This PR moves the in-game Newscaster over to TGUI, which is one the most bothersome html to tgui projects on the codebase being that it's gone untouched for like... over 4 years now after the introduction of tgui. Newscasters are widely used in-game by players wanting to be deranged whistleblowers, noir detectives, and journalists. They're flavorful, fun, and we still use an html window to make them run so it looks like it's from 2003.
Main Takeaways For Mappers:
Use monitored pathed atmos devices very carefully. Also dont put atmos_sensors willy nilly. They are used to hook to atmos control monitors.
We want to keep at most one device broadcasting for each of the atmos sensor, inlets, and outlets. Run the mapping verb Check Atmos Chamber Devices to be sure, though this might not catch everything.
Some of the warning are pretty harmless. For example if you have reconnected the "station atmos monitor" and you get no listener for distro/waste loop warning, it's safe to ignore.
I don't know what the maptainer policy is on making new subtypes for offstation content, but if you do please branch off the general ones instead of the specific gas ones. If you aren't making a new subtype, varedit the general ones too.
About The Pull Request:
Need Would prefer this to be merged before #65271 (In game atmos guide).
Not strictly necessary, just makes me sleep better knowing the handbook wont die alongside the rest of the UI.
Fixes#36668 (Atmos Monitoring Consoles don't update it's sensors to the new tank after reconnect())
Fixes#32122 (Mix console fucked after reconnecting it)
Also made the distro meter thing broadcast more info instead of just the pressure, because I'm sure nobody would care and it would make my life easier.
A small high-level overview in case this breaks again in the future:
A signal datum (not DCS) is sent by the atmospheric devices (injectors and vents) and will be received by the atmos computers. The data is then stored at the monitor object and then passed to the UI. This initial signal is sent by `broadcast_signal()`, called by `atmos_init()`.
New sensors/vents (if you can actually get them in game, still only adminspawn/wrenchables afaik) will also initiate the conversation if atmos_init() is called, so it works fine. This means you need to unwrench and re-wrench the devices if you adminspawn them though, ugh.
In case of a newly built computer, it needs to be the one that prompt the data to the devices, so we send a request signal. This is a bit inefficient since it doesnt work off of callbacks and assocs like DCS, but won't really matter since we're doing this rarely.
We only talk with the injectors and vents when necessary here, while sensors and meters keep beeping with every process_atmos() tick so they rarely break.
Why It's Good For The Game:
Messy code gone (debatable).
Refactored the atmos control console devices. The ones that hook to the big turf chambers.
Distro meter now broadcast the whole gasmix info instead of just pressure to the monitors.
Lavaland syndie's atmos chamber vents are now actually configurable. Moved a few things around to accomodate this.
Lavalannd syndie chambers hooked to distro and moved distro pipe to layer2
atmos monitors can detect reactions now.
Some minor code changes to how anomaly refinery and implosion compressor show the gas info. No changes expected, report if bug.
recoded checks for atmos chamber abnormalities in debug verbs.
About The Pull Request
Alternative to #65354
Ok so like, there was a lot of not floor types on /floor. They didn't actually want any of their parent type's functionality, except maybe reacting to breaking (which was easy to move down) and some other minor stuff.
Part of what we don't want them to have is "plateable" logic.
I should not be able to put floor tiles on the snow and be fine. It's dumb.
Instead, I've moved all non floor types down to a new type, called /misc.
It holds very little logic. Mostly allowing pipes and wires and preventing blob stuff.
It also supports lattice based construction, which is one of the major changes here. I think it makes more sense, and it fixes an assumption in shuttle code that assumed you couldn't place "a new tile" by just hitting some snow with a floor tile.
Oh and lattices don't smooth with asteroid tiles anymore, this looks nicer I think.
Moving on to commits, and minor changes
Changes clf3 to try and burn any turfs it's exposed to, instead of just floors
Moves break_tile down to the turf definition, alongside burn_tile
If you're in basic buildmode and click on anything that's not handled in a targeted way, you just build plating
FUNCTION CHANGE: you can't use cult pylons to convert misc tiles over anymore
Generalizes building floors on top of something into two helper procs on /turf/open, reducing copypasta
Adds a new turf flag, IS_SOLID, that describes if a turf is tangible or not.
