Commit Graph

43 Commits

Author SHA1 Message Date
GreatBigFailure
df7ffcc397 The Eggcellent Update Part 2 (#30837)
* I'm unreasonably excited about this change

* Woopsy

* That was not on copy paste and 30 characters

Co-authored-by: Rubylips <Questionfrog@gmail.com>
2021-09-29 23:42:55 -05:00
SECBATON GRIFFON
dada53f31c Suicide_act() update (#30086)
* Beginning suicide_act rework

* compile

* more acts

* compile

* compile

* compile

* compile

* better logic

* oh

* oh

* grammar

* TTVs now act like c4

* or now

* now for flares

* compile

* more general ones

* better

* even better

* generalises these too

* supermatter

* oversight

* circuit imprinters

* oversight

* tweaks

* tanks

* consistency

* oversight

* better chem dispenser one

* computers and gibbers

* oversights

* tweaks

* Fix

* processor

* NOOSINGS FINALLY PORTED FROM HIPPIE

* woops

* removing redundant code, consistency too

* more redundancy down

* this is better

* forgot one

* making nearby item checks more sane now

* better bomb one

* oversiiiight

* cuts down redundant function

* now for welderbomb suicide

* sanity

* more sanity

* switch looks nicer

* these too, obligatory

* oh right

* oh right

* hopefully these work right now

* updating for this one now

* species check

Co-authored-by: SECBATON GRIFFON <sage>
2021-08-24 20:48:18 -05:00
Pathid
1fe2d623d2 Reworks how the circuit imprinter stores reagents (#17814)
* Reworked how the circuit imprinter stores reagents

* Imprinter reagent storage - corrections

* Minor interface adjustment

* Moved draining code out of process()
2018-03-23 16:31:29 -03:00
Pathid
f8bf4d726f Cleaned up RefreshParts() for fabricators and fixed imprinter efficiency (#17807) 2018-03-14 05:55:22 +01:00
clusterfack
246b9261f5 Revert PHORON 2017-04-02 00:37:37 -05:00
clusterfack
8d9d66ce28 Makes Station Rotate (#14506)
* Changes plasma to phoron

Because plasma has been coopted to mean the 4th state of matter, we're rebasing to the new bay naming standard of phoron

