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* uhh yeah sure * das solarpanelen * solar panel test * fix the dme * that path changed silly * should make the designs actually choose the right ones, makes it easier * i hate techwebs i hate techwebs * makes that not just "protolathe" * designs be like ??? * i give up on trying to modularize that * day 100 still despise tech code * makes those not drop anything when repacked * maybe we can modularize it after all * yeah not quite * STOP DROPPING THINGS WHEN YOU'RE TAKEN APART * ok shut up * tonie tsark * live arc furnace audio * fixes some code bits * slight logic errors * makes the soundloop stop * makes the audio not pop * trims a quiet clip from arc furnace audio * should make the fabricator's icon fully correct * power cells * removes extra bit of code that doesn't need * fuel generator, gas output * arc furnace exhaust * solid fuel generator done i think * logical * I LOVE ELEMENTS HOLY SHIT * lets see if thats all still stable enough * must not sleep * ggraahhhhh * i see it all makes sense now * massively nerfs the gas spewing of the arc furnace * makes solid fuel generators bolted by default * moves the designs to a folder * aint hat neat? * designs designs and more designs * that is hopefully it for now * get logical * maybe that ought to work better * oughghg kill me * reworks the arc welder * terminator * we dont need to override that i dont think * reverts changes to that because it didnt work * mmm boulder up a big mountain so good! * ok that makes sense actually * fuark of * wallframe device * doohickey * one eternity later * now why doth that one not work right? * fugget about it * ok lets pr this as part 1 * name death * that one too * that makes more sense * last bit * should fix the missing test * what the flarp?? * yum radiation * lets borgs manipulate the flatpack machines * ok checks cancel deez * wall cell charger * ggrahhh * Update modular_skyrat/modules/colony_fabricator/code/colony_fabricator.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/colony_fabricator/code/colony_fabricator.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/colony_fabricator/code/tools/tools.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * everything everywhere all at once * attributions and restricts the crowbar * fixes that * Update modular_skyrat/modules/colony_fabricator/code/design_datums/flatpack_machines.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/colony_fabricator/code/machines/solid_fuel_generator.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/colony_fabricator/code/machines/solid_fuel_generator.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * sprite changes * changes the solar panels again actually * grey panels, colored base * ok * makes undeployed rtgs not radioactive * fixes wall cell charger overlays * for real this time * lets the wall charger actually be taken down * ok buddy pal friend * lets the machines be repacked regardless of power * castle vein * gives design descriptions to the fabricator things * adds screen context to repacking * lets pumps and scrubbers of the portable variety be produced * who built this thing? * moves that around a bit * huh? * ok pal * thermomachines, yippie! * i forgot the animation that plays when it deploys its so over * should fix the thermomachine not being interactable much * makes the arc furnace hopefully put the right amount of materials * adds some very much needed devices * fixes some things * fixes some missing designs * gives the thermomachine a sound for operation * grahh!! * ooprs!! * co2 cracker * actually adds that path * fixes the AC audio being WAY too loud. * makes the cracker not repackable, its not meant to be * fixes that reaction being a lie * water synthesizer * oh yeah baby * joly moly * fixes the dme * updates some stuff * undefines some stuff at the end of their files * I LOVE FIXING CODE!!! * moves the can hold global list up to defines * riiight * restores include i accidentally got rid of * lets those actually be printed * fixes some organics printer things * reconfigures the company stuff a bit * gps locator beacon * LOL * those appeared to be causing problems too * gives the gps thing a working overlay * sustenance dispenser * fixes up a few things * retweaks the sustenance machine to have a godawful cell * except not backwards * makes it not show nri clothing designs * makes the organics printer less awful * unanchors the synth * final fixes for the night * fixes an appliance research node * resorts a lot of stuff and nerfs the clothes pt1 * galaxy in devastation as the chest rig is nerfed! * works some stuff around * makes a few of the structures in cargo deployables instead * probably actually makes the co2 cracker work now * deployable cracker for cargo * co2 cracker deployable object sprite * the cracker remains a problem and im not fully sure why * yeah the co2 cracker has some messed up stuff * that node doesnt exist anymore * i lied its REALLY missing these two cooking machines * snap back to reality --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>