Uses this alongside a carpet and open check to replace plating and floor checks in carpet code. This does mean that non iron tiles can be carpeted, but I think that's fine
Moves the /floor update_icon -> update_visuals call to /open
This change is horrificly old, dating back to 8e112f6 but that commit describes nothing about why it was done. Choosing to believe it was a newfriend mistake. Uncomfortable nuking it though, because of just how old it is. Moving down instead
Create a buildable "misc" type off open, moves /dirt onto it
Basically, we want a type we can use to make something support
construction, since that can be a messy bit of logic. Also enough
structure to set things up sanely.
I'm planning on moving most misc turfs onto it, if only because
constructing on a dirt tile with rods should be possible, and the same
applies to most things
Murders captain planet, disentangles /turf/open/floor/grass/snow/basalt
Adds a diggable component that applies the behavior of "digging"
something out from a turf.
Uses it to free the above pain typepath into something a bit more
sensible
The typepaths that aren't actually used by floor tiles are moved onto
/misc
The others are given names that better describe them, and kept in
fancy_floor
Oh and snowshoes don't work on basalt anymore, sorry
Snowed over platings now actually have broken/burned icon states, fixing black holes to nowhere
Misc turfs no longer smooth as floors, so lattices will ignore them
Placing a lattice will no longer scrape the tile it's on
Ok this is a really old one.
I believe this logic is a holdover from kor's baseturf pr
(97990c9)
It used to be that turfs didn't have a concept of "beneath" and instead
just decided what should be under them by induction. This logic of "if
it's being latticed scapeaway to space" made sense then, but has since
been somewhat distorted
We do want to scape away on lattice spawn sometimes, mostly when we're
being destroyed, but not always. We especially don't want to scape away
if someone is just placing a rod, that's dumb.
Adds a path updating script for this change
I've done my best to find all the errors this repathing will pull out, but I may have missed some. I'm sorry.
Why It's Good For The Game
Very old code made better, more consistent turfs for lavaland and icebox, better visuals, minor fix to snowed plating, demon banishment in lattice placement, fixes the icebox mining shuttle not being repairable
Changelog
cl
add: Rather then being tileable with just floor tiles, lavaland turfs, asteroid and snow (among other things) now support lattice -> floor tile construction
fix: Because of the above, you can now properly fix the icebox mining shuttle
refactor: Non floor turfs are no longer typed as floor. This may break things, please yell at me if it does
/cl
dragomagol
Member
dragomagol commented 2 days ago
About The Pull Request
This removes the href logs from silicon logging.
Why It's Good For The Game
Current silicon law change logs in silicon.log are really really long. Like excessively long. It makes the logs necessarily difficult to read.
Changelog
cl
admin: Silicon law logs are shorter and easier to read
/cl
About The Pull Request
Removes Dynamic Hair Suffixes + Included files
Why It's Good For The Game
Facial hair suffixes went unused, @Twaticus and the spriting team are planning something new for hair that is not going to use this horribly underused and just kinda like, bad system
Changelog
not player facing
* Refactors tcg code a bit. Adds support for "keywords"
Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}
I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki
* New keywords, applies the old ones to the second card set
* Adds support for embedding react components in tgui chat
This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.
Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.
Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.
I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.
* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen
* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool
* Adds italitcs to the tooltips, moves the span stuff to a macro
* tGUI -> tgui, thank fikou
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Style suggestions
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes unneeded key from the components list
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes needless span
* Actually adds the tooltip, oops
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Holographic pay stands are created by right-clicking your ID outside of your active hand. The game doesn't tell you how to do it and it can be difficult to figure out because when it doesn't work in your active hand you move onto trying a different button.
Pay stands are supposed to disappear when the ID that created them moves further than four tiles away, but in cases where the ID is stored in something like a PDA before moving away or was on a turf when the pay stand was created this doesn't happen.
This PR makes it properly track all the locations its linked ID inhabits so if one of them moves we can check if it's far enough away to dissipate.
It also moves placing holographic paystands to attack_self_secondary() instead of attack_secondary(), which is more intuitive.
It also makes it so you can place holographic pay stands by clicking adjacent floor turfs with your ID. This seems like a much more intuitive way of doing it and how I expected it to work before I figured out how you actually placed them.
It also adds screentips for in-hand ID interactions (e.g. show ID, project pay stand) and pay stand ID and holochip interactions (e.g. pay, dissipate pay stand).
* update
* makes the alien toolbelt use the sprites
* Revert "makes the alien toolbelt use the sprites"
This reverts commit caea9f52741e4f1553f3b3812336b3a4a235b6aa.
