* Adds soil clumps, which are used to make soil(alternative to sandstone).
* Adds soil clump recipe to the biogenerator
* Adds the compost bin to the game. Which converts biomass to compost and makes soil from it.
* Adds sprites for the compost bin
* Adds a recipe for the compost bin(10 planks)
* Added interface for the compost bin.
* Applying suggested changes to compost bin(redundant condition removal, spell check, auto doc)
* Applying suggested changes to soil sheets(initialize, remove empty line)
* Changed min and max to clamp where able, removed redundant return, compost recursion stays in convert_biomass().
* Call parent on init
* Identation and style changes
* Rephrase description
* Unauto docing unnecessary bits, clicking with screwdriver no longer an attack, removed redundancies, reordred ui procs and changed ui data list to new format.
* Converting plant to biomass is now its own function
* removed SOIL define. using path as is instead
* Moved the compost_bin-3 sprite up a pixel so it aligns with the rest
* Added spaces for readability
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Moved plant deletion to make_biomass()
* Rebuilt tgui
* Filled gaps in sprite with mostly transparent pixels to make it easier to click
* Rebuild tgui
* rebuild tgui
* Adds the soil clump sprites back after update
* Added Trailing newline to compost_bin.dm
check said it's missing
* Adds a check for presence of biomass when initializing to prevent unneeded proc call
Checks whether a compost bin has any biomass before attempting to compost it.
* Adding back compost bin icons
* rebuild tgui
* Made interface window slightly shorter.
from 300 to 200 pixels tall.
* Replaced the enough_compost() proc with an if statement in the only place it was used
* Replaced the compost() proc and calls to it with process().
* Rebuild TGUI
* Removed an unused var, idented a comment, and returned the onhit proc to it's original form
* Ran prettier on the compost bin interface file
* Wake Up Icon Diffbot
* Aw shit, here we go again.
* Empty-Commit
* Wake up icondiffbot
* Last attempt for today
* Removed redundant new line from sheet_types.dm
* removed redundant new lines and moved the ui procs together.
* Changed compost label to Compost
* Recompile tgui
* Rebuild Tgui
* Rebuild TGUI
* Rebuild TGUI
* Capitaliize the word soil in the biogenerator listing for it
* following some suggestions
Replaced compost capacity defines with "magic numbers", removed redundant init proc, added spaces around a '-' sign.
* Removing a redundant check in the insertion proc.
moved the check for the compost bin being full to the end of the loop since I already make one before the loop starts.
* Rebuild TGUI
* Rebuild Tgui
* Update code/game/objects/items/stacks/sheets/sheet_types.dm
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Rebuild TGUI
* ReRebuild TGUI
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Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
* Rework Syndie Research Base
* Fixing
* Fixing..
* work you cu-
* SPAACE
* Pack of changes:
- Removed Toilets and replaced them with "Dressing" room.
- Added Genetics, because person on discord wished for it.
- Placed Atmos pipes (scrubbers and supply)
* Changes:
- Added Pathing for ed209 (syndicate)
- Removed random_spawners custom spawner made before.
- Added "security" room with allow you to control turrets and see all base cameras.
* Fixing turret control panel
* Fixing turrets.. again
* huh?
* Changes:
- Decreased Beacons amount from 20 to 10 (they give same path, just less stops).
- Added special room to "store" ed209 syndicate, if you want to activate it: View Variables -> patrol = 1.
- Added light switches everywhere.
- Added Air alarms and fire alarms everywhere, and made sure there are fire doors to stop potential fires.
- Added 2 more areas, Genetics and "control room".
* Placed Power Cables.
* Added disposals
Lets fuckign Gooooo
* Changes:
- Made button from drive actually open doors and shoot stuff to toxin range.
- Added emergency PACMAN generator, in case someone join late and whole base will be de-powered.
- Added CCTV to caves, now you can see intruders.
* Added 2 more boxes of plant disc.
* Changes:
- Added new variant of free drobes, now syndicate can get drip for free.
- Added "hidden" safe at vault with contain 10000credits and stethoscope nearby to help, its only for syndicate researcher, if explorer steal it, they should get bounty on them by syndicate.
- Added a lot of vendors refilling units, to make sure that you cannot run out by "accident".
* Changed Toxin Test arena to indestructable walls.
* Bunch of Changes:
- Replaced "grenade casings" (with are foam grenades) with new created "Foam Grenades Box" so its more oblivious what it is.
- Added paper note near PACMAN Generator with contain basic instruction how to use it.
- Added missing fire doors for "drooms".
- Added fire extinguishers EVERYWHERE so syndicate OSHA will be happy.
- Changed "genetics" room, now instead of supporing 4 people, it support now only 2 in exchange for "faster" DNA researching.
