Step 11: Send person on their way
- Give the patient one last check-over - make sure they don’t still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio. Once you’re done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance.
-
- If you’ve gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target.
-
-
-
-
-
- "}
-
-
/**********************Light************************/
diff --git a/code/game/machinery/constructable_frame.dm b/code/game/machinery/constructable_frame.dm
index f5ff00d1d40..5aa292b65d2 100644
--- a/code/game/machinery/constructable_frame.dm
+++ b/code/game/machinery/constructable_frame.dm
@@ -17,6 +17,9 @@ To Do: Add deconstruct code to constructable machines. A marvelous idea, I know.
/obj/machinery/constructable_frame/machine_frame
attackby(obj/item/P as obj, mob/user as mob)
+ if(P.crit_fail)
+ user << "\red This part is faulty, you cannot add this to the machine!"
+ return
switch(state)
if(1)
if(istype(P, /obj/item/weapon/cable_coil))
@@ -97,12 +100,20 @@ To Do: Add deconstruct code to constructable machines. A marvelous idea, I know.
if(istype(P, /obj/item/weapon))
for(var/I in req_components)
if(istype(P, text2path(I)) && (req_components[I] > 0))
+ if(istype(P, /obj/item/weapon/cable_coil))
+ var/obj/item/weapon/cable_coil/CP = P
+ if(CP.amount > 1)
+ var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src)
+ CC.amount = 1
+ components += CC
+ req_components[I]--
+ break
user.drop_item()
P.loc = src
components += P
req_components[I]--
break
- if(P.loc != src)
+ if(P.loc != src && !istype(P, /obj/item/weapon/cable_coil))
user << "\red You cannot add that component to the machine!"
@@ -151,4 +162,15 @@ to destroy them and players will be able to make replacements.
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/micro_manipulator" = 1,
- "/obj/item/weapon/reagent_containers/glass/beaker" = 2)
\ No newline at end of file
+ "/obj/item/weapon/reagent_containers/glass/beaker" = 2)
+
+/obj/item/weapon/circuitboard/pacman
+ name = "Circuit Board (PACMAN-type Generator)"
+ build_path = "/obj/machinery/power/port_gen/pacman"
+ board_type = "machine"
+ origin_tech = "powerstorage=3;plasmatech=2"
+ req_components = list(
+ "/obj/item/weapon/stock_parts/matter_bin" = 1,
+ "/obj/item/weapon/stock_parts/micro_laser" = 1,
+ "/obj/item/weapon/cable_coil" = 2,
+ "/obj/item/weapon/stock_parts/capacitor" = 1)
\ No newline at end of file
diff --git a/code/game/mecha/mecha_construction.dm b/code/game/mecha/mecha_construction.dm
index de335b81eaa..22b13f1629e 100644
--- a/code/game/mecha/mecha_construction.dm
+++ b/code/game/mecha/mecha_construction.dm
@@ -632,72 +632,3 @@
-/obj/item/weapon/book/manual/ripley_build_and_repair
- name = "APLU \"Ripley\" Construction and Operation Manual"
- icon = 'library.dmi'
- icon_state ="book"
- due_date = 0 // Game time in 1/10th seconds
- author = "Weyland-Yutani Corp" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
- unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
-
-//big pile of shit below.
-
- dat = {"
-
-
-
-
-
- Weyland-Yutani - Building Better Worlds
- Autonomous Power Loader Unit \"Ripley\"
-
- Specifications:
-
- - Class: Autonomous Power Loader
- - Scope: Logistics and Construction
- - Weight: 820kg (without operator and with empty cargo compartment)
- - Height: 2.5m
- - Width: 1.8m
- - Top speed: 5km/hour
- - Operation in vacuum/hostile environment: Possible
-
- Airtank Volume: 500liters
- - Devices:
-
- - Hydraulic Clamp
- - High-speed Drill
-
-
- - Propulsion Device: Powercell-powered electro-hydraulic system.
- - Powercell capacity: Varies.
-
-
- Construction:
-
- - Connect all exosuit parts to the chassis frame
- - Connect all hydraulic fittings and tighten them up with a wrench
- - Adjust the servohydraulics with a screwdriver
- - Wire the chassis. (Cable is not included.)
- - Use the wirecutters to remove the excess cable if needed.
- - Install the central control module (Not included. Use supplied datadisk to create one).
- - Secure the mainboard with a screwdriver.
- - Install the peripherals control module (Not included. Use supplied datadisk to create one).
