* Most plastic items are now recyclable, under the label "miscellaneous". Amounts to be balanced, currently same as recipe.
* Mineral tiles can be recycled
* Gold teeth and collection plates can be recycled
* Recycling sorter will now empty out crates and closets before sorting, if possible
* New recycling material category for the sorter, plastic. Many items updated to be considered such.
* derp recycling sorter fixes
* derp what was the point in creating a category otherwise
* just in case
* dorf recycling
* Smithing recycling? It's been a while and I don't remember what I was up to.
* Fix#28612 (You cannot recycle coins into their base metal)
* Blacksmithing recycling nearly done now,
Just some weirdness with tower shields left, plasteel component doesn't transfer materials correctly.
* All sheets with materials defined should actually have a .materials now, so I can grab an alloy sheet and use it's materials to decide what's being transferred instead of trying to guess of it's material type/hoping it has a material type at all. Fixes tower shields not having plasma from plasteel.
There's still a TODO in how materials are transferred to blacksmithing products, and a bug that predates my changes, but I've no idea how to go about either and this whole PR feels unatomic enough as it already is. I just wanted to be able to recycle plastic bags man, not overhaul crafting.
* Sorter will now consider crates it can't open as non-recyclable, since the recycler simply can't deal with those and it wouldn't make sense to create another way to unlock locked crates anyway. No more clogged recycling because of a closed crate.
* Update boomerang materials
Co-authored-by: Jellyveggie <39123109+Jellyveggie@users.noreply.github.com>
* Standardises opposite_dirs and reverse_direction
* Moves this here, makes more sense in this file
* Compile
* Compile test for this
* Fix
* Cuts out now useless proc
* Cuts this down too
* Additional helper
* Better as a define
* Using this macro in practice
Co-authored-by: kanef <kanef9x@protonmail.com>
* Starting rework of this
* Slight fix
* Fixing compile issues
* Updating more code
* More updates
* More updates
* Proper name
* Removing unused comsig file
* Fixing up map
* Makes components work
* Make this show up
* Specific type, maybe?
* Vault fixes, plus makes component actually process
* Say proc finally works with events now
* Calling in wrong registered thing
* Unneeded
* Ports hearing to hear component
* Area exit phrase for him too
* Actual event
* Testing this out for fun
* Some more
* Compiles
* Path
* Disambiguates this
* No more runtiming
* Some cleanliness
* Makes this parsing less rigid
* This too
* Much much less rigid
* This shouldn't be in this then
* Make it rotate
* Here
Co-authored-by: kanef <kanef9x@protonmail.com>
* Makes vault rotation a blacklist by default
* Makes this 0 by default
* Loading to Z2 with rotation too for testing
* Passes override to admin map element loading on z2 automatically
* Passes it in the right place
* Much saner way to do all this, plus enables some obviously working ones
* More tested vaults
* More that have no problems in rotation
* Mining stuff that can
* Snaxi stuff that can
* Two that can rotate
* Logging fix
* More detail
* Fixes terminals not rotating properly
* Makes these rotatable too, no issues
Co-authored-by: kanef <kanef9x@protonmail.com>
* Changes z-level defines to map datum vars
* Compile?
* Maybe now
* Map compile
* Updating these
* Adding this back again
* Nicer
Co-authored-by: kanef <kanef9x@protonmail.com>
* Revert "Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)"
This reverts commit 5ae655387f.
* fixes urgent problems
* fixes the problem with zooming out
* gliding
* on the beach
* suffer not the lag
* fixes mesons and fire
* Revert "spark machine (#30524)"
This reverts commit 7fc876a34d.
* Revert "This is why we can't have nice things (#30520)"
This reverts commit 6f7fbe95c1.
* Revert "Europa Lights 2021 - version 3 - wall shadows working edition (#30497)"
This reverts commit c03b442604.
