Fixes#4903, one check was accidentally not.
Fixes#4385, C4 is now removed from overlays regardless of success.
Fixes#4902, throwing an offhand now makes you throw the main hand instead.
Fixes#4914, Ian now checks for Adjacency before tucking in.
Tries #5112, spell objects should now remove refs properly.
Fixes#5121, all put_in_hand code now checks that the item can be held.
Fixes#5151, designs with no materials now make their own again.
Fixes#5199, money bags now use cointype instead of stupid path code.
Fixes#5208, the dropped cable coil after a shock is now only 1 long.
Fixes#5278, now only mapped telesci consoles start with a cell.
Fixes#5306, coins on a string are now no longer placed into the coinbox if pulled out.
Fixes#5367, MoMMIs can now have their wires fiddled with and can be deconstructed.
- Lower the research cost to make it easier to come by. Now Engineering
4, Materials 4, Programming 2. Still needs gold and silver to produce
- Remplace changed to Replace whenever applicable
- Fix the busy check to not allow once to work on multiple machines by
abusing the initial do_after
- Fix RMCE's inventory by using the proper storage procs for components
- Machine scanning now outputs into the chat. Fomatting and delays
whenever applicable (the delays are solely to prevent UI freezes and
improve readability. .5 second per string)
Fixes#4766 fully this time
Fixes#5007
Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.
Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.
- Setting up now takes 2 seconds instead of 3
- Exchanging a component takes .5 second instead of 1 (Two times faster)
- RMCE no longer takes a whole 3 seconds to return after replacing, but
.5 seconds as intended
Using the RMCE on multiple machines at a time caused problems, so you
can't anymore. Which makes all the sense in the world given that it is
explicitely stated you stick the RMCE into a machine's hatch while
maintaining
- Added a special busy check to prevent multi-tasking
- Updated a few strings to actually be correct
Fixes#4766
Changelog included
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.
You can now stack flatpacks to create flatpack stacks.
Flatpacks can't be placed on stacks when opened, or opened when in a stack.
Stacks can be separated contextually through clicking. You can break up one stack into multiple stacks if you click in the middle of the stack.
Some flatpacks now also have a departmental icon for easier identification.
Example : http://puu.sh/hAw2P/0bf3a303b2.webm
- Fix the Component Exchanger sharing its design ID with the Device
Analyzer, and thus making either unresearchable depending on which's
preresquite techs were hit first
- Up container from 10 to 20 components on request. That's a lot of
components, and of course you can carry a few filled gadget bags along
Flatpacks now use more of the regular construction code, so this won't happen again.
This revealed a few bugs in construction to do with passing steps around, so that should work fine.
Added a couple of sanity checks here and there.