Commit Graph

365 Commits

Author SHA1 Message Date
Cael Aislinn
5e02cedf46 switched autocloner and replicator artifacts over to a timer system, made replicator use materials to create items (materials can be anything)
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>
2014-06-20 08:48:31 -04:00
Cael Aislinn
c23cb7afef rework talking items and re-enable them, made xenoarch boxes have a variable internal size, added three new eldritch xenoarch finds (poltergeist mask, vampiric statuette, endless replenishing container)
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>

Conflicts:
	code/modules/research/xenoarchaeology/finds/finds_defines.dm
2014-06-20 08:47:51 -04:00
Cael Aislinn
dbce0f457f harvester can now harvest artifact's secondary effect, which effect it chooses is determined by which are active (if both are active it can harvest neither)
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>
2014-06-20 08:17:01 -04:00
Cael Aislinn
18d5053e5b miscellaneous fixes to various anomaly utiliser effects involving location/holder issues, fixed anomaly harvester runtime, reworks anomaly utiliser to be a lot easier/nicer to use, balance tweaks:
- caps stun effect values for pulsing
- sets max utiliser battery charge to 300 (30 sec)
- changes energy consumption for utiliser pulse effects to "effect max charge level" * "effect range" ^ 2
- changes energy consumption for utiliser touch effects to 100 (10 sec worth of consumption)

Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>
2014-06-20 08:16:40 -04:00
Cael Aislinn
2082789543 moved xenoarchaeology master controller code into a separate file
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>

Conflicts:
	code/modules/research/xenoarchaeology/misc.dm
2014-06-20 08:16:30 -04:00
Cael Aislinn
5439b04241 reconstitutor has a chance to extract multiple genomes per fossil (50% for two genomes, 37.5% chance for three genomes), moved xenoarchaeology initialisation code into the master controller, added upper and lower spawn vals for digsite turf number and artifact machine number, added circuitboards for the reconstitutors, fixes missing clonepod for flora reconstitutors
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>

Conflicts:
	code/global.dm
	code/modules/mining/mine_turfs.dm
	code/modules/research/xenoarchaeology/misc.dm
2014-06-20 08:13:42 -04:00
ESwordTheCat
d17486b635 Revert it to this. 2014-06-19 10:34:26 -04:00
ESwordTheCat
d81d1736fc Remove spawn. 2014-06-19 10:34:14 -04:00
ESwordTheCat
bb54ac1ac4 Fix artifact spreading and large scanner. Remove extra list used the master_controller var again.
Conflicts:
	code/modules/mining/mine_turfs.dm
	code/modules/research/xenoarchaeology/misc.dm
	code/modules/research/xenoarchaeology/tools/tools_anoscanner.dm
2014-06-19 10:33:50 -04:00
mwerezak
6ada0cf263 Adds sharp and edge flags to appropriate items
Went through as many /obj/item/weapons as I could find and added sharp
and edge flags where appropriate.

Conflicts:
	code/modules/research/xenoarchaeology/finds/finds_misc.dm
2014-06-17 07:08:25 -04:00
ZomgPonies
2097bed55d 3rd mining overhaul commit, fun KEPT. 2014-06-15 07:52:52 -04:00
ZomgPonies
8d8d213e3e Merge pull request #253 from GhostAA12/master
Fixes the Rapid Parts Exchange device
2014-06-14 16:00:45 -04:00
GhostAA12
81c000f0cf Fixes the Rapid Parts Exchange device
Previously did nothing because of missing proc on machinery
2014-06-14 11:41:18 -07:00
Zuhayr
e4b95aa05e Moved engineering, research and mining shuttles to a generalized system with its own directory structure.
Conflicts:
	baystation12.dme
	code/modules/mining/mine_items.dm
	code/modules/research/research_shuttle.dm
2014-06-14 02:01:14 -04:00
AlexanderSeto
57e8d921ff Recommits storage 2014-06-12 16:28:19 -07:00
GinjaNinja32
0fc144ed35 Fix xenoarcheology field generator 2014-06-08 18:30:37 -04:00
ZomgPonies
4cfeada9d7 Added baggies for drugs, aww yeah 2014-06-06 04:16:39 -04:00
ZomgPonies
f370d92dfa Boop 2014-06-06 00:45:10 -04:00
ZomgPonies
751c3badd1 Added powerarmor to RnD 2014-06-05 22:09:32 -04:00
mwerezak
418ba281d7 Fixes circuit var for other consoles
Also cleans up attackby while we're at it.