* Revert "Revert "makes the alien toolbelt use the sprites""
This reverts commit c60276e7aac93169a036bfe0bc42fb9c736d1d99.
* please check gods
* check pass?
* forgot that
* tabs
Someone made a suggestion to me that fixed a problem I've been trying to work around, and now that I've made it so people can set custom decompose times, that made this WAY EASIER.
When most foods decay, they will turn into the generic moldy food sprite you've become accustomed to, without the ants. After 30 seconds, that moldy food will get consumed by ants, leaving only the anthill.
Ants also no longer spawn on lavaland's basalt, by Fikou request.
closes#65393 (Engineering Cyborgs can't place APC or Air alarm frames on walls anymore)
fixes the code error in #64428 (afc1e44ee2)
basically what occured is that he typed out the T(turf) attackby proc to input the screwdriver as an arg rather then the wallmount, remember, you want the WALLMOUNT to hit the wall to place it, not the screwdriver, that just creates runtimes and doesnt place anything
EDIT: actually re-reading it, what it was actually doing was using the screwdriver as the user arg, and trying to smash the user into the wall, thats actually kinda funny
borgo wallmounting is a good thing, good borgos need their treats
If you click a bag with an RCD nothing happends, this fixes it. Not sure if this is the best way to fix it since im not that experienced but i playtested it and it works. Tell me if i need to change anything.
About The Pull Request
Simply converts all instances of soundkeys that use get_sfx from strings into defines.
E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game
It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.
image
Changelog
Not player facing.
Makes the decomposition examine proc, which handles the little examine warning telling you how close to decomposing a piece of food is, not hardcoded anymore. Doing this allowed me to also...
Adds a variable to food that lets them edit the decomposition timer. By default it's set to 0, which makes food automatically get its timer based off its flags. By setting the decomposition_time variable in a /obj/item/food to anything other than 0 (using SECONDS or MINUTES), it will take that amount of time to decompose instead.
About The Pull Request
Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.
As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game
The more code moved out of attackby, the more modular things become.
Changelog
cl
refactor: Moves more tool behavior out of attackby().
/cl
About The Pull Request
You now right-click to wet your mop and left-click to put it away to prevent having to double-click to get rid of it when it's not completely wet
Can right-click with an empty hand to remove mop and skip radial menu
You now right-click to put things in the trash bag (prevents trash bag unintentionally eating things, such as the crowbar you were trying to use to empty the cart)
Left-clicking skips radial menu when there's only one item in the cart
Can fill open reagent containers from drainables like the janitorial cart (useful to empty it)
Adds examine hints for these changes
Right-clicking to splash reagents now requires combat mode (this is because it interfered with using right-click to empty)
Cyborg cleaning modules now use the NODROP trait to prevent them being put in the cart, instead of their own copypasted var and proc
Fixes overlays not immediately updating when filling janitorial cart
Fixes bludgeoning janitorial cart when filling it
Why It's Good For The Game
Should make it less clunky and more enjoyable to use.
Changelog
cl
add: Right-clicking to splash reagents requires combat mode
add: Remember the above
qol: You now right-click the janitorial cart to wet mops and left-click to put them away
qol: You can right-click the janitorial cart with an empty hand to quickly remove your mop
qol: You now right-click to put things in the trash bag
qol: Left-clicking the cart with an empty hand will skip the radial menu if there's only one item in the cart
add: Adds examine hints for these changes
fix: Fixes overlays not immediately updating when filling janitorial cart
fix: Fixes bludgeoning janitorial cart when filling it
add: You can right-click with "glass" reagent containers (e.g. buckets) to fill from drainable containers like janitorial carts
code: Improvements to janitorial cart code
/cl
How do I play/test/operate this?
Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb
A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q
---
# Intro
## The Problem(s)
Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.
Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.
TLDR:
* The content being same-y over rounds.
* Odd difficulty curve:
1. A new player is oblivious to everything.
2. Those in the middle can repeat the final goal consistently without needing to understanding why
3. There is nothing to justify spending more time in the department after reaching the midgame.
## Abstract
Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.
## Goals
* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci
## Boundaries / Dont's
* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****
# Main design pillars
## A. Framework surrounding the experiments
### A.1. New experiments
Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.
### A.2. Rewards for experiments: Cash and Techweb Boosts.
Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made. Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.
