Commit Graph

469 Commits

Author SHA1 Message Date
SkyratBot
fd5eef46ff [MIRROR] Coffeemaker Fixes [MDB IGNORE] (#15750)
Coffeemaker Fixes

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-28 14:17:51 -04:00
SkyratBot
35f2361a90 [MIRROR] The Ambrosia of the Corporate Masses: Coffeemakers [MDB IGNORE] (#15666)
* The Ambrosia of the Corporate Masses: Coffeemakers

* oops

* this is so me when i copy paste merge conflict markers

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-27 16:24:03 -04:00
SkyratBot
4a0711e6e3 [MIRROR] Replaces non-departmental required experisci experiments with extremely expensive discount experiments [MDB IGNORE] (#15659)
* Replaces non-departmental required experisci experiments with extremely expensive discount experiments

* Update all_nodes.dm

Co-authored-by: Spookuni <70739420+Spookuni@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-08-17 14:46:06 +01:00
SkyratBot
4d913a19bd [MIRROR] Player-craftable Trapdoors [MDB IGNORE] (#15618)
* Player-craftable Trapdoors

* Update trapdoor.dm

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-08-13 22:05:53 -07:00
SkyratBot
e32ad68c3c [MIRROR] Fax Machine [MDB IGNORE] (#15573)
* Fax Machine (#69083)

* Adds the Fax machine, which allows you to send and receive faxes from around the station.

Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Fax Machine

* our maps

Co-authored-by: twilightwanderer <88540658+twilightwanderer@users.noreply.github.com>
Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-08-13 18:11:24 -07:00
SkyratBot
dbd4667d23 [MIRROR] Adds keyboard shell [MDB IGNORE] (#15610)
* Adds keyboard shell (#69105)

Adds keyboard shell.

Works very similar to the thought listener component for BCIs
It opens up an input panel when you use it (tgui_input_text)
Players with the illiterate quirk cannot use this shell. When they try to use it they get a warning message.
It's printed out as assembled (like compact remote or controller)
It can fit in a bag but not in a box
Has small capacity (SHELL_CAPACITY_SMALL)
Available after researching the Advanced Shells tech node
Can be printed from the component printer or the protolathe
Costs 2000 glass and 10000 iron sheets to print (slightly more than the controller shell)
Has 3 outputs. First one returns the entity who used the shell, second is the text that entity wrote and submitted, third one is triggered after the input window is closed. (by submitting, cancelling or just hitting the X button)
Icons (screenhots from the dream maker)

* Adds keyboard shell

Co-authored-by: YusufEmirKoroglu <67878361+YusufEmirKoroglu@users.noreply.github.com>
2022-08-13 17:31:39 -07:00
SkyratBot
9a1cd0c107 [MIRROR] Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead [MDB IGNORE] (#15461)
* Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead (#68993)

* Parameds start with the Lifeline tablet app instead of a proximity pinpointer, with a Calomel bottle replacing their now empty medical belt slot.

* Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead

* wew

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:51:25 +01:00
SkyratBot
b1bd40e760 [MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>

* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again

* Fixed a bunch of info variables in map files

* Alright this is why I wanted this merged yesterday

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-04 15:50:15 +01:00
OrionTheFox
a5bfedf7c8 [MANUAL MIRROR] Add a long-range version of the gas analyzer [MDB IGNORE] (#14930)
* Add a long-range version of the gas analyzer (#68051)

* Add a long-range version of the gas analyzer, a tier 2 engineering variant of the analyzer.

* Remove our version

* new iicon??

