* cleans up some more update Dialog
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* pod UI
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* modern rcon console
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* no dupe tags
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* nbeeds a recode
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* ice cream as tgui
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* legacy drone fab
* more a POI object
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* missing dels
* navbeacon
* eh that is part of the default now
* del useless list
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* retail scanner
* better
* finish retail
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* be gone
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* telescience experiments
* use defines
* fixed up telesci stuff
* non-working bluespace crystal experiment
* allow sec to print basic cells
* allow anyone to make basic power cells
* fix
* medical basic tools
* bad paths
* pathfix
* fixed DA experiments, and clarified proc name
* circuitboards use copper
* changed it back
* lint
* moved signal
* slime deconstructing
* circuits don't give steel
* corrected defines
* correcting designs
* autolathe is not synced yet
* lets just mirror original behavior
* keep procs
* engies get signaler
* no dupe
* destructive borg belly
* unify point generate proc
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
* Repaths Bluespace crystals from obj/item/weapon/ore subtype to obj/item/weapon subtype.
* Adjusts all code references appropriately
I've looked as far as VScode can let me, and I could not find any actual implementation, reference of mechanic that looked like it was using the /ore/ subtype's special mechanics.
Furthermore, I looked in mine_turfs and mineral outcrops codes to see if bluespace crystals were ever treated as an ore/mineral. Once more, I found nothing there either.
Beyond this, I asked cody if they'd ever encountered BS crystals as part of the xenoarch procedure and they reported no
Therefore, I've come to the conclusion that there is absolutely no reason for bluespace crystals to be an ore subtype. Doing this does lose their ability to be sampled by a core sampler but... There was no turf that'd spawn BS crystals (and ore sampler requires it to have been made by a mineral turf).
As such! I repathed it and all references to it and its artificial subtype.
Testing shows that all techs involving BScrystals function as expected (telepad, telesci computer, quantum pad), with deconstruction and construction alike and their expected functionalities.
Default starting_crystals to zero, if it is ever mapped in the mapper can customize the number, but in-game construction will start with zero.
Also convert New() to initialize.
* A little typo prevented this! Also it had made an illusory path that was referenced two places; fixed that.
* While we're here, also make it so holocarp don't digest when in safe mode. Fixes#1361 And for them to not try to use vore icons that don't exist for them.
* Remove the angle & power mechanic, replacing with simple distance.
* Improve the console interface to update more cleanly, be more clear about what is going on.
* Make it actually possible to insert bluespace crystals.
* Add in possible CONCEQUENCES of failed teleports.
* Make teleports take way more power.
* Code somewhat ported from /tg, but enhanced with nanoui and /vg's area shielding.
* Telepad - Teleports stuff under control of telescience console
* Telescience Console - Controls the telepad
* Bluespace crystals and GPSs
* Circuits and research designs for all.
I debugged telesci with a proc that fires the teleport but bypasses all sanity checks and sets target = locate(0,0,0) or null
neither case caused the teleport bugs we are seeing
UI will now update when clicking on stuffs
Added a sanity check to make sure the teleport location isn't 0 or null on all 3 coordinates.
Not sure if this will plug up the random teleporting bug but it can't hurt to have this in there.