* data cards actually have a function now
* Adds data cards to the IC printer for real rea
* more cards, less shitty code
* how the fuck did I miss that
adds a missing ..()
* wait wrong use of ..() fuck
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync
* sync part 1 - underscore folders in code
* controllers folder
* datums folder
* game folder
* cmon, work
* modules - admin to awaymissions
* cargo to events
* fields to lighting
* mapping > ruins
* rest of the code folder
* rest of the folders in the root directory
* DME
* fixes compiling errors. it compiles so it works
* readds map changes
* fixes dogborg module select
* fixes typo in moduleselect_alternate_icon filepath
* Fixes a ton of typos, inaccuracies, poor grammar, and confusing weirdnesses from the descriptions of almost every integrated circuit.
For example, the reagent filter:
Before:
"This is a filter which will move liquids from the source to the target. It will move all reagents, except those in the unwanted list, given the fourth pin if amount value is positive, or it will move only desired reagents if amount is negative. The third pin determines how much reagent is moved per pulse, between 0 and 50. Amount is given for each separate reagent."
After:
This is a filter which will move liquids from the source to its target.
If the amount in the fourth pin is positive, it will move all reagents except those in the unwanted list.
If the amount in the fourth pin is negative, it will only move the reagents in the wanted list.
The third pin determines how many reagents are moved per pulse, between 0 and 50. Amount is given for each separate reagent."
* fixed, ready
* Actually fixed and ready.
* Reverts the name of the coordinate pathfinder circuit back to "coordinte"
* Fixes a few missed, or poorly rewritten parts.
* Update smart.dm
* circuit tweaks
two new variants of concatenators: small and large. each have corresponding complexity and inputs
find text circuit now has two pulse outs, one for if it finds the text, one for if it does not. may break some old circuits but should be easy to fix
* readds after search pulse out
* adds length circuit for strings
* null delimiter in exploder returns list of all chars
* adds indexer circuit
* actual null check
* better descs
* addresses review
removed unneeded var
* moves concatenator pin setup to initialize
* A few additions, tweaks, and fixes for integrated circuits, and some very minor tweaks to hydroponics and carbon/silicon examine() to support those changes.
🆑 SailorDave
rscadd: A new manipulation circuit, the Seed Extractor. Extracts seeds from produce, and outputs a list of the extracted seeds.
rscadd: A new list circuit, the List Filter. Searches through a list for anything matching the desired element and outputs two lists: one containing just the matches, and the other with matches filtered out.
rscadd: A new list circuit, the Set circuit. Removes duplicate entries from a list.
tweak: The Plant Manipulation circuit can now plant seeds, and outputs a list of harvested plants.
tweak: Reagent circuits can now irrigate connected hydroponic trays and inject blood samples into Replica pods.
tweak: The Examiner circuit outputs worn items and other examined details of carbon and silicon mobs into the description pin.
tweak: List Advanced Locator circuit now accepts refs as well as strings.
bugfix: Fixed the Power Transmitter circuit not properly displaying a message when activated.
bugfix: Medical Analyzer circuit can now properly scan non-human mobs.
/🆑
Additional details:
- Plant Manipulation: obj/item/seeds harvest() proc and obj/machinery/hydroponics attack_hand() procs were adjusted slightly to allow this, returning a list when harvested.
- Seed Extractor Module: obj/machinery/seed_extractor /proc/seedify() was adjusted to return a list of seeds.
- Hydroponics replica pod was adjusted to be injectable|drawable, and use reagents and on_reagent_change() rather than a hardcoded attackby(), so other injection methods can use it to allow blood sampling/future reagent reactions regardless of type.
- IC Examiner Module returns a list of examine() messages from mob/living/carbon, mob/living/carbon/human, mob/living/carbon/silicon, and mob/living/carbon/silicon/ai in the description data pin, rather than outputting null since they had an empty desc var. The relevant examine procs were adjusted to return their messages.
- IC get_data() and set_pin_data() adjusted to return text/num properly and to WEAKREF/un-WEAKREF the contents of passed lists.
* fixes errors from screwy merge conflicts and replaces illegal proc name
* re-added a traits tag that accidentally got removed
* review changes
* plant analyzer outputs irrigation status and connected trays, search circuit uses 2 Cx down from 6
* examiner outputs the occupied turf of the examined object and can also scan turfs
* string inputs on circuit pins now use multiline input; fixed edit/remove not working on list pins; fixed large screens not outputting visible messages when held
* locomotion now has a cooldown of 0.1sec and their complexity + pathfinder complexity reduced
* assemblies can open doors they have access to from a card reader through collision
* Merge master branch; fixes pathfinder AStar runtime; fixes tile pointer; fixes material manager self-ref; various grammar touchups
* review changes
* fixes improper weakref type checking
* fixes seed extractor merge confict, removes unnecessary weakref change
* dang ol merge undoing my changes HECK
* updated to robbym's tile pointer PR with clearer var names
* added missing "not scanned" results to tile analyzer, removes duplicate circuit entries(???? how)
* Reorganised component controls
* Simplied menu further
Removed "rename" and "copy ref", renamed "remove" to just "-"
* Added similar changes to "built in" components and added "Rename"