* CORRECTLY NAMED new icon

* remove old node

Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com>
2022-07-16 11:53:34 +01:00
SkyratBot
0777ed611a [MIRROR] You can now tape people's mouths closed (Also tape GAGS) [MDB IGNORE] (#14894)
* You can now tape people's mouths closed (Also tape GAGS)

* Apply suggestions from code review

Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-13 21:32:06 +00:00
Pinta
886b9ad109 [SEMI-MODULAR] Ports over the anesthetic machine rom Beestation (#14452)
* we did it boys, medical RP is solved

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update obj_flags.dm

* Update anesthetic_machine.dm

* Update anesthetic_machine.dm

* Update anesthetic_machine.dm

* gee, I sure hope somebody got fired for that blunder

* Update anesthetic_machine.dm

* box

* adds to R&D

* Update code/__DEFINES/obj_flags.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/modules/mob/living/carbon/life.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/medical/code/anesthetic_machine.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update anesthetic_machine.dm

* Update modular_skyrat/master_files/code/modules/research/designs/misc_designs.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update anesthetic_machine.dm

* Update tgstation.dme

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-07-12 19:16:20 -04:00
SkyratBot
553b6ae47f [MIRROR] Combat mech research nodes now require mech-themed experiments rather than bomb experiments. [MDB IGNORE] (#14863)
* Combat mech research nodes now require mech-themed experiments rather than bomb experiments. (#67756)

* Mechs require a new Mech scanning experiment centered around damaging/destroying mechs, instead of being behind weaponry, which requires ordnance research.

* Combat mech research nodes now require mech-themed experiments rather than bomb experiments.

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
2022-07-12 01:12:57 +01:00
SkyratBot
4cf8844d3d [MIRROR] Watering cans for botany [MDB IGNORE] (#14599)
* Watering cans for botany (#67712)

* Watering cans for botany

* Clean up weird bugs by just coding the feature out

* 70u for the old can and /// like it should be

* Updated can icons courtesy of Wallem

* Swaps botany buckets for watering can on maps

* A line

* Watering cans for botany

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-28 17:25:54 +01:00
SkyratBot
89b60b4144 [MIRROR] Adds the Active Sonar mod to the game. [MDB IGNORE] (#14513)
* Adds the Active Sonar mod to the game.  (#67828)

Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.

* Adds the Active Sonar mod to the game.

Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-25 22:17:18 +01:00
YakumoChen
2be17492fd Permit HUD QOL (#14364)
* Update hud_glasses.dm

* Update cargo.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Update wardrobes.dm

* Lol overwrites

* Update tgstation.dme

* Update hud_glasses.dm

* Update hud_glasses.dm

* Update all_nodes.dm
2022-06-19 10:13:57 -07:00
SkyratBot
b07b1752e5 [MIRROR] Projectile Dampener Module is now printable [MDB IGNORE] (#14397)
* Projectile Dampener Module is now printable (#67390)

* The projectile dampenaer MODsuit module can now be researched through security modsuit node, and can be printed.

* Projectile Dampener Module is now printable

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2022-06-19 10:11:27 -07:00
SkyratBot
3f95ebbd5e [MIRROR] Fishing, Version 1 [MDB IGNORE] (#14370)
* Fishing, Version 1 (#67691)

Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.

Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:

Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:

Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.

Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.

Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.

Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:

Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:

https://freesound.org/people/soundscalpel.com/sounds/110393/
https://freesound.org/people/soundslikewillem/sounds/343748/

* Fishing, Version 1

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-06-17 00:30:40 +01:00
Melli
db55858aae [READY] [SEMI-MODULAR] Port several (HUD) glasses from several Bay codebases (#13879)
* Add Aviators and Aviator HUDs

