- Rechargers can now be constructed/deconstructed as a machine. Requires
the board and a capacitor.
- Rechargers can now be upgraded with superior capacitors to increase
recharge rates!
They now use the screwdriver instead of the welding tool
On top of that I added a check to ensure you can't disassemble the same girder
more than once to farm materials
*Built with 1 scanning module, 2 manipulators and 2 micro lasers.
*Manipulators affect the reset speed, lasers affect it's chance to have bad things happen.
*Heavily RNG based to be the "fun" alternative.
*Includes features such as causing spacial distortions, transforming things into other things, and setting your face on fire.
*Can be built, but currently not included on the map.
The process of the EXPERI-MENTOR works as such:
1. Build it/walk up to it and click the "Scan for R&D Console" button if it is there.
2. Insert anything, literally anything.
3. The user uses a process of elimination to guess what the correct use for the item is ("Poke", "Irradiate", "Gas", "Heat", "Cold" or "Obliterate")
4. A correct guess results in addition of research points and (potentially) a randomised thing happening (reduced with upgrades). A failed results in a fluff message.
Current "use" RND events are:
Poke
*Destroy item, hit mobs in oview(1) for 15 brute
*Destroy item, proceeding to Obliterate
*Eject the item, throwing it at a random target in oview(7)
Irradiate
*Destroy item, apply 25 IRRADIATE to oview(1)
*In oview(1), spawn goo in oview(1)
*Transform item into something from valid_items list and eject it (primes grenades first)
Gas
*Destroy item, spawn toxic gas cloud
*Spawn harmless gas cloud
*Destroy item, Empulse(8,10)
Heat
*Destroy item, explosion(-1,0,0,0,0,flame_range = 2) (sets a small fire)
*Destroy item, heat up turf
*Eject item, spawn smoke, hit mobs for 5 burn in oview(1)
Cold
*Destroy item, release frostoil smoke
*Destroy item, cool down turf
*Eject item, spawn smoke
Obliterate
(by default, this will transfer m_amount and g_amount to a linked lathe)
(I'm aware that both of these are kind of "one item at a time", but I like the effect and left it that way)
*Destroy item, pull all mobs and items in oview(7) towards src
*Destroy item, throw all mob and items in oview(7) at other mobs and items
- The RPED now sorts its parts when installing new equipment - It will
always use the best parts contained within.
- Made all the req_component lists of circuitboards actual paths instead
of pure text. Hopefully I fixed everything that broke when I did that.
Partially fixes the bug of the RPED not using better parts when
installing parts to an incomplete machine.
It is still possible for it to not use top tier parts, however, if More
than two tiers of the same part exist.
Ports https://github.com/NTStation/NTstation13/pull/982 from NT.
Summary of changes:
- The Rapid Part Exchange Device (RPED) can now install stored parts
into unfinished machines! Once you have installed a circuit board to the
frame, use the RPED to add any required parts contained inside, then
finish with a screwdriver!
- Identical parts in the RPED are now shown in groups, just like a
mining satchel.
- RPED storage capacity increased. It can now contain up to 50 parts,
fewer if power cells are added as well. Maximum weight class of 100
(parts except power cells are class 2).
<b>The storage values are up for discussion. I chose the original values
based on the mining satchel.<\b>
Unrelated:
- The admin-only debug research item now includes plasma and engineering
tech.
Implemented ex_act() in both the ore redemption machine and the mining
vendor. Sparks were added as a feedback for any explosion that call
ex_act() on these machines.
To allow for the reconstruction of these devices, I have implemented
machine recepies and circuitboard definitions for these devices. I also added
R&D recipies for the circuitboards.
Offline and Open icons have been added for both objects.
Squashed all of my previous commits and fixed the leftover garbled code
from my original rebase.