mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-27 01:21:30 +00:00
bfaa04ca205cf7a658cbd22ecb5fd316c4eadbbb
24 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
|
||
|
|
561df29ff7 |
[MIRROR] General maintenance for Lathes (#26410)
* General maintenance for Lathes (#81244) ## About The Pull Request 1. **Qol Stuff** - Screentips & examines for screwdriver, crowbar acts, multiool & wirecutter Also for Alt click - Techfabs can now also use the Mouse drag functionality to set drop target for items - Lathe printing animation now plays on loop instead of just flicking once till printing is finished for more visual feedback 2. **Code Improvements** - Merged `start_making()` with `do_make_item()`. That proc was like only 3 lines long and used only in 1 place so let's just move that code to `ui_act()` - Merged `user_print_item_id()` with `ui_act()`. Again was used only in 1 place so let's just move that code in to save some proc overhead - Sets `processing_flags` for autolathe to `NONE` cause we don't use `process()` - Autodocs vars such as `hacked` , `shocked` etc & procs - `maxmult` is now computed client side saving backend bandwidth, `construction_time` is removed from lathes which did not use it - Removed all usages of lathe taxes and their related vars, removed engineering lathe no tax from ice moon, replaced with normal engineering lathe 3. **Fixes** - Lathe sheet insertion animations are now linked & work again for all material types inserted via remote silo/local storage, silver/titanium/plastic all play the same animation(that is `protolathe_shiny` overlay). Other materials have their own respective overlays - Fixes #81243. Calling `update_static_data_for_all_viewers()` is too expensive for the UI. We should instead use `SStgui.update_uis(src)` which will report the `busy` status to the UI more immediatly - Fixes #81236. Some problems with the params passed to the timer callback. It should now print the correct number of requested items - Fixes #81192. `design.materials` would runtime for custom material items as they were list of texts not materials. We have to pass our manually parsed list of materials for an specific item to ensure they are set & used correctly. Same fixes apply for techfabs as well ## Changelog 🆑 qol: adds screentips & examines for screwdriver & crowbar acts & alt click. qol: techfabs can now use the mouse drop functionality to set drop target. qol: lathe printing animation plays on loop while printing rather than flicking once for more visual feedback fix: lathe sheet insertion animations are now linked & work again for all material types inserted via remote silo/local storage fix: printing custom materials items from autolathe works again. fix: printing multiple items from lathes will actually print that correct quantity of items requested. fix: printing items the 2nd time around from lathes won't cause the UI to reload each time. code: autodoc for some vars & procs, merges procs. refactor: Optimized code for autolathe & techfabs in general. Report bugs on github /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * There we go * aaaa * Missed this little thingy * There we go, should be clean af --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
33d7bdecc2 |
[MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389) ## About The Pull Request 1. Removes material breakdown flags i.e. all flags with the format `BREAKDOWN_XXX`. These flags do nothing, there are no special checks to transform materials based on these flags, they are passed around just because certain procs require them for syntax purposes only. Apparently there were plans to make these flags do something special from the comment |
||
|
|
18fc2d9b16 |
[MIRROR] Oldstation now has their own RND [MDB IGNORE] (#23567)
* Oldstation now has their own RND * Update oldstation_fluff.dm * Update techweb_types.dm * beaker capacity --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
867fa1cdc5 |
[MIRROR] General code maintenance for Mat container related stuff [MDB IGNORE] (#23251)
* General code maintenance for Mat container related stuff (#77671) 1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc calls `datum/component/material_container/user_insert()` anyway which performs all the checks necessary for inserting stuff into the ore silo and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating its code & checks. So now inserting into the ore silo is directly handled by the mat container without this proxy proc making the operation slightly faster 2. Removed silo `attackby` code. Same operations can be done via `screwdriver_act` & `crowbar_act` procs much cleaner 3. The ore silo now hooks onto signals `COMSIG_MATCONTAINER_ITEM_CONSUMED` and `COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are triggered. This means when you insert/eject sheets from the silo the connected machine performing the operation no longer has to do the logging manually thus the proc `silo_log` has been removed from a lot of places ,reducing overall code size 4. A lot of stuff that use materials from the ore silo follow this pattern. i.e. They first use the materials from the silo and then log it via `silo_log` proc. This code pattern is repeated in a lot of places so let's just merge these 2 lines with some extra sanity checks into a single proc inside `remote_materials` itself. That's what was done and the number of places where you log manually into the silo has been removed further reducing code size everywhere. 5. Added auto doc & cleaned up some procs Since logging is now done by the ore silo directly, we need a way to pass the machine that is inserting items into the silo to the signal handlers of the ore silo [via the `context` var]. So other code changes elsewhere is because of this var * General code maintenance for Mat container related stuff --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