* fuckkkk it wasnt in tgstation.dme 💀

* Add toggleable modes for the Aviator HUDs

* fix missing sprite for on_mod aviator_sec_flash

* Add Aviator HUDs to techtree

* Add retinal projector meson

* Change AviatorSec from red to blue sec theming

* ofcourse I forgot the on_mob sprites

* Fix small naming bug

* Make retinal projectors not brighter

* Add more retinal projectors

* Fix some issues with retinal projector sprites

* Add Aviators (HUD+Prescpt) and Ret.Proj to loadout

* Jesus fuck why did I try refactoring super tired

* Add civilian retinal projector

* Add Science Aviators and Ret.Proj

* Fix inconsistent indentation clothesmate.dm

* Implement modes (flash/cont/off) into retinal proj

* Add research node for science aviator

* Add Ret.Proj to techtree and designs

* Split designs into designs.dm

* block spacing + early return tenary for proc

* Boil other procs down to one mode toggle + misc

* Messed up code indentation in all_nodes.dm

* Take out suicide message for aviators

* Oops, apparently ..() is absolutely meaningless if no parent is defined

* Update modular_skyrat/modules/modular_items/code/modular_glasses.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Remove single-char vars

* Apply reviews to loadout,descriptions and tinting

* Make fake aviators a subtype of fake sunglasses

* add \improper to the parent AR type

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Instead of printing to chat, print as balloon

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-06-08 02:18:50 +01:00
SkyratBot
7d84bde9c6 All AI Lawsets are rebalanced, can be researched, appear in config, and random spawners for AI upload. (#14162)
Co-authored-by: Tim <timothymtorres@gmail.com>
2022-06-07 14:39:59 +01:00
Zonespace
be8aae16f5 hello again (#14053) 2022-06-03 14:36:56 +01:00
SkyratBot
1b0ca6cc10 [MIRROR] When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. [MDB IGNORE] (#14002)
* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. (#66633)

Rolling unique AI station traits removes boards from map and changes research costs of other lawsets.

* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-05-31 10:16:10 +01:00
SkyratBot
11a1410ae6 [MIRROR] Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ. [MDB IGNORE] (#13962)
* Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ.

* Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-05-28 15:48:48 +01:00
SkyratBot
cac326409b [MIRROR] Cytology techweb tweaks and microscope crafting recipe [MDB IGNORE] (#13971)
* Cytology techweb tweaks and microscope crafting recipe (#67012)

* Cytology techweb tweaks and microscope crafting recipe

Co-authored-by: Andrew <mt.forspam@gmail.com>
2022-05-28 13:53:46 +01:00
SkyratBot
4b46d2cb77 [MIRROR] Standardizes ID cases and fixes cell charger/APC module [MDB IGNORE] (#13794)
* Standardizes ID cases and fixes cell charger/APC module (#67168)

Removes cell chargers showing up twice in Industrial Engineering, and fixes the APC module's sprite.
To prevent more bugs like this, I standardized other IDs to all use snake_case.

* Standardizes ID cases and fixes cell charger/APC module

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-05-23 17:58:24 +01:00
SkyratBot
9e30f1befd [MIRROR] MODsuit module update: new stuff and improved old stuff [MDB IGNORE] (#13685)
* MODsuit module update: new stuff and improved old stuff (#67042)

Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.

* MODsuit module update: new stuff and improved old stuff

* should be all

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-05-19 07:29:57 -07:00
SkyratBot
9e9b8584d6 [MIRROR] Removes CPU, Sensors and Identify ModPC parts. [MDB IGNORE] (#13594)
* Removes CPU, Sensors and Identify ModPC parts.

* Update computer_part_designs.dm

* Update tablet.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-05-15 19:43:02 -07:00
Gandalf
42674e1d25 https://github.com/tgstation/tgstation/pull/66386 2022-05-07 23:43:54 +01:00
SkyratBot
7de610b221 [MIRROR] Printable N-Spects [MDB IGNORE] (#13150)
* Printable N-Spects (#66510)

Makes N-Spects printable (unlocked with Basic Security Equipment) and removes the line in their description about them being hard to replace.