- Added "Foam Grenades Box" around base and in storage, so if there any breaches just throw kanu- grenades at them.
- Named and connected disposal to "toxin launcher" so now you can disposal your constractions inside.
- Added 4 buttons for "Chemical" testing room (with is not for explosives) so now you cannot get trapped inside.
- Made special disposal Ride for genetics "monkeys" to turret so they will be killed (its made this way to avoid researchers spacing themselfs allowing them to escape)
- Increased Toxin Storage room, by increasing oxygen and plasma tanks amount by tanks 2 each.
- Moved AIR container to engine, now they are replaced with "tank container" to storage... custom plasma mixes without destroying main plasma containers.
* fixes
* Changed Genetics:
- Now genetics layout got changed, now instead of supporting 4 genetics people it only support 2 in exchange for more efficency in making DNA syringes.
- Now you can dispose bodies for turrets to shoot holes trough... its funny.
* Added Mirrors to dressing room-
And Fixed hallway curve
* Made cryo and sleepers face themselfs
* Added RPD for toxin launcher room
- now if you run out of valves, you can just "spawn" new ones.
* Used merge conflict fixing tool
- and for *some* reason it keep showing merge conflict? (whot)
* Requested changes:
- Replaced NT machine with syndie cigarette machine.
- Removed random blueshield note.
- replaced syndie donk machines to secured variant.
* Changes full build consoles to unbuild.
* Fixes:
- Fixed storage, somehow one rack with mats got exaporated.
- Added tachyon-doppler array for tracking explosion size.
- Removed duplicated buttons from toxin mixing room.
- Removed console and placed in storage.
- Storage now have items with offsets so they are more visible in stack pile.
- Removed Air alarm from toxing testing arena, considering it dont have pipes.
* Add RPD in toxing mixing
* batch of fixes (?)
- Changed Art vendor and critter care to free variant.
- Fixed spelling on paper to requested one.
- Now syndicate researchers spawn with 100 credits in their backpack for claw machine, if you run out, ask your coworkers to borrow more cash on game.
* batch of changes:
- Did most requested changes by S34N (except defib one)
- Added APC to hallway, so now hallway use power too.
- Made new subtype of syndicate APC's with offset depending on direction.
* fix stripes issue
* Removed random stripes and syndie having cash
* Converts isHoly into a trait
* Moves holy from body to mind
* Uncurses the source of curses
* Updates source to roundstart trait
* Contrabang fixes
* Forgot one
* Add trait mind helper
* Request changed Dgamerr/Contra
* Fixes issue
* Nullchecks minds
* Morgue tray now updates properly
* Return of the guard clause
* Send signal upon ghosting/reentering
* Correct source for reenter corpse signal
* Signals split up, now works with DNR
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Co-authored-by: Adrer <adrermail@gmail.com>
* Automatically set launched syringes to inject
* Implement for normal syringe guns too
* Put mech syringe back to draw mode if emptied when shot
* Use syringe's defines
* Move defines
* update paradise.dme
* Add comment for defines
* do not set RSG syringes to inject
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Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
* i have come to bargain
* oops
* oversight fixes and stuff
* Uhh
I made some mistakes in vscode in commit procedure, so i can't return there. Obligatory webediting
* Henri215's review
grammar fix
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* this one too
* waiter waiter less holotables in my ruin please
* oops
* i cannot can
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Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* this was just going to be a plasma cutter change but no had to make it look good, whats next, ai sat turrets (yes)
* ai turret
* Coca cola, don't forget the ice. Or the pulse
* almost done, pull master than map edit
* we ball
* ah, chasms.
* it's for the best. Fuck should not sleep checker though
* hitscan reflection limiting system
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* c-c-c-changes
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* some thoughts
* I really forgot to commit all of this didn't I
* Rework vendor crits
* fixes some angle jank
* yeag
* Patches up most bugs with tilting things over
* Fixes up most of the AI logic
* rolling AI can now take teleporters, visual effect is now only seen by the AI
* better effects
* Remove a bunch of now useless code
* I keep forgetting this
* cleanup in aisle seven
* oops
* some more testing
* adminbus hours
* Fixes some buildmode stuff, does some more testing
* Add documentation
* Demo bugs
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* rework crit damage amount
* Adapt recent tg changes
* Fix some small bugs in testing, contra review 1
* contra review 2
* Fixes tipping with pacifism
* restore removed icons
* Fix some remote untipping
* restore the roll action
* finally address contra's review (sorry)
* remove debug tool
* Move untilt logic into component
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* adds the other types of meat cubes into the biogenerator
* Revert "adds the other types of meat cubes into the biogenerator"
This reverts commit c6f710c29e.
* adds the other types of meat cubes into the biogenerator