* Fixes maps and filenames

* Whoops forgot to change test box!
2017-04-02 00:01:08 +02:00
DrCelt
3bd2db2bf1 Fixes #11112 (#12796)
Fixes #11112
2016-12-18 18:02:51 +01:00
9600bauds
72530e3c43 Updates chemistry logging (#11131) 2016-07-26 15:26:51 -05:00
PJB3005
1a2f9ab059 All the EOLs are now LF.
Fuck you too 0D :^)
2016-01-16 23:28:07 +01:00
PJB3005
ef279b0393 Fixes some R&D related qdel issues.
Note: the console itself still hard dels it appears, can't figure out why, but in the mean time this fixes qdel for R&D machinery linked to the console, and fixes #10
2015-08-17 02:12:31 +00:00
Probe1
4e8926add4 circuit imprinter materials hotfix 2015-06-17 23:22:45 -04:00
ComicIronic
45dec45789 Materials in RnD
In going over our code to prepare a port for Bay, I noticed we weren't using the material datums properly.
Now we are.
There are no functional frontend changes from this.
allowed_materials is now a list of ids instead of types, however.
2015-05-20 16:20:09 +01:00
9600bauds
d57de29755 Protolathe sorting & other wonderful things 2015-05-18 01:25:34 -03:00
D3athrow
006da27b92 Fixes #2300 2015-04-21 17:43:34 -05:00
clusterfack
6dbc8c4c0e Finishing
Comments out the rest of references to goon ores
Also fixes the microwave reagent check added in last commit
2015-02-14 21:33:37 -06:00
clusterfack
13a71a9621 Making glass all separate object trees to prevent stacking
Conflicts:
	code/modules/power/solar.dm
	code/modules/power/tracker.dm
2015-01-26 19:13:33 -06:00
d3athrow
1be7fd0a83 Revert "Solars + Glass Fixes" 2015-01-19 20:57:00 -06:00
clusterfack
831115dd64 Making glass all separate object trees to prevent stacking 2015-01-18 19:06:20 -06:00
ComicIronic
2253f93f23 Fix merge conflicts. 2014-11-30 12:33:44 +00:00
Rob Nelson
ee523ff82f Remove reagent logging from circuit printer. 2014-11-18 11:45:33 -08:00
ComicIronic
f12de396ee Added research flags. 2014-11-09 21:20:41 +00:00
ComicIronic
79fd35609c Slight changes to everything (INCOMPLETE) 2014-10-26 20:23:48 +00:00
ComicIronic
3fc95066f3 Big ol update of materials and fabricators for research. 2014-10-25 13:36:49 +01:00
ComicIronic
f78473af85 Made Research much more modular 2014-09-02 23:28:39 +01:00
iamgoofball
0b8ab966fb Fixes, should be ready for merge 2014-08-10 11:59:30 -07:00
ESwordTheCat
8ecfeb19e3 Use create_reagent proc. 2014-07-15 05:49:58 -08:00
ESwordTheCat
208e39fc4a Use byond newlist. 2014-07-05 01:34:39 -08:00
Rob Nelson
8a0d16cc7a DoS prevention. 2014-06-26 15:23:38 -07:00
Rob Nelson
ebbff30a0c Fix circuit printers not accepting plasma. (Fixes redmine #55) 2014-02-14 10:42:43 -08:00
Rob Nelson
edf44cee33 Feed materialID to circuitprint addAmount. 2014-01-24 12:53:01 -08:00
Rob Nelson
b9627bb7a1 Move circuit printers to materials datum. 2014-01-20 12:52:50 -08:00
Rob Nelson
44ba46be54 Fix acid pouring. 2014-01-19 21:46:00 -08:00
d3athrow
eaa0b4e0ae Fix making sounds in an area 2014-01-15 18:52:30 -06:00
Rob Nelson
78eab73af5 Fix R&D machines not seeing output plates. 2013-12-22 13:04:35 -08:00
Rob Nelson
e00e8b5f49 Circuit imprinter now uses /datum/material and has a production queue. 2013-12-09 22:32:27 -08:00
Rob Nelson
7fa947cf2c Research machines light up when linked. 2013-12-05 18:29:31 -08:00
Rob Nelson
2b77203275 ** WILL NOT COMPILE, OVER STRINGS LIMIT **
Import new bay stuff.
2013-09-03 23:19:24 -07:00
NicholasDV
0b20496f7d Adds Uranium Capability to Circuit Imprinters
Well, looking over the RUST circuits... They required uranium
which we didn't even have implemented in the code to work with
circuit imprinters. I considered simply changing them to use
a different resource, but it honestly makes more sense to improve
the current code to have it more versatile-- To this end, I've made
circuit imprinters capable of using uranium.

As a further note...

closes #2757
2013-06-10 00:12:28 -04:00
aranclanos@hotmail.com
0258d5be22 -Changed all minerals path from /obj/item/stack/sheet to /obj/item/stack/sheet/mineral. (This change excludes glass, Rglass, metal and plasteel)
-Reduced the chunks of code about minerals in door_assembly.dm

Preeeetty much this commit is just to update all the files to the new path of the minerals. From here, if I can, I'll start changing one by one to remove the huge chunks of code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5087 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-16 15:00:09 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
baloh.matevz@gmail.com
a30aca4327 - Standardized var definition for RND and radio code (possibly some other stuff)
- Removed all cases (that I saw anyway) of flags being defined by static numbers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3663 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 14:48:47 +00:00
mport2004@gmail.com
2224916ab9 Just some general cleanup
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player

Bugfix
People spawning on the starting screen on rev/cult should be fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-31 21:31:00 +00:00