||
|
|
be9b901ef5 |
[MIRROR] Module duplicator has cheaper costs for circuit duplication [MDB IGNORE] (#22785)
* Module duplicator has cheaper costs for circuit duplication (#77180) ## About The Pull Request Fixes #77158 > this is pretty clearly a relic of the resource cost rebalance. Yes it is. `cost_per_component` var had a fixed value of 1000. Now it's value is 1 /10th of `SHEET_MATERIAL_AMOUNT ` * Module duplicator has cheaper costs for circuit duplication --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
||
|
|
6ccbd41fdc |
[MIRROR] [NO GBP]Mat container Final clean-up & patches [MDB IGNORE] (#22765)
* [NO GBP]Mat container Final clean-up & patches (#77092) ## About The Pull Request 1. Fixes #77177 Some things were not connecting to the ore silo round start because the silo was not initialized yet so it went to local storage. Now it connects with the ore silo again 3. Removed some unused code in remote materials 4. Protolathe uses `eject_sheets()` defined in remote materials and not it's own version because that's redundant 5. Don't put the item back in the players hand when inserting it in the material container cause we haven't even removed it yet 6. `fast_split()` is now even faster & robust and is a global proc 7. Some code cleanup for RHD silo link ## Changelog 🆑 fix: some things not connecting to the ore silo round start /🆑 * [NO GBP]Mat container Final clean-up & patches --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
||
|
|
6a5f3c50c4 |
[MIRROR] Material container & related stuff ui refactors & clean-up [MDB IGNORE] (#22667)
* Material container & related stuff ui refactors & clean-up (#76220) ## About The Pull Request **1. Material container clean-up & refactor** - Replaced `total_amount` var with `total_amount()` proc, this var can be easily computed by summing up all material amounts rather than storing it as a var which is tedious to update & keep track of when materials are added/removed - Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`, and `get_categories()`. These procs are not used anywhere in the codebase so let's remove them & make some space. - Callbacks are replaced with signals, the callbacks don't need to be explicitly garbage collected & having macros & procs marked with `SIGNAL_HANDLER` makes your intentions more readable & explicit. - Fixes #76151 All material adding, removal, checking operations are "Integer" operations, i.e. the final value is rounded & them made 1 if the final value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better name]. No more dealing with decimal value materials The problem was after the protolathe was upgraded with better parts all the design costs were multiplied with a decimal `efficiency_coeff` value, this means even though in the UI the cost was displayed as 60 bluespace crystals its actual cost was `60.0001` something in the backend causing this check for materials to fail & print the error message. - Replaced `GetComponent(/datum/component_material_container)` with just a simple ref to the material container when adding the component, so we can save some overhead from calling this proc - Gave all procs a ton of documentation with documentation having documentation - Fixes #76506 RCD and other devices that uses the silo link upgrade now have the correct material usages - Fixes #72096. It wasn't just a problem with ancient protolathe but with all machines that used `datum/component/remote_materials` the problem was remote materials would add an instance of `datum/remote/material_container` if it wanted to use local storage but this component would get added before `datum/component/remote_materials` could be registered i.e. it comes before remote_materials in the component list. So when the machine is destroyed it will first destroy `material_container` & then `remote_materials` therefore destroying the materials before they could get ejected - Silo link is established when parent is registered with remote materials raher than adding an external timer which is faster - Everything that uses a material container will auto eject their sheets when destroyed - Moved this & remote materials into its own folder for better organization **2. Material UI Changes** - Removed the x25 & x50 print buttons from the autolathe, now they just have x5 & x10 buttons like the protolathe, These buttons were of no use since you could just type the exact amount you want to print in the `[Max: <some amount>]` side bar. The code to compute these buttons was just plain right nasty & some of it unused in the UI. - The material eject button in the material bar does not gray out when you can eject exactly one sheet - All material cost are integer values rounded - Fixes #76253 Exosuit Fabricator sends the material container static data to the UI so its material bar is not greyed out when there are sufficient materials to eject - Component printer material bar sends the material container static data to the UI so its material bar is not greyed out when there are sufficient materials to eject - Autolathe Material bars now display number of sheets available - Max printable amount of items are now computed & updated correctly in the UI. They were displaying wrong values & now get updated when items are printed, materials are removed - Silo hold actually works now. When a machine is put on hold it calls this proc |
