Commit Graph

164 Commits

Author SHA1 Message Date
Mechoid
1de8bc1c40 Industrial Expansion (#7811)
* Begins work on the Industrial expansion, ft hidden Lore

* Removed Painite, Quartz, and Void Opal from generation pending their eventual uses. Recipes modified to use them have been reverted of this use.

Fix Fix.

* Reset map to master.

* Add copper to Robotics, R&D, Engineering, and EVA.
2021-01-27 19:28:13 -09:00
Hatterhat
8c790d91b4 A Thing About Digging Sand and Mineral Processor Speed (#7778)
* sand digging/mineral processor speed squashed

* typo moment + stacker also goes fast

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2020-12-21 18:34:40 -09:00
Mechoid
2018d76cae Department and Round Goals (#7369)
* Baseline work for Department Goals. Implements round-end stats, based in 3 categories of roughly-more-interesting to less interesting.

* Active Goal Separation.

* Map.

* Actually does the second half of this in this PR instead of a different one.
2020-12-11 15:16:47 -09:00
Aronai Sieyes
ad75bb86bd Alter playsound paradigm 2020-05-19 11:06:28 -04:00
Rykka
869b73d209 Upstream Port of Footstep Sounds for multiple tiles.
Shuttle tiles, default floors are still "regular".
Lava, sand, water, grass, beach, mining turfs all have sounds playing now for each footstep. <3

A small balance note - water tiles slow you down by 4, and 8 for deep/ocean tiles. I'll remove these and put them in a separate PR if requested.

Massive credit to @Arokha for helping me figure out the floor system and sitting through getting it put together. <3 <3 <3
2020-05-09 18:50:47 -04:00
Schnayy
a5dd73f3d5 fixfixfix 2020-03-16 16:34:53 -05:00
PrismaticGynoid
eb3c301851 Xenoarch fix
Fixes the bug in xenoarchaeology where there was a significant chance an artifact would break or come out as a strange rock, even when you did everything correctly. Now that only happens if you did the excavation wrong.
2020-03-12 12:29:05 -07:00
Atermonera
a862d55fe6 Fixes mining borg ore box movement on sand with a mining satchel equipped (#6693) 2020-02-16 22:17:19 -08:00
Unknown
7f4b35580d Blind port of Bay Radiation Subsystem
Figured I would do my part to move everything over to subsystems. Not tested yet.
2019-09-30 23:59:31 -04:00
Heroman
d8918a6af2 Refactors strangerocks not to be ore 2019-08-29 08:32:31 +10:00
Ketrai
b75b7e013e adds ledges, adds more contrasts. 2019-07-01 16:52:33 +02:00
Ketrai
c7a542eb51 Implements the new walls and flooring. 2019-06-29 03:18:09 +02:00
Heroman
9c672b5ea0 Fixes some colons 2019-06-07 06:08:37 +10:00
Heroman
ae63743702 Fixes sand runtiming 2019-04-15 05:10:28 +10:00
Mechoid
d363779800 Base features for Precursotech and Anomalotech Expansion
* Adds Imperion sprites.
* Adds more Xenoarch sprites (most from Schnayy)
* Adds Precursor tech and Anomaly tech.
* Adds Precursor and Anomaly machine components. Machines tweaked to allow usage.
* Bioprinter can print random-species organs with Precursor tech.
* Adds Verdantium, Lead, and Marble to mining.
* Marble rebalanced to compensate.
* Tweaks Xenoarch find spawning
* Xenoarch can now find Imperion circuits (useless for now).
* Xenoarch can now find boats, and sometimes an oar, of a random material.
* Particle smasher added to make Morphium, Valhollide, and Supermatter.
* Morphium and Verdantium coins added.
* RnD machines can accept more materials. No recipes tweaked.
2019-03-31 16:29:46 -07:00
Screemonster
15bfadce37 Unpicks some mining spaghetti (#5978)
* Untangle xenoarch from mining somewhat

* professionalism

* sonic jackhammers only for artefact-safe tunnelling

* destroy artefacts code disabled on everything
2019-03-12 19:00:19 -05:00
kevinz000
c2c688c4c8 caps 2018-12-06 18:34:37 -08:00
kevinz000
8da11c17a2 Makes math helpers defines for performance (#5654) 2018-12-06 13:13:59 -08:00
Neerti
3b72438f87 Makes RCDs Clean Again (#5679)
* Makes RCDs Clean Again

* Forgot a few things.
2018-10-16 13:17:17 -05:00
Cerebulon
cddaa5bd46 Fixes missing sprites when excavating rocks 2018-10-10 10:56:23 +01:00
Mechoid
509addffdf Adds a whole bunch of Exosuit weapons and other miscellaneous parts. 2018-08-23 20:14:56 -07:00
Anewbe
73a3417f5d Various things and floors no longer associate with dirt 2018-08-04 22:41:58 -05:00
Anewbe
5d13328a94 Mining turfs maybe probably possibly look nice all the time now I hope? 2018-07-18 22:20:45 -05:00
Anewbe
7d23980df4 Mining turf overlays should be properly placed now 2018-06-06 18:09:07 -05:00
Arokha Sieyes
3827307e59 Rewrite mine turf overlay adding
Stop adding overlays on adjacent turfs. Just add them on yourself, and push them sideways.
2018-05-27 16:27:02 -04:00
Cameron653
59844c5553 Xenoarch Multitool & Xenoarch Excavation Drill (#5058)
* Xenoarch Multitool & Xenoarch Excavation Drill