* step1: compiles
* readds shadow atoms
* attempt at making spess dark
* planes fuckery
* forceMove fixes
* mouse opacity fixes
* moving to the europa light jargon
* rational brightness ranges
* re-adds moody lights
* sunglasses : compile check
* readds vampire vision
* No stacking of overlays, pt. 1/2
* makes wall shadows NOT ass
* toggle darkness
* compile
* sacrifice my firstborn to the linter gods
* test one
* uh
* europa lights mapping
* fireaxe cabinets
* Doing surgery on maps: deff
* removed herobrine
* map surgery: metaclub
* map surgery: synergy
* maps surgery, low fat bagel
* makes this compile
* more edge cases (haha)
* forgot these features
* blur: on
* wizzie den dark
* fixes the thunderdome
* Avoid creating objects just to delete them
* Avoid deleting turfs' floor_tiles
* defer station alert computer to initialize
* defer turf/New to initialize
* combine the two atom/New implementations to save one proc call
* Fixed maps using stupid types
* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* green slimes make a tray's plants immortal
* blue slime makes foam extinguishers dope again
* orange slime will provide a pepper spray with unlimited capsaicin
* adds missing return statements
* oil slimes attach to pickaxe type things and make them dig AoE
* fixes wrong type in attackby formal params
* black slimes can attach to a chemistry dispenser to make DD easier to cook up
* metal slimes let rpd's build pipes on all layers at once
* YOU WILL COMPILE
* makes multilayer work correctly
adds red slimes allow autowrenching
* socket wrenches can have a bluespace slime attached, which stops the gas from leaking out into the room
* changes the autowrench on RPD to yellow slime
* upgraded foam extinguishers now have 16K foam
* nerfs the pickaxe upgrade by 50%, now 1x3 like ripley
* slight name change so it fits on the chem dispenser ui
* Update code/game/objects/items/weapons/tools.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/game/objects/items/weapons/tools.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/hydroponics/hydro_tray.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/mining/mine_items.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/RCD/RPD.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/hydroponics/hydro_tray.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* variable changed name
* Testing out new slime_act() method
* Socket wrenches
* RPD, hydro trays
* Pepper sprays, pickaxes
* Chem dispenser, beginning rework of act function
* Now makes qdel work right
* Fix compile errors
* And another
* Aaand some more
* Maybe this?
* Oh
* Moves this up to object level, less redundant
* Refactor of has_slime check
* Indentation
* Indent fix
* pls pass test
Co-authored-by: tianyou <fuckgit@fuckyou.git.fuck>
Co-authored-by: hbycyl <36418376+hbycyl@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: 天佑 <meitianyou94@gmail.com>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adding heating process for ores
* And qdels
* Moar consistency
* Actual temperature logic
* Indent
* Redundant var
* Needs actual recipes, do this in some better way later
* Move temp check up here
* Now finally, make it appear right
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basis of this job
* The hideout
* More stuff
* Walling
* Start landmarks and APC
* .dme check
* Generation code
* Adding to init
* Tweak for later
* This is needed to compile
* Moving this here to see what it does
* Oh I got the filename wrong
* Saving it like this, maybe now it'll work
* Maybe this will help
* Oh right. Testing for box anyways
* And everywhere else too
* Shack tweaks
* Reformatting this
* Oh it's like this
* Starting tweaks
* And more
* Midround stuff
* Locking it from observers, ideally
* Removing more unused things
* More species
* Typo
* Config stuff
* Safe tweak
* Gives own ID type
* Tajaran outfit
* Redoing shack generation
Co-authored-by: kanef <kanef9x@protonmail.com>
* Beginning refactor
* More refactoring
* Worked example with mints
* Refactoring stacking machines
* Oh this is meant to go here
* Beginning smelter refactor
* And finally, rewriting unloaders, the thing we need to work on
* Rewriting these machines too, never see em used but they still use those old in/out items
* Forgot this
* Base variables for editing unloaders
* Adding multitool menu for unloading machines
* Associative list tweak, will be added to the menu soon
* Compile error fixed
* More of these
* And more
* Last one
* Okay, this refactor should make it work right
* Redundant variable
* Refactored multitool menu as common between all, removes copypasted code
* This is already in allowed_types
* Dunno if this flag should be here
* Moving this variable down to common level too, forgot it
* Nicer descriptions
* Adding to .dme
* Adding conveyor_act()s with this thing, why not, more power to it
* This should help
* Adding parts and a circuitboard
* Adding part upgrades and circuit design
* Fixing name
* Why does indentation do this
* Standardising these to box stations for some reason, don't ask
* Removing the input and output items, as well as removing them from as many maps as possible
* Reworking directions on packed and box
* Chaining conveyor_act()s
* Checking in nearby unloading machine too
* Here too
* Function for repeated code
* Forgot this
* This too
* Better check
* Guess this too
* Doing changes, make chaining work
* Remove this
* Removing infinite loop MC crash
* Crude loop checking recursive method, may be extremely broken, need to test it
* Compile and logic fix, more comments on this, tested and this actually works somehow
* Fixing dirs on test box, hive vault and castle
* Synergy, horizon, bagel, boxes
* xoq, meta
* Snaxi, deff
* Lowfat, roid
* An attempt at fixing lamprey
* Updating Dorfstation, now that PR is merged
* Fixing design typepath
* Returning false is actually unnecessary, no return fails conditionals just as much
Co-authored-by: kanef <kanef9x@protonmail.com>
* soulstone cleanup and shade tweak
* fixing type path in code
* fixing type path in maps
* suicide is painless
* min blood
* shade speak human
* fix mechanic scan
* derp
* unretardify construct spells
* fixes soul stone not qdel after making construct
* better shade and construct language
* fix
* much better
* better sanity