* Printable N-Spects

Co-authored-by: Spock <zacharysdf@gmail.com>
2022-04-26 16:46:38 -07:00
SkyratBot
b501ff54ea [MIRROR] Adds the Accounting Console to the game (HOP Job Content) [MDB IGNORE] (#13119)
* Adds the Accounting Console to the game (HOP Job Content)

* Update economy.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-26 15:27:04 +01:00
SkyratBot
5da7c0eb6b [MIRROR] Redoes decal painter UI and adds tile sprayer [MDB IGNORE] (#13072)
* Redoes decal painter UI and adds tile sprayer

* wew

* wew

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-24 21:33:39 +01:00
SkyratBot
c0b6fd78cc [MIRROR] Medilathe can now print pill bottles [MDB IGNORE] (#13031)
* Medilathe can now print pill bottles (#66417)

Co-authored-by: bumtickley00 <pebis@ lol.com> (really?)

* Medilathe can now print pill bottles

Co-authored-by: Tony <19880843+AdmiralPancakes1@users.noreply.github.com>
2022-04-23 15:03:43 +01:00
ghost sheep
ab33e73a8f [Semi-modular] Adds wirebrush tool for Janiborgs to Cyborg Utility Research (#12963)
* [Semi-mdlr] Adds wirebrush tool for Janiborgs to Cyborg Utility Research

* My bad
2022-04-22 15:16:53 +01:00
SkyratBot
010748c674 [MIRROR] Circuit laserpointers [MDB IGNORE] (#12906)
* Circuit laserpointers (#66175)

* unfinished circuit laserpointer module

If this makes a pr I will be very mad

* Almost done making it function

* adds it to the research path

* lets it be logged

* Makes it work and printable

* removes felinid moving to save time dilation + removes cyborg stun because just no

* minor changes

* removes unused var oops

* guh?? (alphabet)

* Circuit laserpointers

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
2022-04-19 19:10:27 +01:00
SkyratBot
6aebab2146 [MIRROR] MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules [MDB IGNORE] (#12783)
* MODsuit module update: clamp nerf, replacement of holster and pepper spray modules, some tweaks to suit starting modules

* Update mod_control.dm

* fixes

* fix2

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-04-18 20:34:32 -07:00
SkyratBot
eb384b9cb9 [MIRROR] Actually Actually Fixes Illegal Tech [MDB IGNORE] (#12878)
* actually actually fixes illegal tech (#66241)

* Actually Actually Fixes Illegal Tech

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-04-18 16:27:21 -07:00
Pinta
bd4e0c0f4f [MOSTLY MODULAR] Oppressive Force Relocation Medicell (#12654)
* start

* It's important to have this be a standard part of every medical doctor's kit

* Update modular_skyrat/modules/modular_weapons/code/medcells.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/modular_weapons/code/medcells.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* fun removal

* removes the fools

* refactors a whole bunch of code

* safety

* Update medcells.dm

* wew boy

* Update medcells.dm

* Update medguns.dm

* adds to techweb

* Update mediguns.dm

* Update medcells.dm

* Update medcells.dm

* Update medcells.dm

* body safety

* Update medcells.dm

* Update medcells.dm

* Update medcells.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-04-11 02:45:26 +01:00
SkyratBot
85ab6b0252 [MIRROR] Turbine Rework [MDB IGNORE] (#12634)
* Turbine Rework (#65586)

This PR rework the atmos turbine into a 3x1 multiblock machine.
The calculations are now done by simulating the flow of gases and expansion work that they do inside the turbine (heavily simplified), now a pressure differential between the inlet and outlet will heavily change the output of current that the machine is able to deliver.

The machine will not use stock parts for upgrades, but instead it will use 3 main components that are to be made by hand (except for the first tier that can be printed)
Those are compressor part, rotor part and stator part.
There are 4 tiers to them where the last one will use metallic hydrogen to be made, but will significantly increase the output and resistance of the machine.

-- Docs for the turbine:

A work based engine that “simulates” the flow of gas to calculate the energy produced by the moving gases.

