Implements the geysers and pumps I originally added along with the first draft of plumbing.
Geysers
A geyser can be plungered with a reinforced plunger to activate. At wich point, it'll either produce clf3, hollow water, protozine or rarely wittel.
Pumps
Adds the liquid pump to the plumbing RCD. Place on an active geyser and wrench it to start pumping the geyser of its delicious juicess. I also changed it to not use power, because it would be awful drawing kilometer long wires along with the ducts.
Chems
Hollow water works basically like blood and mutage, where you can mix it with 1 unit of holy water for more holy water.
Protozine has a .2 healing, down from omnizine's .5. The healing is just kind of a side thing and not really what this chem was implemented for.
If it wasn't obvious, this allows chemists to industrialize strange reagent creation, with hollow water being able to create limitless holy water alongside protozine being a valid replacement for omnizine. Getting 2 geysers with those chems and on lavaland is quite the hassle, and you still need to get some holy water from the chaplain as kickstarter. I honestly think this is fine, and otherwise I could add a unique botany catalyst, so they don't become useless in the process.
Wittel
Adds wittel, wich is rare. Does nothing, but can be processed into two fun/regrettable chems.
Adds gravitum. Metabolizes very slowly. Drinking it makes you weightless, and spraying it makes that object temporarily weightless. Make 10u by mixing 1 wittel with 10 sorium
Adds metalgen. Created by mixing it with mutagen and bluespace powder. Must then be mixed with 40u of a powedered material and 1u of liquid dark matter.
The material used becomes imprinted on the chem. It can then be applied to anything, except mobs, to turn it into that material. Radiation is bad, and no you can't turn the nuke into plasma to blow it up.
The chem is difficult to get and use, but it can turn the escape shuttle into solid gold wich looks really cool. You could also turn it into plasma and vaporize everything. It can be used to, with some effort, duplicate materials.
🆑
add: Adds geysers to lavaland! They can be activated by using a reinforced plunger found in the medical vendor. They can be harvested by using a new plumbing device, magically powered liquid pumps!
add: Adds Hollow Water to geysers, wich can be combined with Holy Water as catalyst for more Holy Water
add: Adds Protozine to geyers, a very weak version of Omnizine. Can be used in Strange Reagent mixing
add: Adds Wittel, a very rare geyser chem. Can be processed into gravitum, wich removes gravity. Can also be processed into metalgen, wich has a strange tendency to transform objects into the imprinted material.
/🆑
Why:
This is what I originally wanted to do. The idea was to have a lot more chems, but I can't focus on one thing for that long. Hopefully this'll empower the bored chemist and make the rounds just that more interesting. Hopefully this'll spark the creation of some other geyser chems aswell.
That and makes shaft miners not the only ones hunting on lavaland.
Drops byond hub support and adds score and top 50 browsers.
Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please.
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
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
* 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