- - Secure the peripherals control module with a screwdriver
- - Install the internal armor plating (Not included due to Nanotrasen regulations. Can be made using 5 metal sheets.)
- - Secure the internal armor plating with a wrench
- - Weld the internal armor plating to the chassis
- - Install the external reinforced armor plating (Not included due to Nanotrasen regulations. Can be made using 5 reinforced metal sheets.)
- - Secure the external reinforced armor plating with a wrench
- - Weld the external reinforced armor plating to the chassis
-
-
-
-
- Operation
- Coming soon...
- "}
diff --git a/code/game/objects/items/weapons/manuals.dm b/code/game/objects/items/weapons/manuals.dm
new file mode 100644
index 00000000000..998e79ea435
--- /dev/null
+++ b/code/game/objects/items/weapons/manuals.dm
@@ -0,0 +1,802 @@
+/*********************MANUALS (BOOKS)***********************/
+
+/obj/item/weapon/book/manual
+ icon = 'library.dmi'
+ due_date = 0 // Game time in 1/10th seconds
+ unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
+
+
+/obj/item/weapon/book/manual/engineering_construction
+ name = "Station Repairs and Construction"
+ icon_state ="bookEngineering"
+ author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
+
+//big pile of shit below.
+
+ dat = {"
+
+
+
+
+ Construction
+
+ Advanced Materials
+
+ Rods
+
+ Use metal and click "2x metal rods" (makes two sets of rods)
+
+ Floor tiles
+
+ Use metal and click "4x floor tiles" (makes 4 floor tiles)
+
+
+ Reinforced Glass
+
+ Use rods on glass
+
+ Reinforced Metal
+
+ Click the metal in your hand to open the construction panel,
+
Choose 'Reinforced sheets' form the list
+
+ Floor
+
+ Use the rods on space
+
Use the floor tile on space with lattice
+
Use another floor tile on the plating
+
Alternate method - Click on floor tile in hand while on top of an area of space. No need for rods with this method.
+
+ Walls
+
+ Click the metal in your hand to open the construction panel,
+
Choose 'Build wall girders' form the list
+
Use the remaining 2 sheets of metal on the girders
+
+ Reinforced walls
+
+ Click the metal in your hand to open the construction panel,
+
Choose 'Build wall girders' form the list
+
Use the reinforced metal on the girders to reinforce them
+
Use the last reinforced metal sheet reinforced girders to finish the wall
+
+
+ Grille
+
+ Stand where you wish the grille to be placed
+
Click on the stack of 2 rods with the hand you have them in
+
+ Glass panels
+
+ One directional
+
+ Click the glass pane
+
Click the "one direct" button
+
Right-click the new pane and rotate it
+
Use the screwdriver to fasten it down
+
+ Full
+
+ Click the glass pane
+
Click the "full" button
+
Use the screwdriver to fasten it down
+
+ Reinforced glass panels
+
+ One directional
+
+ Click the reinforced glass pane
+
Click the "one direct" button
+
Right-click the new pane and rotate it
+
Screwdriver (Unsecure pane.)
+
Crowbar (Pane out of frame.)
+
Screwdriver (Secure frame to floor.)
+
Crowbar (Pop pane in.)
+
Screwdriver (Secure pane.)
+
+ Full
+
+ Click the reinforced glass pane
+
Click the "full" button
+
Screwdriver
+
Crowbar
+
Screwdriver
+
+ Hidden Door
+
+ Click the metal in your hand to open the construction panel,
+
Choose 'Build wall girders' form the list
+
Use crowbar on girders and wait a few seconds for the girders to dislodge.
+
Use the remaining 2 sheets of metal on the girders
+
+ To turn a wall into a hidden door, follow the deconstruction guide for the wall type until the final wrenching, and instead proceed from the "Use crowbar on girders" line above.
+
+ Reinforced
+
+ Click the metal in your hand to open the construction panel,
+
Choose 'Build wall girders' form the list
+
Use crowbar on girders and wait a few seconds for the girders to dislodge.
+
Use the reinforced metal on the dislodged girders twice to finish it
+
+ APC
+
+ Use the metal and make an APC Assembly
+
Use the assembly on the wall you want the APC on.
+
Fit it with the wire coil.
+
Fit it with the Power Control Module.
+
Screwdriver the electronics into place.
+
Add the Power Cell.
+
Crowbar shut. It starts ID locked, with the cover engaged and the main switch turned off.