These gases cool down while passing through due to the work done on the turbine blades and the expansion it get inside the machine
The new turbine

The machine will be expanded into a 1x3 multiblock machine that will accomodate 3 parts to it:

    An input compressor
    An output turbine
    A core rotor

There are 3 other main component that are:

    The Compressor Blade part
    The Rotor Shaft part
    The Stator Generator part

These three are the main (and only) upgrade path the machine can follow.
Parts
Input Compressor

It handles the input of gases inside the machine, it contains the Compressor Blade part.
This part moves the gas in, compresses it and increases its temperature by the amount of work the compression of the gas does.
Output Turbine

It handles the output of the gases outside the machine, it contains the Stator Generator part.
The gases moving through will expand 6x the initial volume and cools down before getting expelled.
Core rotor

Main part of the multiblock machine. It contains all the logic for building and processing the turbine.
Can be connected to a computer for control.
Contains the Rotor Shaft part.
Upgrades

The three installable parts can be upgraded with specific sheets to improve their efficiency and resistances. Each tier up will increase the max RPM reachable by the turbine and the max input temperature that the machine can take before starting to be damaged.

Each first tier part can be printed in any Lathe (proto/auto) but it requires hand crafting with different materials to be upgraded.

    Compressor Blades can be upgraded with plasteel, titanium and metallic hydrogen.
    Rotor Shaft can be upgraded with plasteel, titanium and metallic hydrogen.
    Stator Generator can be upgraded with titanium, metallic hydrogen and zaukerite.

-- End docs

Fixes #50667 (Infinite power generation by piping turbine output into its input. This worked because there was no temperature threshold, and the cost of applying pressure via pumps was lower then the power generated -Lemon)

Better turbine in many aspects, preparation for SM rework

* Turbine Rework

* conflicts

* ew

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 01:37:43 +01:00
SkyratBot
4aca943f84 [MIRROR] Replaces the accounting machine with all IDs having their own bank account by default. [MDB IGNORE] (#12625)
* Replaces the accounting machine with all IDs having their own bank account by default.

* Update _job.dm

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-11 00:56:46 +01:00
SkyratBot
b5637295af [MIRROR] Science Night Vision Goggles [MDB IGNORE] (#12602)
* Science Night Vision Goggles (#65867)

This adds science NV goggles to the game, (chemscan night vision goggles) available after NV tech is researched. And gives a research scanner to science sunglasses.

* Science Night Vision Goggles

Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
2022-04-08 03:32:16 +01:00
Gandalf
b2cf8866ee Upstream merge 65375 (#12455)
* Reworks & TGUIs mecha equipment (#65375)

TLDR
Mech UI now TGUI: https://streamable.com/ahjydy
Mechs now use "slots" for equipment
They can only mount 2 guns(left and right arm, left and right click to use)
Tesla & Concealed bay is removed
Removed mech damage deflection

Full list of changes
Note: weapons in this section refer to all click-using equipment such as guns/hydraulic clamp/etc

Hackmd: https://hackmd.io/lgr-LetfSKyHzPP0zQUXPA
Tesla has been removed (Tesla gives you effectively infinite power on station and off station(where the design direction for mechs is intended) they are useless)
Concealed mech bay has been removed (Concealed mecha bay relied on selection for visibility so it doent make sense to exist when all equips are "selected", the code was bad (instead of flag or something you just used locate() everywhere)
Honker no longer has snowflake UI (I'm sorry but if I have to make a third UI for this im going to go insane)
Mechs now mount 2 arm weapons, and certain amount of "utility", "armor" and "power" module types
The two arm weapons do not share a cooldown anymore UNLESS they are identical weapons
left click to shoot left weapon right click for right weapon, this will shoot the weapon unless you click next to you with a ranged weapon it will then try to melee (This also applies to attaching the weapon to the mech)
It is no longer possible to deflect or have multipliers for damage from innate or armor sources, armor will now just apply a direct armor change
Since plasma generator needed to be selected to use you now need to click on the power generator with a stack of plasma to refill it
Internal damage:
The mech no longer needs to be low health to take internal damage
Internal damage now no longer has several convoluted ways to fix each different type and is now a timed action performed in the UI
Weapons no longer have an RNG chance to be damaged or immediately deleted by damage
Weapons will now take damage aimed at the right and left arms respectively, this can be repaired using the new UI. NOTE: this is intended to be implemented as weapon/module disabling but I left it out of this PR to try resemble some shortness
Both internal and equipment damage have minimum thresholds of damage required in a hit before they attempt to check whether the mech should take internal or equipment damage, teh threshold is lower for equipment damage
You can no longer reload weapons using energy

