* So pity us poor sailors, wherever we roam. For there's no guarantee that we'll ever come home
* All the engines were dead, and the life systems shot
* Should take care of borg cameras
* Fixes the issue with singulos and cameras, also fixes atmos and power alarts to be as performant as the fire alert
code also tested again
* rename area var to myarea to distinguish it from the type, fixes fire alarms and singulos
* Remove unnecessary iteration (webedit, test later)
* hey it's been a week, time to Remove Secborg
https://tgstation13.org/phpBB/viewtopic.php?f=7&t=13970
hey look at that, borg laws vs humans with a focus on the borg being security and able to remove players from a round that way
https://tgstation13.org/phpBB/viewtopic.php?f=33&t=13886
hey look at that 4 pages of people explaining why secborgs were garbage tier and awful
@korphaeron
module left in as per your request but the config and shit was removed with the option to pick them also removed
* Update game_options.dm
* Update game_options.txt
* noisy
* Adds sounds to modular computers
* Adds range modifier var to sound loops
* finetunes computer sound range
* maybe fixes stuff
* changes some of the sound lengths
* borgs and some small changes
* sanity
* gravgen makes noise too
(reverted from commit ea523084c2)
* Cryo rebalance
* performance, generic overlay
* No more space change
* oops i used commas instead of dots
* Update cryo.dm
* fukkin github
* Update cryo.dm
* Updates all the maps to match the new disposal typepaths
* Removes hacks for supporting old maps from disposals code
* Updates the main maps again, fucking conflicts
* More pipes updated, integrated another disposals fix PR
🆑 ninjanomnom
add: You can now select a nearby area to expand when using a blueprint instead of making a new area.
add: New shuttle areas can be created using blueprints. This is currently not useful but will be used later for shuttle construction.
tweak: Blueprints can modify existing areas on station.
admin: Blueprint functionality has been added to the debug tab as a verb.
/🆑
Additionally the code for getting all turfs in a contained space has been refactored for some pretty good performance improvements.
Old proc: Self CPU 8.816, Total CPU: 10.009, Real Time: 10.009, Calls: 5000
New proc: Self CPU 4.174, Total CPU: 9.000, Real Time: 9.001, Calls: 5000
They've been moved into a area helpers file.
How does this work:
Station receives a communication extorting current cargo point, if they answer yes the points are just gone and nothing of interest happens.
If station refuses to pay or is silent for 3 minutes, pirate shuttle spawns somewhere in space.
There's an internal GPS onboard so crew will always be able to follow the shuttle.
Crew of 3, moderately armed. (Balance pending)
Shuttle engines have 3 minute cooldown between jumps.
Special shuttle equipment will block cargo and emergency shuttles from leaving and slowly steal the points.
While I was messing with vitamins and nutrients, I decided to touch up on deep fryers as a separate project. A demo of sounds can be found here, using the looping sound framework added recently. Also, sound quality in the video is kind of terrible; it sounds much nicer in-game.
Fryers themselves now use the cooking oil reagent, which is new and can be obtained by grinding soybeans (for vegetable oil) or meat (for oil derived from fats.) This does include synthmeat, which you can also use for meat anyway! By default it takes about 1.2 units of oil to fry one object.
Also adds oil_use and fry_speed vars that determine how well the fryer does its job. These values start at ~0.04 and 1 respectively, and can be brought to 0.01 and 4 with max-tier parts (each fryer uses one micro laser.)
Cooking oil itself can be heated to 450 K to bring out its latent frying powers. When splashed on object, it will fry them instantly (albeit inefficiently)... and can also fry humans and other creatures rather painfully.
* noisy
* Adds sounds to modular computers
* Adds range modifier var to sound loops
* finetunes computer sound range
* maybe fixes stuff
* changes some of the sound lengths
* borgs and some small changes
* sanity
* gravgen makes noise too
* Moves a base uid from machienry to a bunch of children as it was literally setting a var that most machines never used. This is probably a good candidate for a component replacement.
* Just checking something
* Does this fix the compiling not working properly?
* And this?
* What is going wrong ugh!
* params["target"] instead of params["set"] bug was there before I even touched it but my compiling of TGUI caused it or something?
* Slight tidying up for what Cyberboss and Antur likes.
* Fixes the things that I was asked to fix
* Disposal pipes and pipe dispensers refactor
* Disposal pipes refactor, phase 2: Reviewing Intensifies
* More code review edits
* Changes hasmob check loop
* There was a point when we should have stopped, and we have clearly passed it.
* Overlay per-type cost logging.
Overlays will now log how long each type took to process.
Changed up how overlays was done to account for the fact its a queue and not a processor. (it was using almost none of the processing subsystem framework)
Made the overlay loop faster by making it not cut the list until the end.
Added a simple generic benchmark stat tracking system.
I don't know how much overhead this adds to overlays. i may put it behind testing or something, but i do want to test this on the serbers to get some stats.
* Removes flush() as it was creating race conditions
* Use ref
* text2file
* Atoms added as an overlay will have their pending overlays compiled before being converted to an appearance
* Adds pluoxium formation, makes fusion radioactive and nerfs it, makes noblium cost more energy.
* Review response.
* tanks now melt above 1 Million degrees Kelvin.