* Makes the tool work better

* Cuts down on lines & left comments

* change to m
2018-03-22 09:50:50 -07:00
BillyBangles
f49b1a9ad2 Adds ice puzzle POIs (#4963)
* adds slippery ice tiles

* adds ice puzzle POIs

also bedrock (impassable) rock, and ice crystals (which use placeholder
graphics for now)
2018-02-27 17:45:47 -08:00
Anewbe
cd8703d95a Weakens the random mining radbursts 2018-02-20 18:08:00 -06:00
Leshana
5847319443 Update every initialize() proc to return an initialize hint.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
2018-02-05 15:50:13 -05:00
Leshana
34c73dab69 Optimization/Rewrite of Radiation Controller
* The performance of the radiation controller as-is was not fast enough for inclusion in production servers, but it has some nice featuers, so rewrote it to be more performant.
* Instead of storing the radiation strength for every turf, we only store the sources of radiation, and calculate the strength only for mobs who might be in range.
   * Old method was ray-tracing to every turf in range whether anything was there to be irradiated or not.  Could be hundreds of turfs.  New method only lazily calcualtes strength at a turf if we actually need to know it.   Often times this is zero turfs if nobody is standing in engineering.
  * Removed the automatic processing of objects with "rad_power" set.  Objects are responsible for calling the repository to create/update their radiation sources.   Saves some extra overhead that in practice was redundant with other process controllers.
  * Also tweaked to be more respectful of qdel'd objects and added some comments.
2017-05-25 18:43:56 -04:00
Ben Reeve
6185bbd212 Unified radiation system 2017-05-22 16:24:34 +01:00
Leshana
b9dd5233a6 Fix mining turfs permenently unlit.
* Mining turfs generated during random mapgen get their opacity changed
without a call to recalc_atom_opacity() becuase the game ticker has not
started.  Make sure we call it even before that point.
2017-04-16 14:46:09 -04:00
Leshana
a29b807953 Allow set_opacity() to work for turfs too.
Fixes lighting opacity not updating on mined rock walls and false doors.
2017-04-15 10:37:35 -05:00
Leshana
e8af4afc88 Port tg/paradise/good soft-edge lighting
Ports https://github.com/ParadiseSS13/Paradise/pull/6161
Its merged in nearly verbatim as far as the lighting module goes.
Changes outside the lighting module are merged based on our codebase.
2017-04-12 19:11:45 -04:00
Yoshax
8c470a50eb rand can only output ints m'kay kids 2017-02-04 17:13:52 +00:00
Anewbe
fa0096e6c0 Fixes some things that should make mining more interesting 2017-01-28 19:35:48 -06:00
Neerti
393c9899a9 Adds Asteroid Cracks
Adds a new type of turf, which is a cracked asteroid floor.  It is functionally a space tile, which means air can escape through the cracks and into the void.  These cracks can be plugged by building a floor over them using rods and tiles.  The cracks are generated randomly along with the asteroid whenever a floor is placed, with a 1 in 10 chance of it being a cracked floor.
2016-10-02 06:26:44 -04:00
Kelenius
93d07036ef Rewrites xenoarch
See changelog
2016-08-07 08:26:26 +03:00
Neerti
38b564ee5b Explosive Mining!
Explosions can now expose ore from underneath asteroid turf, so now Toxins has an actual use besides griefing.  The amount of ore you get depends on the same circumstances as drilling down, however explosions tend to cause some loss in minerals obtained.  Hopefully the vastly faster method of exploding the asteroid instantly will prove to be viable.
2016-07-10 08:06:56 -04:00
Richard D'angelo
7ab5220f64 510 Improved Overlays
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.

I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.

Ported from:

7c2cc890ab
2016-06-18 15:50:10 -03:00
Kelenius
afbc235b96 Mob inventory cleanup 2016-03-15 16:39:40 +03:00
Kelenius
9f7b65faf8 Optimizes asteroid generation 2016-01-21 11:42:18 +03:00
Datraen
0122262140 Asteroid now processes air properly. 2015-12-20 15:51:34 -05:00
Zuhayr
6faeea5462 Fixes for the asteroid turf post-changes. 2015-12-21 04:59:32 +10:30
Zuhayr
8ebb7c5b5f Rewriting the mining turfs to reduce worldstart lag. 2015-12-16 16:16:41 +10:30
Zuhayr
f2cc74d588 # This is a combination of 2 commits.
# The first commit's message is:

Rewriting the mining turfs to reduce worldstart lag.

# This is the 2nd commit message:

Map cleanup.
2015-12-16 15:26:38 +10:30
Hubblenaut
bb55eb7368 Fixes vaccum pockets on new floors 2015-12-15 15:48:00 +01:00
Neerti
bedeb1fdff Hopefully fixes some bugs that came out of that merge. 2015-09-06 20:00:01 -04:00
Neerti
7fab70767d colony-1 could not be saved, unfortunately. RIP 2015-08-23 18:04:47 -04:00
Neerti
00fa623c9d Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
Conflicts:
	.travis.yml
	code/controllers/configuration.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/storage/boxes.dm
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	code/global.dm
	code/modules/materials/materials.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	polaris.dme
2015-08-23 01:30:46 -04:00