Positronic brains are already printable, so why not electronic brains? Requires a bit less research to make than posibrains, and uses no phoron or diamonds.
Mostly because the old radio-enabled MMIs were almost never used. Changes all MMIs and their subtypes (posi and drone brains) to have a radio inside of them, which can only be used when the brain is outside of a body. This radio can be used to talk over the common channel, in case you get left on a table somewhere by an absent-minded roboticist. However, the radio can also be disabled, in case an antag has you and doesn't want to to scream for help.
Since this makes the old radio-enabled MMIs obsolete, they're no longer printable(although it's still defined in the code so I don't have to touch the map file). Also fixes a telecomms runtime with brains talking over the radio.
- Added the hand drill and jaws of life to the protolathe
- Removed titanium from the hand drill and jaws of life
- Syndicate toolbox now comes with power tools
Sprites replaced with a black box that could conceivably contain a brain, while obscuring the details. Complete with screen and convenient handle.
Usage text modified to make sense for MMIs/posibrains, instead of just drone brains (e.g. downloaded → transferred).
Description added to the new intelliCores. Made into normal-sized item, similar to MMIs/posibrains.
This is an alternative to either changing lore to allow for brain uploading, or changing code to allow for choosing multiple AI brain types.
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.
Separates the 'count and assess everything' stuff to it's own datum, called the metric datum, which I plan to add on to in the future to make counting and metrics easier.
Makes decision process a bit more weight-based, will probably continue tweaking later.
Makes the admin debug UI have links to change settings easily.
Adds replacement for grid check event, which works similar to the old one, but is now based on a physical machine in the game world, that Engineering can hack to make the event end faster, if so desired. Note that the machine is not mapped in, and won't be mapped in until the event system is ready for launch.
Adds grid_check variables to SMESes and APCs to make them stop doing work without draining the battery.
Grid checks in the new system are caused by a "power spike" which originates from the engine and will cause bad things, should no grid checker machine be connected to the power-net. These power spikes occur when the GM decides that a grid check is a good event to have.
The grid checker can be built and deconstructed using the standard machine construction methods.
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.
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.