender, species, and age.
This opens up the library as a social space, as the two people who take introvert might occasionally run into each other when they are recovering mood and sanity there.
2021-01-30 21:28:12 -03:00
LemonInTheDark
319d7079c3 Revert "Finishes the allocation refactor (#55965)" (#56137)
This reverts commit 87234f3fd8.
2021-01-13 01:17:59 +00:00
TiviPlus
87234f3fd8 Finishes the allocation refactor (#55965)
#53841 continuation
I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM)
A variation of this is TMed on TGMC and it works fine
2021-01-11 15:42:00 -03:00
TemporalOroboros
c7ab3a8907 Fixes NTNet logging runtime (#55892)
SSnetworks can log when it's passed a text network ID.
2021-01-03 22:52:44 -08:00
WarlockD
56345975ba The Great Radio Rework: NTNET Part 1 of many. (#54462)
Machinery networking refactor.
2020-12-30 21:54:34 +01:00
MrMelbert
32c267d5b0 Adds a minor negative quirk: Bad Touch (for the anti-huggers) (#55334)
About The Pull Request

Adds a minor negative quirk, Bad Touch. This quirk gives you negative moodlets from hugs instead of positive ones, as well as negative moodlets from headpats and passive grabs.
Why It's Good For The Game

The quirk catalogue is still quite short and could use some more to fill it out. So here's a minor quirk that could be really fun or interesting to play with, especially if you also take unstable and/or hypersensitive, given how common hugs are in station life. Someone suggested it to me so I thought why not.
Changelog

🆑 Melbert
add: New negative quirk: 'Bad Touch'. With it, you gain a negative moodlet from being hugged instead of a positive one, and you gain a negative moodlet from headpats and grabs.
fix: blind people can now feel headpats
/🆑
2020-12-29 14:59:14 +13:00
Qustinnus
12c1464bc3 [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
2020-12-13 13:19:54 +01:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Donkie
53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
TemporalOroboros
111676c9b7 Acid Component (#53273)
Makes acid levels a component.
    Merges the acid effect object into the component.
    Reworks acids decay rates slightly.
    Rebalances xenos acid spit so that they can still melt through walls.

Misc. associated changes:

    Adds defines for a lot of the acid associated constants.
    Documents clean types and adds CLEAN_TYPE_ACID
    Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
    Adds a looping sound for acid.
    Makes /atom/proc/acid_act return a boolean.
    Fixes waterclosets creating a new reagent holder datum every time they are used.
    Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
    Adds and implements a couple reagent signals.
    Renames a few vars so Rohesie can stop telling me to rename more vars.
2020-09-05 16:18:55 -03:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
Couls
e7f99e3b8b Browser Status Panel (#53112) 2020-08-27 15:28:03 -07:00
floyd
9b4a488216 no food stuff 2020-08-20 23:36:18 +03:00
silicons
16eb86ddcf Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR (#51459)
Instruments and sound channels refactor.
2020-08-15 10:39:46 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Qustinnus
3803d6a817 Adds hardcore random mode: Earn your way onto a score-board with difficult random characters (#50606)
* start

* done

* done

* gold wheelchair

* mats

* icons

* Update code/datums/achievements/hardcore_random.dm

Co-Authored-By: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes

* Update code/controllers/subsystem/processing/quirks.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* proc

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* playtime stuff

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/_quirk.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/negative.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* fixes

* done

* fix

* removes u

* Update code/modules/client/preferences_savefile.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* overlay

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* less braindead code

* woops

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/controllers/subsystem/ticker.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* done

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-10 12:16:01 -03:00
Rohesie
7bef84f009 Mass-replacement of stat to machine_stat (#48758)
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
2020-01-24 12:37:17 +13:00
MrPerson
f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00
cacogen
90fe68763d Less wayfinder pinpointers from dispenser 2020-01-17 12:28:01 +13:00
ExcessiveUseOfCobblestone
fe40dfea6e b 2020-01-09 22:29:50 -05:00
cacogen
3418be2e16 kriskog changes 2020-01-05 16:43:47 +13:00
spookydonut
2591ce17a6 Travis EOF newline detection v3 (#47539)
* scream

* aaa

* aaa

* new one
2019-11-04 19:16:50 -08:00
RaveRadbury
daf3db97de [READY] Social Service Mood Boosts Part 1: Clown and Mime Fan quirks (#47254)
* Adds mutually exclusive Clown and Mime Fan traits based off of Spiritual quirk

* Adds positive moodlets for sitting in rooms, adds pins and moodlets for pins

Need to figure out why the progress bar for being buckled doesn't show up.

* I forgot that Spiritual is 1 point.

