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.
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.
Protolathe and CI build procs moved to them from RD console.
Protolathe and CI now have a build queue. Designs take varying time to
build.
P and CI material storage is now a list instead of a set of vars.
origin_tech is now a list.
All sheets now contain exactly 2000 units of matter.
In design datum, chemicals and materials are two separate lists.
Designs are now sorted. The method is kinda hacky but flexible. They
have a var, sort_string. Designs are sorted alphabetically using it.
Circuits how show whether they build a machine or a computer in CI menu.
Adds item construction, for now protolathe is used.
Well, looking over the RUST circuits... They required uranium
which we didn't even have implemented in the code to work with
circuit imprinters. I considered simply changing them to use
a different resource, but it honestly makes more sense to improve
the current code to have it more versatile-- To this end, I've made
circuit imprinters capable of using uranium.
As a further note...
closes#2757
Committing for S0ldi3rKr4s0 (I hate your name).
Fixes some typos in blueprints.dm, designs.dm, dna_mutations.dm, gift_wrappaper.dm and research.dm.
Gives minerborg some eyes to signify activity (finally)
Made pAI cards need only programming 2.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5452 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
- Added teleporter datum. do_teleport proc is now just a wrapper for it.
- Added damage absorption to mechs.
- Added mecha step and turn sounds.
- Cleaned effects code a bit.
- Metal foam should now block air movement.
- Since sd_ lightning library chops areas into pieces, turrets now work with master area.
- Tried to optimize DesignHasReqs proc.
- Added plasma converter and laser cannon mecha equipment.
- Other cosmetic changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2463 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e