Conflicts:
	code/game/dna/dna_modifier.dm
	code/game/machinery/computer/arcade.dm
	code/game/supplyshuttle.dm
	code/modules/mining/mine_items.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/modules/research/research_shuttle.dm
	code/modules/research/server.dm
2014-05-26 06:21:03 -04:00
mwerezak
89af05fd25 Fixes wrong access on RD console 2014-05-26 06:13:47 -04:00
mwerezak
dd2fcf0eb3 Fixes RD console circuit var not set.
Also removes redundant attackby code, and small change to text when
setting access protocol on the board.

Related to issue #5006
2014-05-26 06:13:37 -04:00
AlexanderSeto
586e9633f1 Adds the rapid part exchange device 2014-05-24 08:56:51 -07:00
Rob Nelson
8e7f15003b Add circuit printer design for Space Pod mainboard. 2014-05-17 19:18:17 -04:00
Zuhayr
8c3ea8dac6 Made drone control consoles buildable/researchable. 2014-05-12 04:36:19 -04:00
Cael Aislinn
18e3e37507 adds new feature: cloning extinct animals and seeds from fossils found through xenoarchaeology, some minor tweaks to various other areas to make it work
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>

Conflicts:
	icons/obj/hydroponics.dmi
	icons/obj/xenoarchaeology.dmi
2014-05-03 17:25:57 -04:00
thatprogrammerguy
635fe21ad2 Allowed robots to unlock xenoarcheology's suspension generator now that miner borgs can dig out artifacts and anomalies. 2014-05-02 03:27:04 -04:00
thatprogrammerguy
85ad5b2269 Created a robotic excavation pick that enables miner robots to dig out anomalies: it can be activated in-hand to change the number of centimeters excavated. Gave the pick, a depth scanner, and a wrench to the miner robot. 2014-05-01 02:24:56 -04:00
ESwordTheCat
c43652b33a Okay shards converted to pool usage now.
Conflicts:
	code/game/machinery/computer/arcade.dm
	code/game/machinery/doors/windowdoor.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/objects/structures/displaycase.dm
	code/modules/mining/mine_turfs.dm
	code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
2014-04-19 19:57:53 -04:00
ESwordTheCat
75b6f2a2dd return pool for plasma shards. 2014-04-19 19:42:29 -04:00
alex-gh
cfbfa0e993 Smoke rework caused endless loops, reverted. 2014-04-08 01:47:56 +02:00
alex-gh
521ad31671 Revert the new lighting system. 2014-04-07 23:51:35 +02:00
Loganbacca
0fba806c7b Chemsmoke rewrite
- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.

Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.

Conflicts:
	code/game/objects/effects/effect_system.dm
	icons/effects/96x96.dmi
2014-04-03 18:21:26 +02:00
Aryn
072bdcde60 I think I fixed everything it is possible to stuff a light source into.
Conflicts:
	code/game/dna/dna_modifier.dm
	code/game/machinery/Sleeper.dm
	code/game/objects/structures/transit_tubes.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/modules/recycling/disposal.dm
2014-03-21 09:58:54 -04:00
Ccomp5950
2e7a92e815 Runtime fix: Depth scanner now won't check the length of null lists.
runtime error: Cannot read null.len
proc name: scan atom (/obj/item/device/depth_scanner/proc/scan_atom)
  source file: tools_depthscanner.dm,31
  usr: Some Guy (/mob/living/carbon/human)
  src: the depth analysis scanner (/obj/item/device/depth_scanner)
  call stack:
the depth analysis scanner (/obj/item/device/depth_scanner): scan atom(Some Guy (/mob/living/carbon/human), Rock (155,169,5) (/turf/simulated/mineral))
Rock (155,169,5) (/turf/simulated/mineral): attackby(the depth analysis scanner (/obj/item/device/depth_scanner), Some Guy (/mob/living/carbon/human))
Some Guy (/mob/living/carbon/human): ClickOn(Rock (155,169,5) (/turf/simulated/mineral), "icon-x=23;icon-y=13;left=1;scr...")
Rock (155,169,5) (/turf/simulated/mineral): Click(Rock (155,169,5) (/turf/simulated/mineral), "mapwindow.map", "icon-x=23;icon-y=13;left=1;scr...")
2014-03-03 15:26:30 -05:00
MrPerson
5bb608e56e Redo of jitteriness and dizziness.
Fixes #2923