On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.
**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.
### A.3. On Tedium
*This is a note on implementation more than anything, but I think this helps explains why several things are done.*
Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.
Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.
## B. Gas Synthesis (Early-Mid Game)
Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.
The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.
## C. Explosion Changes (Mid-Late Game)
### C.1 Cause and effect.
The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one.
Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.
### C.2 Tools upgrade.
Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.
Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.
## D. Player Interaction
There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.
Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.
# Potential Changes
The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.
Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.
Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content.
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.
# Conclusion / Summary
Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.
Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.
---
TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.
Implementation notes:
Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:
The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.
Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.
Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).
Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
I found out how emissives work and my first thought was "damn ants should glow that would look sick"
So now they do.
Also, having less than 5u ants in your body will make you not scream, so 0.0001u ants will no longer have that tiny chance of making someone scream for their life.
If an ant pile has a max damage value less than 1, then they won't be able to bite through your shoes. This is the same threshold as the second tier ant icon.
Makes the giant ant a hostile mob with the neutral faction, meaning they will attack anything not in the neutral faction.
adds new variants for each sized engine to look like they are in walls (basically cut down sprites with their density set to false (because they dont take up the full tiles, especially the huge engines are 3x3 but only take up 1x3, they must have no density or they block way more than they should))
before: dumb looking gap
image
after: nice clean engine (and box trams are soul filled, also, trams kinda too small to really get any sort of diagnal design working)
image
showcase of each sized thruster:
image
added new structures that act like walls but arent turfs, and can only be used (and can be used!) on trams!
comes with 3 types, iron, plastitanium, and titanium. supports more types being added if you want but these are basically all that a tram needs to use:
Untitled.1.mp4
also removed a duplicated APC in a maint on tram, and removed cycle helpers from random maint airlocks that arent actually meant to cycle (they are solo)
Why It's Good For The Game
engines are kinda too bulky and organically shaped so they dont really fit some designs such as tram as a good example, in wall designs allow you to add thrusters onto any shaped ship easily without worrying about ensuring the walls around them being shaped right, as it appears to have the bulk of the engine merged inside the wall
Changelog
cl Nari Harimoto
imageadd: New thruster sprites to allow for in-wall designs
fix: removed cycle helpers from 2 random tram maint airlocks that arent meant to cycle (solo airlocks) and a duplicated APC in tram maint
expansion: the tram now has new walls! they are structures that function like walls so as to be built on the tram, create and deconstruct via the new tram girder (screwdriver on the girder to deconstruct, there is no displaced version ie wrench)
/cl
* Fixes infi pushing off something in space
Right now you can just push "into" a dense object forever, and depending
on your move rate, just kinda glide
We can fix that by checking if we're trying to push "off" something
we're moving towards
* Makes pushing off something shift it instantly
Currently if you kick off something in space it waits the delay of the
move to start drifting. Looks dumb, let's not
* Updates backup movement to properly account for directional windows. GOD I HATE DIRECTIONAL DENSITY SHOOOOOT MEEEEEEEEEEEEEEEEEEE
* Uses range instead of orange so standing on the same tile as a directional counts properly, rather then suddenly entering a drift state. I hate it here
* Ensures all args are named, updates implementations of the proc with the new arg
imageadd: Power cells and the cell charger have been resprited, the charger will now look correct with a much wider variety of non-standard power cells
del: Removed the uncraftable 15k charge high-capacity power cell+, all instances have been replaced with the regular 10k charge high-capacity cell
fix: Erroneous power cell charge indicators have been removed from many non-standard types of power cells
fix: All varieties of marauder mech including the nuke ops mauler come with a bluespace power cell, consistent with other nuke op mechs
fix: Power cell charge indicators will now update while in a cell charger
fix: Potato and other crop batteries will not have their wires disappear when on cell chargers
* Adds two suits and one hat based on moth lore and culture, available at the clothesmate. They are set up with GAGS and can be freely recolored
* Adds one curator bundle based on construction, themed after moth engineers. It gives a few tools, materials, and a suit with hidden pockets
Rather then sticking around till their 7 second delay, they dissipate
once they finish their movement. This dissipation comes with a fading
and such to make things look nicer.
I've applied the fading behavior to sprays too, since they could also
use the help.
I really hate how things look currently, makes me break out in hives
Anomalies are effects, effect remover is made to remove effects, might as well make use of it?
Also makes some cool sparks around it now so that's neat