+
+ Airlock
+
+ Use the metal and make an Airlock Assembly
+
Wrench it inplace
+
Add reinforced glass (Only if you wish to make a glass airlock)
+
Add wires
+
Unlock the airlock electronic board with an ID
+
Use the airlock electronic board and set the access level
+
Add the airlock electronic board to the airlock frame.
+
Screwdriver to finish
+
+ Computers
+
+ Use the metal to open the construction panel
+
Choose Computer frame
+
Wrench it inplace
+
Insert Circuitboard
+
Screwdriver
+
Wires
+
glass
+
Screwdriver to finish
+
+ AI Core
+
+ Build Frame from 4 reinforced sheets
+
Wrench into place
+
Add Circuit board
+
Screwdriver
+
Add wires
+
Add brain (only if you want a NEW AI)
+
Add reinforced glass
+
Screwdriver
+
+ Deconstruction
+
+ Walls
+
+ Wdlder
+
Wrench
+
+ Reinforced walls
+
+ Wirecutters.
+
Screwdriver.
+
Welder.
+
Crowbar.
+
Wrench.
+
Welder.
+
Crowbar.
+
Screwdriver.
+
Wirecutters.
+
Wrench.
+
+ Grille
+
+ Wirecutters
+
Welder (to destroy it)
+
or
+
screwdriver (to unfasten it)
+
+ Glass panels
+
+ The first method destroys it, the second gives a pullable pane of glass.
+
+
Welding glass shards creates a pane of glass.
+
+ Reinforced glass panels
+
+ Screwdriver to loosen the pane.
+
Crowbar to pop it out.
+
Screwdriver to unscrew the frame.
+
Crowbar to pop the pane in.
+
Screwdriver to secure it.
+
+ Hitting the pane repeatedly with a blunt item will smash it into one set of metal rods and a glass shard.
+
+ Hidden Door (Regular or Reinforced)
+
+ Screwdriver
+
Welder
+
Wrench
+
+ APC
+
+ Swipe Card to unlock APC.
+
Remove Power Cell.
+
Screwdriver to unsecure electronics.
+
Wirecutters to remove cables.
+
Crowbar to remove Power Control Board.
+
Welder to remover from wall.
+
Wrenching the frame that is now detached from the wall de-constructs it to two metal sheets.
+
+ Airlock
+
+ Screwdriver the door.
+
Use multitool and wirecutters to disable everything except the doorbolts as detailed in books on hacking. Doorbolts must be up for this to work.
+
Weld the door shut.
+
Crowbar the electronics out.
+
Wirecut the wires out.
+
Unsecure it with a wrench.
+
Weld it to deconstruct to metal plates.
+
+ Cannot be done to emagged airlock. RCD deconstruction must be used for that.
+
+ Computers
+
+ Screwdriver.
+
Crowbar.
+
Wirecutters.
+
Screwdriver.
+
Wrench.
+
Welder. "}
+
+/obj/item/weapon/book/manual/engineering_particle_accelerator
+ name = "Particle Accelerator User's Guide"
+ icon_state ="bookParticleAccelerator"
+ author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
+
+//big pile of shit below.
+
+ dat = {"
+
+
+
+
+
+ Experienced user's guide
+
+ Setting up
+
+
+ - Wrench all pieces to the floor
+ - Add wires to all the pieces
+ - Close all the panels with your screwdriver
+
+
+ Use
+
+
+ - Open the control panel
+ - Set the speed to 2
+ - Start firing at the singularity generator
+ - When the singularity reaches a large enough size so it starts moving on it's own set the speed down to 0, but don't shut it off
+ - Remember to wear a radiation suit when working with this machine... we did tell you that at the start, right?
+
+
+
+ "}
+
+
+/obj/item/weapon/book/manual/engineering_hacking
+ name = "Hacking"
+ icon_state ="bookHacking"
+ author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
+
+//big pile of shit below.
+
+ dat = {"
+
+
+
+
+ What you'll need
+
+ - Insulated gloves Hackables have power lines, and cutting/pulsing these without gloves can harm you.
+ - Screwdriver for opening up panels and the like. A necessary tool
+ - Wirecutters for cutting and mending wires. Also a necessary tool
+ - Multitool for pulsing wires; not necessary for most hacking, but makes life a lot easier.
+
+
+ Important Hackables
+
+ Airlocks
+ Both internal and external access airlocks are hackable, despite the fact that external ones look a lot like firelocks, which are not hackable. Wires are randomized at the start of each round, but are standardized throughout the station, e.g., every orange wire might toggle the bolts. This is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.
