* lockbox stuffs
* adds these in
* stack and autolathe stuff
* actually this makes no sense sorry
* finally renames this
* adds this, maybe?
* update icon consistency
* fixes
* removes redundant definition, brings vars over and updates description to be more accurate
* correct order
* covers the vials too
* so that it actually goes inside properly
* moves stuff to protolathe
* moves this here too, does some more starting mats
* vial thing icon
* something to stop this showing up in the list
* more usage
* more use of this
* sanity
* some lock consistency
* has to be rewritten to allow putting things in here
* forgot this
* can't forget this
* unneeded checks
* mm code
* size detection and setup
* it actually compiles now
* smore changes
* fixes, additions
* making things buildable pt 1
* buildability pt2
* grammar, because i was making this at 3 in the morning
* file seperation and fixes
* adds a new reagent
* placeholder sprites pt1
* conflict resolution (i hope)
* more icons, reactor assembly works on spawned obj
need to add things to material construction menus, as well as make datum code a bit better.
* rework to fuel mechanics, constructability additions
* fixes, changes, stuff
* cargo orders, construciton, bugs
* runtime fixes, errors and isues. it just werks.
* Update datums.dm
* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!
* suggested changes pt1
* changes pt2
goto goto goto while true
* SCRAM actually works now. better controller examine text.
* FIX IT FIX IT FIX IT FIX IT
* the candle the burns twice as long burns half as bright (fuel number change)
* nerf starter
* new cargo order
* reactor UI
* UI refactor
* reactor UI functional
* construction fixes
* fuel creation UI
* deconstruction
* adjustable units
* new fuelrod subtype
* fuel recycling
* rads
* meltdown framework
* rads, guide
* finishing touches
* UI autoclose, explosion changes
* oops wrong side
* nevermind i'm dumb
* explosion tweak
* ex_act
* seconds are 2 digits
* more rod icons
* more heatcap
* TWO SECONDS
* file rename
* updated control rod code for 2 secs
* sprite changes, system changes, ui changes
* reactor controller sounds
* scram sound manually
* post-review code fixes
* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS
* movment fix
* UI recolred to look more similar
* case icon updates
* enhanced detection of reactor construction, fixed runtimes
* fixes lmao
* changed sprites, overlay reworks
* changed controller sprites
* nu reactor ui
* new fuel machine UI
* more ui, expanded funcs, changed radium's role
* regenerate calcium nerf
* meltdowns are slower
* nu sprites
* areas, runtimes, guides, oh my!
* new reagent! runtime fix!
* removed old files
* updated corium, tweaked meltdowns
* removed gotos
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* mm code
* size detection and setup
* it actually compiles now
* smore changes
* fixes, additions
* making things buildable pt 1
* buildability pt2
* grammar, because i was making this at 3 in the morning
* file seperation and fixes
* adds a new reagent
* placeholder sprites pt1
* conflict resolution (i hope)
* more icons, reactor assembly works on spawned obj
need to add things to material construction menus, as well as make datum code a bit better.
* rework to fuel mechanics, constructability additions
* fixes, changes, stuff
* cargo orders, construciton, bugs
* runtime fixes, errors and isues. it just werks.
* Update datums.dm
* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!
* suggested changes pt1
* changes pt2
goto goto goto while true
* SCRAM actually works now. better controller examine text.
* FIX IT FIX IT FIX IT FIX IT
* the candle the burns twice as long burns half as bright (fuel number change)
* nerf starter
* new cargo order
* reactor UI
* UI refactor
* reactor UI functional
* construction fixes
* fuel creation UI
* deconstruction
* adjustable units
* new fuelrod subtype
* fuel recycling
* rads
* meltdown framework
* rads, guide
* finishing touches
* UI autoclose, explosion changes
* oops wrong side
* nevermind i'm dumb
* explosion tweak
* ex_act
* seconds are 2 digits
* more rod icons
* more heatcap
* TWO SECONDS
* file rename
* updated control rod code for 2 secs
* sprite changes, system changes, ui changes
* reactor controller sounds
* scram sound manually
* post-review code fixes
* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS
* movment fix
* UI recolred to look more similar
* case icon updates
* enhanced detection of reactor construction, fixed runtimes
* fixes lmao
* changed sprites, overlay reworks
* changed controller sprites
* nu reactor ui
* new fuel machine UI
* more ui, expanded funcs, changed radium's role
* regenerate calcium nerf
* meltdowns are slower
* nu sprites
* areas, runtimes, guides, oh my!
* new reagent! runtime fix!
* removed old files
* updated corium, tweaked meltdowns
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* Ore and sheet storage fixes
* let's be specific here
* makes it refresh properly
* cleans up this
* flip this
* cleaner
* adds this back cause it displayed the other message by mistake too
* makes this display right
* clearer insert message, sheet snatcher has more old behaviour accurate
* even closer again
* this allows adding to be easier
* some info
* reverts back, as requested
* Vendor coinbox and vendpack qol
* removes this error from happening
* unatomic, will do in other pr
* hotfix for this
* makes coinbox buildable, this version has no access requirements
* haha jesus christ
* oh baby
* finishing touches
* future coder QoL
* visible_stages
* hurp durp
* pottedplants
* polish
* more polish
* oh boy
* clown tray
* the end is never the end is never the end is never the end is never
* alright
* Most of the work on content for the grug event done.
