* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
* 1.All reagent containers are acidproof now and have pin with self reference(to make it more easy to link them)
2.reagent scaner. It's like a beaker. But can give a list of contained reagents.
3.reagent filter. Pump,that can transfer only desired reagents,or all,except unwanted.
4.fuel cell.Converts chemicals to energy.
5.2 pins memory circuit. Sometimes it is very useful.
6.pulse demultiplexers. A lot like regular demultiplexer. But it doesn't distributes data. Just sends pulse to given activator pin.
7.list operations. choose element by index. write element by index. delete element by index search desired element in list. lenght of list.
8.strings: find element in string. explode string by delimeter.
* athsmos sensors back.
* fix
* 1.Fixed pathfinder circuit …
2.Hypo injector and pump now can be inversed if you nive negative amount.
3.Hypo injector and smoke generator has output pin with amount of stored liquid now.Also they have pulse out pins ,which will be activated after their work.
4.All reagent containers are acidproof now and have pin with self reference(to make it more easy to link them)
5.advanced locator. Like adjastent, but with adjustable up to 8 tiles radius and possibility to find items by name and desctiption.
6.drone capacity and complexity was raised.
7.Now you can wrench large assembly into place.
8.Adjastent locator have 2 pulse out pins. One will be activated if it find something, And one if doesn't
9.reagent scaner. It's like a beaker. But can give a list of contained reagents.
10.reagent filter. Pump,that can transfer only desired reagents,or all,except unwanted.
11.examiner. returns name,description ,relative coordiinates,distance,amount of reagents
12. Internal and external battery sensers. A lot like power monitor in transmission circuit. But without transmission. First returns state of assembly's own battety. Second returns state of any battery in view.
13.encoder/decoder of refs.To send refs throught EPV2
14.strings: find element in string. explode string by delimeter.
* all issues fixed
Medibots now have audio sounds files to play when they talk, which I find to be both practical and makes the bots somewhat creepy and/or endearing.
Adjusts some code so that all the new sound files can play when applicable.
Adjusts small pieces of code to make slightly prettier.
Re-Adds the Mysterious Medibot, International Medibot of mystery. Admin-spawn only.
Emagged medibots will do the beepsky rant 25% of the time.
Bonus: Adds integrated circuit that can play all the new medibot voices.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
Gives the not equal gate a correct icon_state. Icon state was set to"not equal"
In the electronic_assemblies.dmi it is actually "not_equal"
This gives it the correct icon_state
Circuits generate a research design datum when the game starts up instead of me having to manually define them every time I make a new circuit. Hopefully this reduces missing circuits due to mistakes. The circuit box also spawns specific circuits using a similar method for similar reasons.
Other things this does:
Splits the reagent related manipulation circuits to their own category, which cleans up a few repeated New()s.
Drone assembly can be made in RnD now.
Adds injector component, which does what it implies, and injects a reagent into someone or something nearby.
Adds reagent pump, similar to the above but meant for moving reagents around different containers, inside or outside of the machine.
Adds adjacent locator, which can find specific objects next to the machine.
Adds two flavors of the reagent storage component, which does what it says. The second variant is a cryo-beaker version.
Ports PsiOmegaDelta's port of integrated circuits, which has several improvements in code quality.
Ports a few small things like the weakref datum and some macros.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Adds new drone assembly, which has stats between the medium and large assembly. Sprites by Mechoid.
Assemblies now have a light UI when examined while opened, which displays what's inside, as well as how close to the cap for parts or complexity you are getting. Click the names of a component to open the wiring interface for that component. You can also rename each component from the UI. Bonus: Having multiple components of the same name will no longer appear as one component.
Adds ability to rename the assembly, using the new UI.
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver. Bonus: Communicators can send text messages to custom machines using this.
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far. One being the 'beeper' type, which can do things like buzz, ping, beep, etc. The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit. Basic just has a normal light that can be toggled. Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.