+
+ - Screwdriver in hand, click on the airlock to open the panel and expose the wiring
+ - With multitool, wirecutters, or an empty hand, click on the airlock to access the wiring.
+ - Fiddle with the wires by pulsing to test each one and cutting what you need to.
+
+ - ID wire: Pulsing will flash the 'access denied' red light; cutting will prevent anyone from opening the door if it's a restricted door; otherwise, it does nothing.
+ - AI control wire: Pulsing will flash the 'AI control light' off and on quickly; cutting will prevent the AI from accessing the door unless s/he hacks the power wires
+ - Main power wire: Pulsing will turn off the 'test light' and kill the power for 1 minute; cutting will kill the power for 10 seconds before backup power kicks in.
+ - Backup power wire: Pulsing will turn off the 'test light' kill the power for 1 minute of the main power is out, otherwise, nothing. Cutting will obviously disable the backup power.
+ - Bolt control wire: Pulsing will toggle the bolts; cutting will drop the bolts.
+ - Door control wire: If the door is ID restricted, this is pretty much useless. If not, Pulsing will open/close the door and cutting will keep it that way, sortof like bolting.
+ - Electrifying wire: Pulsing will electrify the door for 30 seconds; cutting will permanently electrify it until mended. I haven't a clue how to find this wire out except through trial and painful error. Obviously useless if there is no power to the door.
+
+ - Screwdriver the door again to shut the panel. Otherwise, trying to open the door will always give you the wiring popup.
+
+
+ Airlock Strategies
+
+ - Ghetto hacking involves accessing a useless airlock and cutting all of the wires in order until the bolts drop, making a note of the wire you just cut. Keeping this in mind, you can now open restricted doors by cutting all the wires except the bolt control and then crowbarring that fucker open. Useful if you don't have a multi-tool. Note that this is a bad idea if you lack gloves.
+ - Open ID restricted doors by pulsing a main power wire and then crowbarring it open. If it's bolted, be sure to pulse the bolt wire before you kill the power or you're shit outta luck for a minute. (You can shorten this by cutting and mending the power wire, but by then the power would probably have reset anyway. Still, taking 20 seconds less to unhack the Escape shuttle doors is always good)
+ - Create a pain in the ass obstacle by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.
+ - Remotely pulse an airlock by attaching a signaler, which when signaled pulses the wire it's attached to. This allows you to remotely bolt and unbolt a door, for instance. Be sure to turn off the speaker so no one can hear it being toggled.
+ - Use multitools for bolted as they are awesome. First find two wires of importance. The bolts wire, and the main power wire. Pulse a random door to find out the wires. If you hear sparks, see your health going down or see the message "You feel a powerful shock coursing through your body!", close that hacking window and move onto another door. Once you got the main power wire, head to an unbolted door, pulse the wire, crowbar it open. You get a larger window of time to crowbar, and you can do it without gloves. If a door is bolted, pulse the bolts wires, and go and cut the power then crowbar it.
+
+
+ APCs
+ Used to control power to a certain room. Nice to know when a rogue AI or douchebag engineers keep turning off your power. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever's fucking with the power isn't paying attention
+
+ - Screwdriver in hand, click on APC to open the panel and expose the wiring
+ - Click with an empty hand to access the wiring
+ - Fiddle with the wires by pulsing to test each one and cutting what you need to.
+
+ - Power wires (2): Pulse will short out the APC. You must cut and mend the wire to restore power. Not repairing the short will render the main breaker moot, even if accessed remotely.
+ - AI control wire: Like the airlock, pulsing will flash the light off and on quickly; cutting will disable AI control
+
+ - Screwdriver it back up to toggle lighting, equipment, and atmospherics as you see fit (unless you've killed the power)
+
+
+ Autolathe
+
+ - Click on the autolathe to open it
+ - Click on the autolathe with an empty hand to access the wiring, then get a tool in your hand
+ - The window is glitched and won't show what wires are cut, so you better track what wires you modify. There are three important wires, which are randomized. Cutting them toggles their light permanently, pulsing does so temporarily(30 secs or something). Red light is power, green light is electrocution and blue is hacked options.
+ - Have fun accessing some new options
+
+ - RCD supplies
+ - Infrared beam (security)
+ - Infrared sensor
+ - Bullets
+ - Other shit
+
+
+
+ Air alarm/Fire alarm/Cameras
+ Use wirecutters to enable/disable. Disabled air alarms will show no lights, fire alarms will not automatically trigger firelocks, and cameras will show a red light and prevent anyone from viewing the room through a console (including AI).
