Commit Graph

201 Commits

Author SHA1 Message Date
Cameron653
59844c5553 Xenoarch Multitool & Xenoarch Excavation Drill (#5058)
* Xenoarch Multitool & Xenoarch Excavation Drill

* Makes the tool work better

* Cuts down on lines & left comments

* change to m
2018-03-22 09:50:50 -07:00
Anewbe
524c9aa5db Removes translators from the loadout (#4942) 2018-03-01 12:00:37 -08:00
Arokha Sieyes
3fdafb7194 Rename medical scanners and update map 2018-02-20 19:25:31 -05:00
Arokha Sieyes
3a34ee51c6 Fix name of design for analyzer 2018-02-20 15:06:55 -05:00
mistyLuminescence
da4bd82a5d Adds more med gear to R&D and Cargo (#4691)
* Adds more med gear to R&D and Cargo

* standardises + adds sprites

* Removes cargo crate
2018-02-04 22:18:36 -06:00
Leshana
01925e9de2 Add circuit and research design to allow constructing breaker boxes in game. 2018-01-21 20:36:44 -05:00
MisterLayne
05954a278a K. 2017-12-06 16:14:55 -05:00
Neerti
8fedfa205f Merge pull request #4357 from Cyantime/communicator
Allows communicators to be made by RnD, shows ghosts communicator IMs
2017-11-27 20:19:59 -05:00
mistyLuminescence
e4ff301c01 Advanced Roller Bed (#4319)
* Adds the advanced rollerbed to R&D

* default surgery rate

* finally
2017-11-27 16:40:52 -06:00
Cyantime
209b354fd4 Allows communicators to be made by RnD, shows ghosts communicator IMs 2017-11-27 00:33:49 -05:00
Anewbe
0da9a42517 Adjusts ProsFab and MechFab design menus 2017-11-19 04:25:36 -06:00
Mechoid
920e823a46 Fuel-Rod Gun, Minor fixes related. (#4103)
* A whole load of things.

* Fixes the SM Rod's travel distance.
2017-10-19 15:07:52 -05:00
killer653
0080539924 More fixes 2017-10-15 19:54:50 -04:00
MisterLayne
392aa1d8bc Makes the new T-Ray Scanners available 2017-10-11 17:11:49 -04:00
Anewbe
caa4fecd8b Merge branch 'master' of https://github.com/PolarisSS13/Polaris into bone_fixer
# Conflicts:
#	icons/obj/abductor.dmi
2017-09-25 20:35:19 -05:00
Neerti
20ea71934c Merge pull request #3919 from Anewbe/tech_shifting
Shifts around a few Tech Levels.
2017-09-24 00:09:02 -04:00
Anewbe
168837c243 Merge pull request #3917 from PrismaticGynoid/printabledronebrains
Makes drone brains printable.
2017-09-23 20:50:25 -05:00
Anewbe
3cd1e62616 Adjusts slime tool tech requirements 2017-09-23 15:48:01 -05:00
PrismaticGynoid
b2ab0166d6 Makes drone brains printable.
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.
2017-09-22 19:01:18 -07:00
PrismaticGynoid
957f742642 Makes all synthetic brains radio-enabled.
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.
2017-09-22 18:49:37 -07:00
Anewbe
b47b1ce1f1 Adds the bone clamp, and some alien surgery tools 2017-09-22 20:45:00 -05:00
Belsima
69b09d859b Xenoarch adjustments. 2017-09-18 11:15:14 -04:00
Anewbe
7cc1506901 Merge pull request #3810 from Mechoid/Dart_Gun_2_Dart_Harder
Fixes the Dartgun, makes a Research-Produceable variant.
2017-09-11 17:38:19 -04:00
Mechoid
2a5311e063 Fixes the Dartgun, makes a Research-Produceable variant. 2017-09-09 21:25:30 -07:00
Neerti
8f00965cc2 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 8/10/2017_make_xenobio_old_again
# Conflicts fixed:
#	code/modules/admin/topic.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/view_variables/helpers.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/transform_procs.dm
#	maps/northern_star/polaris-1.dmm
#	polaris.dme
2017-09-05 00:58:27 -04:00
Neerti
4bfcec55f2 work 2017-09-04 21:52:47 -04:00
Andrew
4c133ba95d Adds More Ways to Obtain Power Tools
- 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
2017-08-25 20:15:09 -05:00
Cameron653
b824a53541 Update designs.dm 2017-08-08 20:46:53 -04:00
Neerti
36b0f5fa99 Even More Circuit Changes
See PR for changes.
2017-08-01 16:13:27 -04:00
Anewbe
2426bf7b0c Merge pull request #3605 from LorenLuke/IEC-TLC
Gives IECs some TLC
2017-07-18 16:23:35 -05:00
LorenLuke
cfb233aa1b Fixes travis. 2017-07-16 12:19:35 -07:00
LorenLuke
14ad0d70e3 See changelog. 2017-07-16 02:58:52 -07:00
PrismaticGynoid
ad6e395ae2 Replaces intelliCards with intelliCores.
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.
2017-07-13 00:14:34 -07:00
Spades
3ff9d441f9 Finishes fixing ammo inconsistencies 2017-05-27 04:39:49 -04:00
Anewbe
f4dd443b01 Ports the translator 2017-03-10 21:46:57 -06:00
Anewbe
ac4b355f5e Surgical tools will no longer cause damage on help intent 2017-01-21 18:34:05 -06:00
Neerti
97ebf0924d Permanent Revolution Update 2017-01-04 04:41:30 -05:00
Neerti
cefd8029f7 Makes Circuits Make Their Own Research Designs
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.
2016-12-30 02:41:11 -05:00
Neerti
c32e18ae8b Arithmetic Circuit Additions and Fixes
Subtraction, multiplication, and division should work properly.
Added sign, round, and exponent circuits.
2016-12-21 14:52:16 -05:00
Yoshax
804c67fc00 Removes crate, removes from vending, changes changelog 2016-11-20 20:30:19 +00:00
Anewbe
bea401be2d Fixes device cells 2016-10-16 13:42:16 -05:00
Anewbe
771d8b9e4b Adds a smaller device cell for use in non-weapon devices 2016-10-08 15:34:18 -05:00
Anewbe
1a442aa7cc Merge things 2016-10-06 21:37:10 -05:00
Anewbe
0f51fda83a Energy weapons can be reloaded 2016-10-06 21:30:52 -05:00
Neerti
337ef499a1 Cleans Up WIP Event System + New Grid Check For It
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.
2016-10-05 21:40:07 -04:00
Neerti
162af1fbc3 Adds More Circuits
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.
2016-09-25 11:52:39 -04:00
Neerti
801a162ba7 Ports the Port of Circuits
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.
2016-09-24 18:06:11 -04:00
Neerti
ba2c7507d6 Adds EPv2 Circuit
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.
2016-09-18 18:24:13 -04:00
Neerti
c8fab7d070 I Can't Believe It's Not Circuits (it is)
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.
2016-09-18 16:13:25 -04:00
Neerti
faa797b23a Even More Sodding Circuits
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.
2016-09-17 12:36:46 -04:00