Got rid of the reliability factors for generating power or critically failing.
Increased the time factor for each sheet for all generators.
Added some feedback stuff such as saying which fuel the generator takes and how much power is in the current powernet, that it is connected to.
Powernet making will not wire up "power" machines that are not anchored.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5458 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a solar pack crate to order.
-Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area.
-Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled.
-Increased the cap of crates to 30.
-Some performance tweaks.
-Some standardization.
-All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size.
-Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
Portable generators properly drop their fuel when deconstructed
Portable generators need their cover open to be destructed now
Fixed a runtime error when building a portable generator with a 2s wire
-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
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 316c924e-a436-60f5-8080-3fe189b3f50e
-Atmos delay is now based on active players, to help fight lag for massive player rounds.
-Changed some for(blah in world) loops to use the correct lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
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
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
- In addition when an admin uses 'adminwho' they will see if the admin in the list is AFK or not. You are deemed as AFK if you have been inactive for 300 seconds = 5 minutes.
- A little code standardization for port gens.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3730 316c924e-a436-60f5-8080-3fe189b3f50e
Coins can still be found and used in vending machines.
PACMANs now run off sheets instead of coins.
Added coolity's new orebox sprites.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3178 316c924e-a436-60f5-8080-3fe189b3f50e
- atom.forceMove() proc. Ignores density and other Move() restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class
- anyprob() helper proc.
- Mecha internal damage vars encapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2780 316c924e-a436-60f5-8080-3fe189b3f50e
- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time.
- Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator.
- Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil.
- Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days...
- Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful...
Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power
into.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
- PACMAN-type portable power generator now producable through the R&D system. You insert solid plasma coins (minted from solid plasma which you get from miners) into the generator and when you turn it on, it produces power (~5000 for a baseline model). Useful for powering small powernets/rooms. More powerful generators will be added eventually. To unlock the design, you need Plasma Technology 2 and Power Storage 3. To construct, it's 5 metal (Machine Frame) => cable => PACMAN board => 1 matter bin, 1 micro laser, 2 pieces of cable, and a capacitor => Screwdriver to finish. Screwdriver => Crowbar to start the deconstruction process. If not 100% reliable, the device will break down eventually.
- R&D console disk commands now actually work. Derp.
- In the R&D console settings menu, you can reset the console's R&D database to the default data. Make sure to backup data onto disk if you don't want to lose it!
- Instruction manuals in mech_construction.dm and mining.dm moved to code\game\objects\items\weapons\manuals.dm to make them easier to find. Condensed down some of the redundant code.
- R&Dinstruction manual added to the R&D lab.
- Fixed a pair of Destructive Analyzer bugs. If an object contains a mob (such as an intellicard with an AI in it), it runs the death routine for that mob.
- Protolathe now accepts uranium. GO FORTH, COMRADES.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1114 316c924e-a436-60f5-8080-3fe189b3f50e