* Reverts examining for mood boost and room mood boost events
2019-11-02 19:34:00 -04:00
XDTM
d2f5e75c89 Adds research-boosting programs for nanites (#47098)
* Adds the parallel computing nanite program

* Distributed Computing, Neural Network

* b l o c k c h a i n

* adjustments

* Removes bitcoin
2019-10-30 01:39:11 -07:00
nemvar
a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
Time-Green
ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
Garen Crownguard
534a9140aa merge 2019-07-05 17:59:38 -05:00
AnturK
d8b023774e Quirk preferences fixes (#44823)
Removes the useless split by value lists. Updates savefile after
removing invalid quirks. I'd prefer usual savefile validation but quirk
lists are built pretty late. Other solution would be hooking all prefs
to after quirk SS initializes, this seems less intrusive if ugly but
I'm open to alternative suggestions.
2019-06-29 20:07:21 -07:00
Garen Crownguard
4b2fc4cc05 Removes Hygiene 2019-06-04 06:25:51 -05:00
AnturK
fa6a01fe04 Add admin quirk command, fix and unify quirk helpers (#43553)
This whole quirk thing is painful to read and needs a full refactor.
2019-04-09 17:16:15 -07:00
Tad Hardesty
687f3c97c3 Fix being sent back to lobby not allowing changing quirks (#43319) 2019-03-28 14:49:44 -04:00
Qustinnus
0de28b726a [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (#41986)
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
2019-01-02 01:04:51 +13:00
Mickyan
e6de5b36eb Adds the Hypersensitive and Light Drinker quirks (#41984)
* newquirks

* revert

* hypersensitive/light drinker

* this is a commit

* may as well

* increments + fix

* i never liked math anyway

* I really dont like math
2018-12-18 15:03:57 -05:00
XDTM
fe4c77b4cb Vegetarian Quirk (#41800)
cl XDTM
add: Added the Vegetarian quirk, which costs 0 points and makes you dislike meat.
/cl

Because why not? Also, it could give a reason for the chef to prepare vegetarian dishes instead of the usual stuff.
2018-12-09 23:19:59 +13:00
Jack Edge
64e0cfd4e9 Traits are now sorted by positive,negative,neutral and then by name 2018-12-02 23:51:41 +00:00
Mickyan
f4a62d1780 Blacklists some incompatible quirks (#41669)
cl Mickyan
fix: Certain incompatible quirks can no longer be taken together
/cl

Fixes #37669
2018-11-27 14:32:44 +13:00
Shdorsh
9343d9e70a [READY]Removal of circuits (#41108)
* Delete integrated_circuit.dm

* Delete integrated_electronics.dm

* Delete pins.dm

* Delete wirer.dm

* Delete helpers.dm

* Delete printer.dm

* Delete analyzer.dm

* Delete debugger.dm

* Delete detailer.dm

* Delete assemblies.dm

* Delete saved_circuits.dm

* Delete boolean_pin.dm

* Delete char_pin.dm

* Delete color_pin.dm

* Delete dir_pin.dm

* Delete index_pin.dm

* Delete list_pin.dm

* Delete number_pin.dm

* Delete ref_pin.dm

* Delete selfref_pin.dm

* Delete string_pin.dm

* Delete passive.dm

* Delete power.dm

* Delete access.dm

* Delete arithmetic.dm

* Delete converters.dm

* Delete data_transfer.dm

* Delete input.dm

* Delete lists.dm

* Delete logic.dm

* Delete manipulation.dm

* Delete memory.dm

* Delete output.dm

* Delete power.dm

* Delete reagents.dm

* Delete smart.dm

* Delete text.dm

* Delete time.dm

* Delete trig.dm

* Update tgstation.dme

* Update multitool.dm

* Delete circuit.dm

* Update tgstation.dme

* Update netdata.dm

* Update ntnet_interface.dm

* stuff

* Update packs.dm

* Update electronics_designs.dm

* Update electronics_designs.dm

* Update multitool.dm

* Update cavity_implant.dm

* Update cards_ids.dm

* Update walls.dm

* Update hostile.dm

* Update all_nodes.dm

* removes circuits from maps

* Revert "removes circuits from maps"

This reverts commit 14daf7770220a8a1d7a8fa497c92d9c866939160.

* Removes circuits lab from all maps

* removes circuits lab from lavaland syndicate base

* fixes space tiles under windows on meta

* Deltastation fixes

* Update multitool.dm

* Update flavor_misc.dm

* Replaces Box circuits with nanites
2018-10-31 15:17:04 -04:00
Militaires
970964ccab [READY] THE LONG AWAITED BLINDNESS QUIRK PR (#41130)
* THE LONG AWAITED BLINDNESS QUIRK PR

* quirk blacklist system

* done

* im dumb

* im rarted

rarted
2018-10-27 15:13:49 -04:00
Francesco
40d2a68f56 Make a lot of subsystems' Initialize return ..() (#39955)
Subsystem Initialize has a return value, this makes all the subsystems actually
return it, too.
2018-08-31 19:01:46 -07:00