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https://github.com/Bubberstation/Bubberstation.git
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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
144 lines
3.7 KiB
Plaintext
144 lines
3.7 KiB
Plaintext
/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
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//Defines for construction states
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//girder construction states
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#define GIRDER_NORMAL 0
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#define GIRDER_REINF_STRUTS 1
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#define GIRDER_REINF 2
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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#define GIRDER_TRAM 5
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//rwall construction states
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#define INTACT 0
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#define SUPPORT_LINES 1
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#define COVER 2
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#define CUT_COVER 3
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#define ANCHOR_BOLTS 4
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#define SUPPORT_RODS 5
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#define SHEATH 6
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//window construction states
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#define WINDOW_OUT_OF_FRAME 0
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#define WINDOW_IN_FRAME 1
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#define WINDOW_SCREWED_TO_FRAME 2
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//reinforced window construction states
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#define RWINDOW_FRAME_BOLTED 3
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#define RWINDOW_BARS_CUT 4
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#define RWINDOW_POPPED 5
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#define RWINDOW_BOLTS_OUT 6
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#define RWINDOW_BOLTS_HEATED 7
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#define RWINDOW_SECURE 8
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//airlock assembly construction states
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#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
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#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
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#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
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//blast door (de)construction states
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#define BLASTDOOR_NEEDS_WIRES 0
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#define BLASTDOOR_NEEDS_ELECTRONICS 1
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#define BLASTDOOR_FINISHED 2
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//default_unfasten_wrench() return defines
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#define CANT_UNFASTEN 0
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#define FAILED_UNFASTEN 1
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#define SUCCESSFUL_UNFASTEN 2
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//Construction defines for the pinion airlock
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#define GEAR_SECURE 1
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#define GEAR_LOOSE 2
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//floodlights because apparently we use defines now
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#define FLOODLIGHT_NEEDS_WIRES 0
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#define FLOODLIGHT_NEEDS_LIGHTS 1
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#define FLOODLIGHT_NEEDS_SECURING 2
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// Stationary gas tanks
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#define TANK_FRAME 0
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#define TANK_PLATING_UNSECURED 1
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//other construction-related things
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//windows affected by Nar'Sie turn this color.
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#define NARSIE_WINDOW_COLOUR "#7D1919"
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//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
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#define MINERAL_MATERIAL_AMOUNT 2000
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//The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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//maximum amount of cable in a coil
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#define MAXCOIL 30
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//tablecrafting defines
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#define CAT_NONE ""
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#define CAT_WEAPONRY "Weaponry"
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#define CAT_WEAPON "Weapons"
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#define CAT_AMMO "Ammunition"
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#define CAT_ROBOT "Robots"
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#define CAT_MISC "Misc"
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#define CAT_PRIMAL "Tribal"
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#define CAT_CLOTHING "Clothing"
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#define CAT_FOOD "Foods"
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#define CAT_BREAD "Breads"
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#define CAT_BURGER "Burgers"
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#define CAT_CAKE "Cakes"
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#define CAT_EGG "Egg-Based Food"
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#define CAT_LIZARD "Lizard Food"
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#define CAT_MEAT "Meats"
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#define CAT_SEAFOOD "Seafood"
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#define CAT_MISCFOOD "Misc. Food"
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#define CAT_MEXICAN "Mexican Food"
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#define CAT_MOTH "Mothic Food"
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#define CAT_PASTRY "Pastries"
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#define CAT_PIE "Pies"
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#define CAT_PIZZA "Pizzas"
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#define CAT_SALAD "Salads"
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#define CAT_SANDWICH "Sandwiches"
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#define CAT_SOUP "Soups"
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#define CAT_SPAGHETTI "Spaghettis"
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#define CAT_ICE "Frozen"
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#define CAT_DRINK "Drinks"
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#define CAT_CHEMISTRY "Chemistry"
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#define CAT_ATMOSPHERIC "Atmospheric"
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//rcd modes
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#define RCD_FLOORWALL 0
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#define RCD_AIRLOCK 1
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#define RCD_DECONSTRUCT 2
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#define RCD_WINDOWGRILLE 3
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#define RCD_MACHINE 4
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#define RCD_COMPUTER 5
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#define RCD_FURNISHING 6
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#define RCD_UPGRADE_FRAMES (1<<0)
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#define RCD_UPGRADE_SIMPLE_CIRCUITS (1<<1)
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#define RCD_UPGRADE_SILO_LINK (1<<2)
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#define RCD_UPGRADE_FURNISHING (1<<3)
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#define RPD_UPGRADE_UNWRENCH (1<<0)
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#define RCD_WINDOW_FULLTILE "full tile"
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#define RCD_WINDOW_DIRECTIONAL "directional"
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#define RCD_WINDOW_NORMAL "glass"
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#define RCD_WINDOW_REINFORCED "reinforced glass"
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#define RCD_MEMORY_WALL 1
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#define RCD_MEMORY_WINDOWGRILLE 2
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// How much faster to use the RCD when on a tile with memory
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#define RCD_MEMORY_SPEED_BUFF 5
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/// How much less resources the RCD uses when reconstructing
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#define RCD_MEMORY_COST_BUFF 8
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