* tethered component
* can't do that
* visible_message should always show
* forbid storing
* catching some small issues
* visible message is fighting a bit too much
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Prevents insta-actions
* Do_after sanity
NOTE: NUKE do_after_action
* Update bonfire.dm
* The rest of them
Also fixes a tpyo
* no minitest :)
* .
* .
* Gets rid of the slowdown for now
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Gets rid of hasvar usage
* thiiis
* moves damtype to /obj/item
* throwing
* Move vars moved
* matter as well
Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials
* Update floor_light.dm
* exploitable
* this can be moved up...
* move persist to /item
you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want.
* gets rid of being_used
I added this for xenoarch, that was a mistake
* move these
* move these to the base file
* Makes floorlight autolathe recipe not shit
* Update floor_light.dm
* Update floor_light.dm
* Mechs no longer gib when hitting things
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Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* Begin the sprite consolidation
* med stand
* Library
* kitchen cart
* hydroponics
* Delete hydroponics_machines_vr.dmi
* furniture
* unused computer
* food
* fitness
* fixes the eggs
* Decals
* Drinks, Devices, and Drakie
* Cryogenic2
* combines
* chemical
* card new
* cards
* bereaucracy
* Xenoarch
* compile
* virology
* vehicles
* toys
* Surgery
* stationobjs
* clean these up
* gets rid of some dupes
* bye
* how did that get there
* Unused
* Gets rid of unused ninja dupe file
* Move all these old doors
* this too
* get rid of dupes
* Update airlock_angled_bay.dm
* fixes the map with a prop
* map fixes
It always sucks when you get an item you know you would love to use in a specific scenario, but, for one reason or another, you know that's probably not happening this shift.
It would be cool if you could save that thing you found until you know it's time to use it!
So I made an item bank.
This stores and saves a single item based on your ckey!
This is intended to allow people to save an item they know they may want later but have right now. It is not intended to allow one to keep an item forever, or to store multiple items. Ultimately I think the rarity of certain items is a big part of what makes them special!
But, if you find it and can't use it right now, it'd be cool if it was there for you when you can use it.
Restrictions:
-Any item that has been retrieved from storage can not be stored again! (To prevent people from keeping an item forever.)
-One can only store any item one time per shift! (To prevent abusing possible contents of items.)
-Certain items cannot be stored! (See: ID cards, pdas, communicators, radios (and their keys), holders (micros, pets, etc), most storage items, unique items, certain weapons, etc)
This system stores the item type, so any modifications to the item will not be saved, it will be as if the item is new (because it is).
This means that it will be possible to duplicate the contents of things that spawn with contents. I have thought some about what things this might be a concern for, but there will invariably be things that remain that this will be possible for. If it becomes a problem, it is always possible to apply further restrictions. (this is why most storage items are disallowed. Like, any medkit or gun case or things like that, would be able to duplicate their contents if they were able to be stored, and I feel like this is a better solution than making it so you cannot store something and retrieve something in the same shift.)