||
|
|
2f552919c1 |
[MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
||
|
|
8f2c771b5f |
[MIRROR] Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. [MDB IGNORE] (#21953)
* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020) Changed hardcoded matter bins values to use defined `SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech fabricator and component printer. `Material Access Bar` and `MaterialIcon` used for protolathes, circuit printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via static ui data, to prevent same issues in future. Also changed some notes in /// parts just because why not. * Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> |
||
|
|
14b2529d28 |
[MIRROR] Makes the component menu in the integrated circuit interface more intuitive. [MDB IGNORE] (#21181)
* Makes the component menu in the integrated circuit interface more intuitive. (#75364) ## About The Pull Request Added a notice box to the component menu in the integrated circuit interface explaining how to link an integrated circuit to a component printer to allow for integrated circuit programming away from the component printer.  Last sentence in the above image has been removed. Integrated circuits will now update their static data once linked so closing and re-opening the UI is unnecessary. ## Why It's Good For The Game It wasn't clear anywhere in game that you could link integrated circuits to component printers. I've run into players being completely unaware of this feature, so this should help to make it more clear that players don't need to print out components manually from the component printer and slap them into an integrated circuit each time. ## Changelog 🆑 qol: Added a message to the component menu in the integrated circuit interface that explains how to link an integrated circuit to a component printer. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Makes the component menu in the integrated circuit interface more intuitive. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
||
|
|
5e9d2379bf |
[MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite * wew * alright --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
d6f1a76dea |
[MIRROR] Don't initialize stack components inside machines [MDB IGNORE] (#19043)
Don't initialize stack components inside machines (#72863) ## About The Pull Request An attempt at the [Initiative](https://github.com/tgstation/dev-cycles-initiative/issues/29) all types/subtypes of `obj/item/stack` no longer exist inside any machine. Only during deconstruction is the stack created from the circuit boards requested components. Also moved the component printer & module duplicator circuitboards into `machine_circuitboards.dm` so they all are in one place I was unable to do this for circuitboards because that still needs to exist so we can use `apply_default_parts()` on the machine. I tried to do the whole datum circuitboard approach just like with stock parts but i'm unsure about it so maybe next time ## Changelog 🆑 refactor: stack components no longer exist inside a machine's component_parts refactor: move component printer & module duplicator circuitboards into machine_circuitboards.dm /🆑 Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
||
|
|
3ec8063b1e |
[MIRROR] Checks if a machine has no research before connecting techweb [MDB IGNORE] (#19032)
Checks if a machine has no research before connecting techweb (#72944) ## About The Pull Request Currently all machines, if the config to not have a techweb link is on, will set their node to science even if they were meant to be connected to another (like through subtypes). This fixes that by checking to ensure they don't have a techweb connected already before giving them a new one. Also as a minor fix, RD consoles will now properly add themselves to the list of accessing RD consoles if they aren't linking to the default. This list currently does nothing but I can see good uses of it in the future. ## Why It's Good For The Game Fixes an error that was found on a downstream, it's a worthwhile fix that thankfully was caught this early. ## Changelog Nothing player-facing. Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
902caab964 |
[MIRROR] Stock Part Datumization Complete [MDB IGNORE] (#18639)
* Stock Part Datumization Complete (#72559) So i accidently reverted all my commits in #72511 when resolving a merge conflict So ummm yeah fuck my bad anyway Finishes what was started in #71693 and completes the [initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1) Except for `obj/item/stock_parts/cell` and its subtypes. All machines now use `datum/stock_part` for its requested components & component parts Not sure if i caught every machine & stuff in the game so merge with caution 🆑 code: datum stock part for every obj stock part refactor: all machines & dependent experiments to use datum stock parts /🆑 * Fixes a teeny tiny Funce mistake :) Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
bbeeebe83d |
[MIRROR] ModuleDuplicator & ComponentPrinter now benefit from upgraded parts [MDB IGNORE] (#18105)