Demo Video
https://streamable.com/ahjydy

* Reworks & TGUIs mecha equipment

* Update firefighter.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: SkyratBot <skyratcommunity@gmail.com>
2022-04-01 01:18:03 +01:00
Pinta
0c66c10298 [SEMI-MODULAR] Medical Smartdarts (#11836)
* adds the base dart in

* the gun

* the gun ammo

* injection mechaincs

* adds to chem-master

* fixes smartdarts on syringe guns

god, I hate having to make non-modular changes like this....

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update smartdarts.dm

* Update smartdarts.dm

* Update chem_master.dm

* code refactoring

* Update chem_master.dm

* Update code/modules/projectiles/guns/special/syringe_gun.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update smartdarts.dm

* adds a chemical whitelist system

* dart sprites

* dartgun sprites

* adds it to R&D

* Update dartguns.dmi

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

* formatting changes

* Update chem_master.dm

* spacing procs

* Update modular_skyrat/modules/medical/code/smartdarts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* injection message only shows when trying to inject mobs

* Update smartdarts.dm

* Update smartdarts.dm

* Update chem_master.dm

* Update smartdarts.dm

* Renaming

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

* Update chem_master.dm

* Update code/modules/reagents/chemistry/machinery/chem_master.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

* fixes transfer amounts

* now injects pure chemicals

* OD protection

* Update modular_skyrat/modules/medical/code/smartdarts.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update smartdarts.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-03-30 19:09:18 -04:00
SkyratBot
f8c616b68b [MIRROR] BCI component expansion [MDB IGNORE] (#12275)
* BCI component expansion (#65616)

This PR adds 2 new BCI components: VOX component which allows to play vox announcements(for the user only!) and Thought Listener component which allows user to input a string upon activation.

I've also added a rotation port for the object overlay component so you can make pinpointers using it.

This PR requires #65604

* BCI component expansion

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-03-25 18:09:02 +00:00
SkyratBot
c526aa829d [MIRROR] Adds view sensor [MDB IGNORE] (#12274)
* Adds view sensor (#65624)

Adds view sensor component to circuits which allows to get all visible(no ghost detectors, sorry) movable atoms in a 5 tile range. It only works when your circuit's shell is placed on the ground or is held in hands.

* Adds view sensor

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2022-03-25 18:08:52 +00:00
Zephyr
8a7b3db06d [SEMI-MODULAR] Upgraded Borg Snack Dispensor (#11941)
* initial

Signed-off-by: Matthew <matthew@tfaluc.com>

* wrong clipboard contents
but its a scammer email so I dont care enough to scrub git history

Signed-off-by: Matthew <matthew@tfaluc.com>

* launching snacks
remove and readded on disable inferior versions

Signed-off-by: Matthew <matthew@tfaluc.com>

* minor fixes

Signed-off-by: Matthew <matthew@tfaluc.com>

* more fixes

Signed-off-by: Matthew <matthew@tfaluc.com>

* examinate

Signed-off-by: Matthew <matthew@tfaluc.com>

* need a return here incase you dont choose anything

Signed-off-by: Matthew <matthew@tfaluc.com>

* better names

Signed-off-by: Matthew <matthew@tfaluc.com>

* Apply suggestions from code review

American spelling not British, it seems

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/borg_buffs/code/snack_dispensor.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update snack_dispensor.dm

* Update snack_dispensor.dm

* The gentle parameter doesn't even fucking do anything???

