With paper.
Also adds two Southern Cross areas to the lists.
Also makes some global procs for ultra-quick area generation that anything can use and badmins can call.
https://i.imgur.com/wnm3joF.png
Removes a debug message
- Makes a special wire reader tool that the CE starts with
- Makes CE blueprints able to add charges to Engineer's blueprints.
- Makes it so CE blueprints don't have the wire legend.
- Adds Engineer's blueprints to the Engineer's lockers.
- Adds Engineer's blueprints.
- Makes it so you can't make a new area in a non 'BUILDABLE_AREA_TYPES' area without CE blueprints. (See global_lists_vr).
- Allows for the creation of areas via build mode.
- If an area is made via buildmode, the area will be fully lit. This is the only compromise I could do it as space areas worked fine when turned into new areas, but preexisting areas bugged out massively and were full dark (just like it currently is on live)
MAJOR:
- Completely revamps the blueprints.
- Ports /tg/ blueprints and bastardizes them.
Blueprint functions:
- Create/modify an existing area (in a 3x3 square. Good for expanding an area to include walls or finetuning)
- Create new area or merge two areas. (Allows you to make a new area if the room is airtight or merge two areas together.)
- Change area name.
- Wire Legend. Allows you to see what wires do. (Move this into its own seperate item)
MINOR:
- Adds a new global list "wire_name_directory" that is important for revealing wires.
- Gave vent pumps, vent scrubbers, and air alarms a new update_area proc that is involved when their area is updated due to a blueprints being used.
- Gave areas a 'setup' proc that is called when a new area is created via blueprints. Sets the area vars to what would be default (power off) Adds a new 'areasize' variable to areas that lets you know how large they are.
- Added procs to areas to check the power in an area and check change the name of an area properly.
- adds a new range_turfs and rect_turfs define. Unused for now.
- Sanitizes some more things so you can't put HTML into it.
- Utilizes TGUI better to show the user the max they can post.
- Limits some things like circuits so you can't insert 50000 characters.
- Adds in a 'compliance implant'. This is an implant that works just like a compliance disk, in case people want to do law stuff without NIFs. (Also works on NIFs as well as requested.)
- Is able to be found in contraband packs, trash piles, and is contraband in the security vending machine. (Since putting it in the 'gadget' vending machine didn't seem right.)
Works exactly like a compliance disk does but also is a removable implant for non-NIF'd people.
- Makes the mining satchel pick stuff up a bit differently.
- Adds a failsafe for mining satchels so you can't pick up too many items at once. (set to 100)
- Makes the bluespace ore satchel ACTUALLY bluespace.
- Adds 'current capacity' so ore satchels and mining drills can only hold a certain amount.
Uses the same magical anti-lag lists as the other mining items!
Some mining drill items had incorrect names, such as glass being 'silicates' which isn't an ore, which is essential for this change. This changes that.
This is purely a name change and users won't see anything different.
Also removed rutile as it was duplicated in the list. Presumably due to Polaris adding rutile and it never being removed.
- Makes Ore boxes, ore bags, and the processing machine all use lists.
Previously, ore boxes would constantly add ore to the contents of the ore box.
This meant that if a miner was constantly adding ore to a crate that has thousands of ores in its contents list, the contents list would be updated numerous times in succession.
Updating a list with 10000 ore 25 times in a single tick makes the server cry.
Making it use lists completely eliminates this problem and makes the entire process of ore more efficient. It simply adds the amount of ores to a list and transfers them between satchel/bag/processing machine.
Using lists means the infinite mining satchel can actually be infinite without worries of constantly dropping & picking up ore and lagging the server.
This has been tested and works.
The only problem however is that I need to figure out a way to make mining bags able to know if they're full or not. Currently they can hold an infinite value of ores.
* Add bricks
* Fixes concrete icon spawning.
Polaris uses a different system for spawning turfs than we do. This fixes a bug with concrete spawning.
* Makes it so you have to load PB in a cryo beaker.
Instead of getting it for free.
* no you don't get free reinforcement
* Concrete can make concrete flooring
* Adds concrete tiles. Fixes spawning
* Being plating is boring. Let's make it a floor.
* Able to remove it.
* Allows fun. Fixes infinite tiles.
* Adds Polaris Gun Sprites
- Allows for easier ports.
- Fixes the semi-automatic-shotgun
* Adds the PSGs - Tether. Fixes the sprite in DreamMaker.
- Adds a PSG to the security EVA (Security players mentioned doing this instead of armory, and it makes sense.)
- Adds a PSG to mining equipment room.
* Adds PSGs to SD
- Adds PSG to Security EVA
- Adds PSG to Mining
* Adds PSGs to GB
- Adds PSG to Groundbase Mining
- Adds PSG to Groundbase Security EVA
* Makes the PSG the actual mining version