* ModuleDuplicator & ComponentPrinter now benefit from upgraded parts (#71183) **About the pull request** Module Duplicator & Component Printer now provide more local storage and cheaper production costs when upgraded with better matter bins & manipulators respectively. Previously this wasn't the case **Why its good for the game** Better parts mean lower costs and more storage. Thats always a good thing **Change Log** 🆑 add: Module Duplicator & Component Printer now get extra storage & reduced costs from more efficient parts /🆑 Co-authored-by: Time-Green <timkoster1@ hotmail.com> * ModuleDuplicator & ComponentPrinter now benefit from upgraded parts Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@ hotmail.com> |
||
|
|
75c8e0126e |
[MIRROR] Adds support for non-science techwebs (+Config) [MDB IGNORE] (#17596)
* Adds support for non-science techwebs (+Config) (#71070) ## About The Pull Request This is an expanding of https://github.com/tgstation/tgstation/pull/69708 Adds a config to not connect machines to a techweb at the start of a round Adds the ability to multitool a server to get its techweb in its buffer, which can then be used on machines to sync them. Adds support for some machines to not cry when they don't have a techweb linked to it, in case they actually don't. If the config to not have machines connected to the science server is enabled, research servers will make their own techwebs instead. This is barebones though and would need more work if this option is used. For misc stuff: - I replaced checking ``GLOB.machines`` for research servers, to instead check ``SSresearch.servers``, where we can use ``as anything``. - Removed unused vars on the RD server control - I renamed the operating computer's .dm file to remove the capitalized letter from it. It's now operating_computer instead of Operations. ## Why It's Good For The Game This is adding support for 2 different cases that can be used in the future: 1. Off-station roles, we can make roles like Oldstation have their own techweb so they don't ruin science's efforts, or use their advanced research to get things we don't want, or even possibly have some blacklist webs for ghost roles (like teleporters) so that way we don't need to have this dance where we have to give them a very specific amount of materials for them to do things while not being able to get a teleporter and leaving. I heard discussions that people wanted this a while back, and one of the main things preventing this from happening is the lack of support. Hopefully this is encouragement to make it a reality, because I think it would be a really cool expansion of ghost roles and a good way to prevent them from messing with the round in progress. 2. Downstreams who want to do different things with Science. Personally I made this PR with voidcrew(shiptest) in mind and think this would make their lives easier. I didn't expand too much on this because I'm leaving up mostly to the downstreams to figure out what they want to do with these systems. ## Changelog This generally isn't really player facing, since most of the changes would only come into effect if the config is enabled?? 🆑 fix: Research servers now only show servers connected to their techweb. /🆑 * Adds support for non-science techwebs (+Config) Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
||
|
|
ead1aa0b76 |
[MIRROR] TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES) [MDB IGNORE] (#16616)
* TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES) * Still doesn't compile but there's no more conflicts * [PR PR] Makes #16616 Compile And Work (#16656) Oh hey, it compiles! Co-authored-by: scriptis <scriptif@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: RimiNosha <106692773+RimiNosha@users.noreply.github.com> |
||
|
|
8165052c7b |
[MIRROR] Remove the beakers requirement for making component printers and module duplicators [MDB IGNORE] (#11259)
* Remove the beakers requirement for making component printers and module duplicators (#64620) Remove the beakers requirement for making component printers and module duplicators. I added this because I was copying, like, the protolathe or something, which can take chemicals even though we don't actually use that for anything, it's just annoying. * Remove the beakers requirement for making component printers and module duplicators Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
6cdf152a84 |
[MIRROR] Made integrated circuits duplicatable through the module printer [MDB IGNORE] (#9198)
* Made integrated circuits duplicatable (#62302) Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Made integrated circuits duplicatable through the module printer Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
||
|
|
c9b268a72a |
[MIRROR] Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers [MDB IGNORE] (#9107)
* Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers (#62287) Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Integrated the component printer into the integrated circuit UI. You can now link integrated circuits to component printers Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
||
|
|
c23bd1cb8c |
[MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
b3d9d870ab |
[MIRROR] Moved all the integrated circuit core files into a new subfolder called core (#7550)
* Moved all the integrated circuit core files into a new subfolder called core (#60787) Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Moved all the integrated circuit core files into a new subfolder called core Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |