Welders now consume 1 fuel to heal 15 points of brute damage when
repairing robotic limbs / IPCs
Welders must now be ON to repair robotic limbs / IPCs (seriously, who
dropped the ball on this one?)
Welders and Cable Coils now incur a 1 second delay when being used to
self-repair robotic limbs / IPCs
- This is HALF the delay organics have to suffer when using trauma kits,
and rather easy to not even notice.
Repairing burn damage on a robotic limb / IPC now consumes cables in the
process.
The heal ratio is 3 burn damage per length of cable. Repairing will cap
at 15 damage (5 cables) per use, which is the amount that was previously
healed with every use. If you have less than 15 damage, it will use the
number of cables necessary to fully repair the damage. If you have fewer
than 5 cables, it will attempt to repair as much damage as possible with
the amount provided.
A full cable coil (30 lengths) will now heal a total of 90 burn damage,
instead of being an infinite healing source as long as you have at least
one piece. This makes cable coils more comparable to the advanced burn
kits in medical for organic patients, which have only 6 uses that always
heal 25 damage.
Technically a balance PR, but also can be considered an exploit fix
since robotic limbs literally had pocket-sized infinite healing sources
readily available across maint while organic limbs didn't have that
luxury.
- Styling fixes
- Added post_build() to stack recipes, for any recipes that need to do
something special
- Called with two arguments, the stack that it originated from, and the
new object.
- Moved stack recipes to their own file
Currently, only two things use post_build
- Cablecuffs use it to color the cuffs the same as the wire they
originated from
- Metal rods use it to call update_icon, in order to display the correct
sprite for whatever amount of rods you created.
Changes:
- Clicking "view structural data" in the station blueprints menu will
show you ghost images of where things like disposal pipes, wires,
atmospherics pipes, and other power machinery are originally supposed
to go. Note, this will show you the ghost images over turfs even if the
machinery is destroyed.
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This commit overhauls the examine system to baystation's latest system,
including a more efficient verb approach, and a new status panel tab,
which shows more information for pre-defined objects.
This commit does the following:
- Replaces all instances of magic intent words, like "harm" and
"help" with defines, I_HELP, I_DISARM, I_GRAB, I_HARM
- Fixes a few manual grab instances left over in attack_alien, they
will now used grabbedby()
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.