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_defines.dm
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-28 22:21:33 -05:00
ZomgPonies
1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
Rob Nelson
c3b021e246 Added a garbage collector implementation based on rumors from Goon and proc references in released gooncode.
And holy shit it's fast

Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/pipes.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/rechargestation.dm
	code/game/objects/structures/crates_lockers/crates.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mining/mine_turfs.dm
	code/modules/paperwork/photocopier.dm
	code/modules/power/cable.dm
	html/changelog.html
2014-01-29 23:45:21 -05:00
ZomgPonies
cb5367ed96 Switching cable coils to stacks 2014-01-21 21:23:26 -05:00
ZomgPonies
90496be20a Standardized intent names so it's all harm. Fuck you hurt. 2014-01-19 08:30:50 -05:00
ManeaterMildred
c016debe54 Added the Mech Ion Rifle, Mech Carbine, Mech Rocket Launcher
and Ion Rifle to the list of things you can build with the
Protolathe and Exosuit Fabricator.
2014-01-14 22:42:50 -05:00
SkyMarshal
e2bbbb7e39 Mining fixes as it was annoying as fuck. Also a random object with nothing in it removed.
Conflicts:
	code/modules/mining/mine_turfs.dm
2014-01-09 20:56:38 -05:00
YotaXP
b7efb1b7ed Optimized and refactored list2text, text2list, and replacetext.
Also fixed some grammar in the station blueprint code.

Conflicts:
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/uplinks.dm
	code/modules/admin/verbs/debug.dm
	code/modules/clothing/masks/gasmask.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/TextFilters.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/silicon/ai/say.dm

Conflicts:
	code/modules/admin/verbs/debug.dm
	code/modules/detectivework/scanner.dm
2014-01-08 07:14:16 -05:00
d3athrow
64d8903802 Following /tg/'s lead, removes set background 1 for smoother gameplay.
Conflicts:
	code/game/objects/effects/glowshroom.dm
	code/modules/mob/living/carbon/zombie/zombie.dm
	code/modules/mob/living/silicon/mommi/life.dm
2014-01-08 01:25:20 -05:00
Mark Aherne (Faerdan)
5d04a41151 NanoUI updates.
* Simplified the code used in ui_interact procs and updated all current uses.
* Removed ununused jsviews JavaScript code (replaced it with vanilla jsrender).
* Added a message to the UI which shows if JavaScript is disabled (people with JavaScript disabled previously got blank UIs).

Conflicts:
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/uplinks.dm
	code/modules/reagents/Chemistry-Machinery.dm
	nano/css/shared.css
2014-01-05 23:28:52 -05:00
ZomgPonies
aa8fcc9b15 Randomized lawset system + config options 2014-01-05 17:50:13 -05:00
ZomgPonies
faa42eb95a Changed floral recipe 2013-12-30 18:34:56 -05:00
ZomgPonies
13666e1086 Remove RnD lockboxes 2013-12-30 18:33:30 -05:00
ZomgPonies
a1656037e4 New guns and gun sprites 2013-12-28 10:46:48 -05:00
ZomgPonies
af524fef02 New arcade machines 2013-12-28 09:49:00 -05:00