* Lots more grug content.
* Defibrilator eels, nature procgen improvements, etc
* Final round of content for grug bus
* Standardizes strings so that typos won't break EVERYTHING!!
* Adds missing return to fix defib eels.
* Rock doors!
* Blacklists fireaxes from destroying planetary grass.
* Forgot a comma.
* initial code
* adds unit test
* syntax fix
* clearer
* makes this work with slices
* more cleanup
* fix
* fix for mortars
* tests this item too
* forgot to clear
* IN THE BEAKER
* copy pasted code not even once
* makes name show up right
* hopefully fixes this
* fixes this, but at the expense of less corn oil from mortars
* should make soda cans work, also cut down a lot of code
* of course
* back to normal
* Update reagentgrinder.dm
back where it was too
* move sheetcode here
* moves to right place
* closer to old syntax
* even more loop cutdown
* lot of cutdown for consistency
* makes transfer work right
* fix
* does it like this
* detail
* makes grown stuff work now
* this was being handled alreadyyy
* fix here
* removes unused
* pre_use function helps with this
* back to this
* reorganises procs
* moves these to atom
* updates the unit test
* cleanup
* makes this compile
* fix
* fix
* possible fix
* wow really
* consistent terminology
* ok now surely
* forgot these
* maybe someday
* forgot this too
* stops sound runtime
* don't modify the var
* only do this if deleted
* removes var only used once
* this should cover those overflow cases as intended behaviour
* missed a spot
* stops runtime
* let's give this a try again
* yea, someone will need to fix that cult goblet runtime first, too unatomic
* wrote these lines wrong
* unnecessary lines. also amazed the change still worked
* logic cutdown
* scope up
* more in line with pre-PR behaviour
* types are clearer
* forgot to clear this too when code was moved to be cut down
* cleans up the test a bit
* this macro made me change the var name!
* fixes possible runtime
* maybe now itll work
* ah it's this now
* forgot these
* cleaner
* better check
* fixes logic here, proc is only used now anyways
* null check
* fixes this not going up right
* redundant check
* cuts these down
* comma
* FINALLY fixes this proc
* can't drop checks
* updates these
* some more
* starts cutting down this line EVERYWHERE
* fixes these
* more cutdown
* last of em
* don't make this output "1"
* cleaner
* cuts down brick soap code
* sanity
* fixes this from creating it anyways, also cuts down use of new
* fixes this back
* fixes this a bit, still not working yet
* ornaments don't need to make a new one, also transfers dropping vars
* cuts down bluntcode while converting to create in hands
* cuts down circuitboard code
* fix grammar
* cuts down ALL of these!
* cuts these down too
* removes legacy before take item stuff by... cutting down code!
* makes this work again
* lines no longer needed, handled here now
* forgot this
* bot code cutdown
* Telekinesis sanity fixes
* not today
* more stuff
* more
* unnecesssary
* returns
* returns
* some more
* doesn't need separate proc
* doesn't need separate proc
* cleanup
* now they don't runtime
* cryo tubes, disk duplicators and floodlights (wow this refactor actually works???)
* more
* more
* more
* mooore
* more one size fits all approach
* cleanup
* cleanup
* cleanup
* cleanup
* cleanup
* cleanup
* makes these not teleport too
* makes more stuff work better
* covers these too
* restores some old behaviour
* does revialver
* railguns, and application for this hinthint
* tomahawk code chopdown
* now i know why these are there, putting it into an offhand is just odd
* good helper proc to cut down on code
* good helper proc to cut down on code
* dupe line
* going thru this file
* big file
* meant to do thsi
* getting these
* more items, nearly done? not sure
* well, i was wrong
* updates syntax
* updates syntax
* aaand looks done!
* more consistent with old logic soz
---------
Co-authored-by: SECBATON-GRIFFON <>
* Makes LAssailant a weakref
* Makes LAssailant a weakref
* Makes LAssailant a weakref
* Makes LAssailant a weakref
* cleans up comments
* cleans up comments
* cleanup
* cleanup
* cleans up this comment now for anyone who could re-enable
* more like old syntax
* better var name
---------
Co-authored-by: SECBATON-GRIFFON <>
* Chandlery
* derp
* herp
* color
* that just makes sense
* recycle candles
* alright
* IT'S A FEATURE
* it just makes sense
* offset
* This way we can also blow off the flame of flammin drinks
* blood candle food
* water will extinguish candles on snacks too
* Soft Reset
* white define
* alpha define
* high roller starting mats, recyk, and melt temp
* open container check
* removed radium prank, moved to a special interaction with the painting brush
* fixing conflicts in items.dmi (removed coin icons moved to coins.dmi)
* adds silver and gold architecture
* Both new and old, silver and gold, wall and tile, can be in style...
* remove unnecessary variable
* old tiles renamed to alternate tiles. Making walls with tiles has alternate display text than standard material stacks.
---------
Co-authored-by: realestestate <>