* Changes how recycling is handled, now respects the machine's allowed_materials
* Lets the ammolathe recycle things
* Gives ammo and guns material values for recycling (50% of their build cost)
* oop bloat to appease the robot overlord
* adds typing to material_list
* Revert "oop bloat to appease the robot overlord"
This reverts commit a4c0409999.
Co-authored-by: tianyou <fuckgit@fuckgit.fuck>
* Xenoarch overhaul/rework thing.
Cuts out a bunch of stupid crap from xenoarch in the interest of making it less painful and less confusing.
Fixed stupidity in the find excavation code so it's actually possible to 100% reliably dig stuff up cleanly.
Suspension field generators are no longer necessary and have been removed from all maps. They can still be bought from cargo because you can use them on people and jkn would kill me if I removed that.
You no longer need to heat density separated sample when processing samples. As soon as you mix the lithium sodium tungstate with the ground rock you can throw it into the analysis machines. This makes it *significantly* more streamlined to process samples and also means you aren't basically forced to use a laser scalpel to get anything done.
Distances have all been fixed to be 100cm instead of 200cm per tile.
RP spectrometry machines have been removed and the space on the maps has been replaced with some free space so do whatever with it. As an extension of this I re-mapped the outpost-y sections of roid a bit so that the anomaly/sample lab have the HI/FTS because they were previously in the spectrometry lab.
Fixed artifact destructions not correctly being logged in all cases.
Moved the digsite locator to its own file.
Also fixes#25854
* Forgot to commit roid
* Update excdrill not correctly being divided by 2.
* 1cm brush.
* Typo
* Initial work on tool sounds
* Crowbars
* playtoolsound()
* aaaaaaaaaaaaaaaaaaaa
* HERE WE GO AGAIN
* Wrench
* Screwdriver.ogg REDUX, Cuffs
* drilling tools toolspeed is now a multiplier too
* Wirecutter
* Fix ore handling.
Fixes all the problems caused by #25562
Removed that dumb //legacy material var.
Cleans up CC_PER_SHEET amounts.
Fix goon ores not having corresponding materials (so they're less borked).
Fixed bugs in stacks where update_materials() wasn't running.
Fixed recycling not correctly handling amounts now that the furnace works in sheets instead of CCs.
Remove Ore Redemption Machine because it wasn't used and refactoring it to work wouldn't be worth the effort.
Ore processor/recycling furnace do use CC counts internally now but don't display them like this. Back to how it was.
Other cleanup probably
Fixes#25584
* Bring back ore redemption.
* Changes centcomm order random event from a switch statement of strings, to centcomm order datums
Moves material costs to a define
* Some useful helpers
* Fixes a goof, makes 3 roundstart orders for cargo to pursue
* Fixes typo (hesit -> heist)
Moves raider equipping and moving from the faction to the role
Vox heist landmarks are now populated into a global list
Adds a shuttle map that's loaded once the faction is created
* Removes the shuttle from being hard mapped
* Helps if I give it the right link
* A hack, but a reasonable one
- Adds descriptions to coins.
- Changed siemens coefficients of coins.
- Adds 1 (throw)force to coins. Ever been hit with a coin? Shit hurts.
- Some coins are more powerful.
- Lowered the prices to match the recent economy changes.
- Removed rarer coins from the maint loot spawners.