* basic snack icons

Signed-off-by: Matthew <matthew@tfaluc.com>

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-03-23 23:52:48 +00:00
SkyratBot
8acef974bd [MIRROR] Adds format (associative) list wiremod component [MDB IGNORE] (#12189)
* Adds format (associative) list wiremod component (#65404)

Adds a wiremod component called "Format List" and one called "Format Associative List" that you get at round-start.

It accepts a format string and a list of parameters.

For "Format List":
The format string contains normal text, and codes of the form %n (eg. %1, %2, %3) that correlate to indexes in the param list.
For "Format Associative List":
The format string contains normal text, and codes of the form %key (eg. %name, %health) that correlate to keys in the associative param list.
The param list can contain any types, which will be automatically converted to strings.
Conversion of entities to strings still follows the range rule of To String. Important to keep in mind if you're formatting an NTNet transmission.
For the associative version, the keys must be strings comprised of letters, numbers, or underscore.
Simplest example that says "Bob McToolbox pressed the button.":

* Adds format (associative) list wiremod component

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-03-20 09:36:36 -07:00
SkyratBot
235739c6d0 [MIRROR] Hand labeler paper roll and toner cartridge can be printed at autolathe and protolathes now [MDB IGNORE] (#12088)
* Hand labeler paper roll and toner cartridge can be printed at autolathe and protolathes now (#65300)

About The Pull Request

You can print hand labeler paper roll to refill hand labeler now.
Edit: You can now also print toner cartridge as well to refill decal painter and airlock painter.

Previously you could print hand labeler, decal painter and airlock painter at autolathe and protolathes, but you couldn't print their refill at all. WHYYYYY, do you know how much it hurts the environment having to print another hand labeler once you ran out of paper roll.
Why It's Good For The Game

I mean, you can print hand labeler, decal painter and airlock painter already. I don't see why not being able to print their refill is a thing.
Changelog

cl
qol: hand labeler paper roll and toner cartridge can be printed at autolathe and protolathes now
/cl

* Hand labeler paper roll and toner cartridge can be printed at autolathe and protolathes now

Co-authored-by: Tortoise <64306407+OneAsianTortoise@users.noreply.github.com>
2022-03-14 21:43:20 -07:00
SkyratBot
9b1f3e6b22 [MIRROR] Small improvements to scipapers [MDB IGNORE] (#12082)
* Small improvements to scipapers (#65420)

* cats can have a little tooltips

* woops

* Small improvements to scipapers

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2022-03-14 13:40:48 -07:00
SkyratBot
c2fc6eb04c [MIRROR] fixes mod plating being called armor in some places [MDB IGNORE] (#11975)
* fixes mod plating being called armor in some places (#65314)

* saucy jack

* wario

* fixes mod plating being called armor in some places

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-03-09 17:18:24 -05:00
SkyratBot
6f1ab2f231 [MIRROR] Ordnance Content Update: Scientific Papers [MDB IGNORE] (#11862)
* Ordnance Content Update: Scientific Papers

* Feex

* Updated our modular maps to not be missing equipment

* I also forgot to fix that in another PR, I'm too lazy to open a new one to fix it

* Yikes

* I forgot Journey

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-03-07 17:59:39 -05:00
RatFromTheJungle
f9c3399444 ["""MODULAR"""] Re-criminalizes the augmented eyes, by moving them behind alien medical research. (#11179)
* Update all_nodes.dm

* Create all_nodes.dm

* Update all_nodes.dm

* Update all_nodes.dm

* Update all_nodes.dm

* Update medical_nodes.dm

* Update medical_nodes.dm

* Update medical_nodes.dm
2022-02-19 15:45:56 +00:00