* Move machinery procs from power to machinery. Getting real tired of confusing them for power procs, why were they even there?
* use_power = [0-2] replaced with the proper MACHINE_POWER_USE(NONE|IDLE|ACTIVE) defines. KEEP IT CLEAN
* Creates MACHINE_POWER_USE_GRID, for machines marked as MACHINE_POWER_USE_NONE that were actually drawing power, and doing so straight from the grid
* More numbers to defines
* Power connection component: Get rid of unused parameters on New() that were being misused anyway, and more importantly make the radio broadcaster actually draw it's power through the component instead of APCs.
NEEEEXIIIIS!
* ...actually adds MACHINE_POWER_USE_GRID this time
JEEEELLLYYYYYY!
* Converts a bunch of snowflakes into using the power connection component
* RECAP: Alright, I've fixed some major peeves and made sure no one's adding load to the powernet without going through a machine/component first, now is the time to start modifying how power draw works
* Give grid loads priorities, and convert powernet.load to a list of loads. Does nothing yet
* Satisfaction
* Converts power sink and singularity beacon
* Converts wall shield generator
* Converts emitters. Emitters will turn off below 30% satisfaction, and beam power will be affected by power satisfaction; eg: at 50% satisfaction beams will only be 50% as powerful
* Converts the antique matter synth
* Converts APCs
* get_satisfaction() for cables
* Converts SMES
* Converts artifacts
* Fixes a bunch of stupid things with SMESs and APCs, turns some more use_power numbers into defines, and gets rid of MACHINE_POWER_USE_GRID cause there's really no need for it, not yet.
* Fixes for power sink and singularity beacon
* Antique synth fixes
* More SMES fixes. No more free energy shenanigans, and measured output/load should update properly now
* Converts radio broadcaster and syphoners. Also adds a way to connect to smooth cables, because syphoners.
* RECAP: I think that should be it for converting and testing priority/satisfaction stuff. Up next is reworking the power monitor to display all loads (not just APCs) grouped by area, and each load's priority, as well as controls to edit a load's priority.
* Power monitor is in a workable state. Issues so far:
- It looks like ass. The "area details" buttons are ugly, and the priority dropdowns are uglier AND fuck up the vertical spacing between rows
- Power connection machines (eg: radio transmitter) don't show up
- Setting an SMES priority low enough it won't charge means it won't appear on the list, so can't change priority back. other machines likely affected too
Still, it's taking shape
* Couldn't get priority dropdowns to look nice, switches them for buttons. Touches up the show/hide details button to look nicer
* Ensure normal power/connection machinery does show up by default
* Give artifacts BYPASS priority so xenoarcheologists don't have to wonder whether it's working or not (assuming there's enough power on the grid)
* Make sure any SMES do show up even if not charging, so you can raise their priority if need be
* Allow players to set the SMES' (until now unused) nametag, to better identify them on the monitor
* Review 1
* Review 2
Adds TOTAL_PRIORITY_SLOTS for clarity instead of using POWER_PRIORITY_EXCESS
* Actual icon
* Puddle reformatting
* Basis of smoothcode
* Moving puddle code into a turf reagent system, reformat and overhaul
* Make this act on splashing, for now
* More work on standardising behaviour
* More standardisation, should ideally make spread work nicer
* Some tweaks
* Fixes
* Makes it work in practice, code slimmed down
* More standardising
* Redone calculations
* Fixes infinite reagents
* Puddle scaling with volume
* Presets for mapping
* Actual stuff
* Better way
* Get actual turf
* Blacklisting some of these
* Evaporation rate
* Removing old splash verb, adding reagents to a turf should do this by default now
* Makes these invisible
* Makes this not cleanable, for now
* Standardising this into reagent stuff
* Fixes
* Space clears reagents
* Basic viscosity system
* Adds some rudimentary values
* Space cleaner thng
* Beginning rework of this, removing unused fuel type
* Fuel puddle rework
* Fuel puddle rework
* Find and replace mishap
* Removing from .dme
* Removing unused variable
* Rewriting the preset init ones
* Redoing mapped puddles
* Makes sure these are gone
* Type fix
* New plane and layer
* Makes slip work
* Fix
* Fix
* Puddles can now react to crossing over it
* Proper bracketing
* Puddle values
* Current puddle reference to save on locating
* Nicer smoothing
* Tweaking values
* Water color tweak
* Greatly simplifies wet floor puddles
* Simplified line
* No reason for invisible puddles anymore
* Makes wet/dry vaccuum work with this
* Mop
* Reformatting how reagents are held
* Allows space cleaner to clean some kinds of puddles
* Fixing
* Moving this to simulated level
* Fixes puddles not being made anymore
* Standardised alpha
* Removing this for now
* Fixing chem dupe issue for when this matters
* Server config for behaviour
Co-authored-by: kanef <kanef9x@protonmail.com>
* MECHAS!
* fix/tweak/fix
* round this
* Revert "round this"
This reverts commit aa6996968b.
* no round THIS
* 2
* format this correctly
* revert
* Update tgui.bundle.js