+
+
+ MULE
+ No better way to get away from it all with a joyride on a MULE! And run over some people with it too.
+
+ - Unlock the controls with a Quartermaster's ID.
+ - Unscrew the maintenance panel with the screwdriver.
+ - Pulse various wires with a multitool. Pay attention to the reaction the MULE gives.
+
+ - Cutting the wire that causes the loading bay to thunk will remove cargo restrictions.
+ - Cutting the wire that leads to the safety light will awaken its thirst for blood and cause it to run over people in its path. DO NOT DO THIS UNLESS YOU ARE A TRAITOR OR LOVE GETTING THE SHIT ROBUSTED OUT OF YOU.
+ - Cutting one of the wires that makes the motor whine will safely speed up the MULE. Cutting both will immobilize it.
+
+ - Screw the panel back on.
+
+
+ Minor Hackables
+ I haven't a clue why you'd ever want to hack any of these things, but you can!
+
+ Radio/Signaler
+
+ - Screwdriver in hand, click on the offending radio so it can be modified or attached
+
- The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it.
+
- There are three wires. Two have apparent uses; the third is pretty much useless.
+
+ - Output wire will disengage the speakers (or signal-receiving on a signaler)
+
- Input wire will permanently disengage the microphone (or signal-sending on a signaler)
+
+
+ Interestingly, tracking beacons and station intercoms also count as radios.
+
+ Secure Briefcase, Safes
+ seriously who is dumb enough to use these things anyway god damn
+
+ - Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
+ - Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.
+ - The memory is now reset. Punch in your favorite code and hit E to set it.
+ - Screwdriver the panel shut.
+
+
+ Vending machines
+ The only thing worth hacking!
+
+ Four wires
+
+ - Firing wire when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light.
+ - Contraband wire does nothing when cut, when pulsed unlocks illegal or rare goods. Wire is unknown.
+ - Access wire when cut it turns on a yellow light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.
+ - Shock wire Like the firing wire in effects from hacking, except it shocks instead of shoots.
+
+"}
+
+
+
+/obj/item/weapon/book/manual/engineering_guide
+ name = "Engineering Textbook"
+ icon_state ="bookEngineering2"
+ author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
+
+//big pile of shit below.
+
+ dat = {"
+
+
+
+
+ So, you're an Engineer, fresh from the academy, eh? Well here is a guide for you, then. Engineering, the Space station 13 way!
+
+ How much game experience do i need to be a good engineer?
+
+ Engineering is rather complex, but in itself teaches you many of the station's core mechanics. Even someone with very little experience, who can pick up and empty a toolbox is able to become a good engineer.
+
+ Before we start
+
+ Engineering equipment
+
+ This is an image of the tools every engineer should be trusted to have on him at all times:
+
+
+
+
Note that some of these are for roleplay reasons only. Although you can wear a welding mask all the time it makes little to no sense to do that from a roleplay standpoint. Same applies to keeping a pen (but you will not start with a pen). You'll need it very rarely, but a time will come when you'll actually need it. Roleplay too determines if you're a good engineer or not.
+
+
The solars are the next thing you need to worry about. As starting the singularity can be a bit risky, you should watch others do it before you attempt it alone. In the mean time, you can do the wiring of the solars. To do this you will need the RIG suit as well as internals (oxygen tank and gas mask), all of which can be found in engineering. Note that it is a good idea to return the RIG suit once you're done. More on wiring solars can be found in the book entitled 'Solar Panels on Space Stations'
+
+
Wiring intersections demand special mention. Making an intersection requires all the wire pieces to be end-points. If you make a smooth wire going south to north and place a half-wire going east, they will not be connected. To connect them you have to remove the smooth wire and replace it with two half-wires. Once all of them are placed, if you right click the tile you should see three wire pieces, all of which meet in the center.
+
+
For more on construction read the book entitled 'Station Repairs and Construction'
+
+
For more on construction read the book entitled 'Station Repairs and Construction'
+
+
Blowing up cyborgs is normally done by the roboticist or Research Director, but you may need to help them create a robotics console at some point. One of these can be found in tech storage, but is usually stolen quickly.
+
+
The alternative methods to being helpful included hacking APCs and doors, usually to disable the AI control. This is especially important anywhere near a robotics control, engine, or any of the SMES rooms. The AI has no reason to have control over these anyway.
+
+