Commit Graph

216 Commits

Author SHA1 Message Date
PJB3005
bacafad4c4 RPED from TG.
With /vg/ added flavour too!
2015-07-31 18:10:01 +02:00
PJB3005
a9c6387967 Seperates designs.dm 2015-07-26 01:45:08 +02:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
ComicIronic
cc0fdaca02 Bugfixing.
Fixes #4903, one check was accidentally not.
Fixes #4385, C4 is now removed from overlays regardless of success.
Fixes #4902, throwing an offhand now makes you throw the main hand instead.
Fixes #4914, Ian now checks for Adjacency before tucking in.
Tries #5112, spell objects should now remove refs properly.
Fixes #5121, all put_in_hand code now checks that the item can be held.
Fixes #5151, designs with no materials now make their own again.
Fixes #5199, money bags now use cointype instead of stupid path code.
Fixes #5208, the dropped cable coil after a shock is now only 1 long.
Fixes #5278, now only mapped telesci consoles start with a cell.
Fixes #5306, coins on a string are now no longer placed into the coinbox if pulled out.
Fixes #5367, MoMMIs can now have their wires fiddled with and can be deconstructed.
2015-07-18 02:16:57 +01:00
PJB3005
2bd631edf3 SQUASHED 2015-07-07 12:36:05 +02:00
clusterfack
fad36da401 Changes beacon typepath
Beacons use none of the advantages of being a radio, they don't send or receive signals in any portion of their code. The only thing they ever use from their inheritance is the variable name 'frequency' and nothing else.

Therefore I've moved them under obj/item and gave them a list (because of course everywhere in the code used IN WORLD to find them).
2015-07-05 21:16:01 -05:00
D3athrow
b772255e7a RUNTOOMS 2015-06-30 20:37:50 -05:00
d3athrow
c1c6b03602 Merge pull request #5012 from dylanstrategie/RMCE
Another back of fixes for the RMCE
2015-06-19 16:07:14 -05:00
dylanstrategie
885dfedd5f Another back of fixes for the RMCE
- Lower the research cost to make it easier to come by. Now Engineering
4, Materials 4, Programming 2. Still needs gold and silver to produce
- Remplace changed to Replace whenever applicable
- Fix the busy check to not allow once to work on multiple machines by
abusing the initial do_after
- Fix RMCE's inventory by using the proper storage procs for components
- Machine scanning now outputs into the chat. Fomatting and delays
whenever applicable (the delays are solely to prevent UI freezes and
improve readability. .5 second per string)

Fixes #4766 fully this time
Fixes #5007
2015-06-17 19:24:10 +02:00
d3athrow
43b778fddc Merge pull request #4905 from 9600bauds/nowexcusemenurseiknowyourebusybutdidyoumeancloning,cloningconsole,cloningpod,clonescanner,dnascanner,orhydroponicstray
Clearing up a couple of item names to be more descriptive
2015-06-16 16:45:38 -05:00
d3athrow
9ca7769ace Merge pull request #4584 from ComicIronic/MaterialDatumImpl
Material datum implementation
2015-06-16 16:44:54 -05:00
9600bauds
e5362750bd Fixes not being able to print Sleeper and Body Scanner circuitboards 2015-06-15 10:24:38 -03:00
ComicIronic
06b5e60bbe Material datum implementation
Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.

Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.
2015-06-13 16:13:02 +01:00
d3athrow
3ead91b7b0 Merge pull request #4887 from 9600bauds/unabletoreproduce
Rapid-Fire Creampie
2015-06-12 12:05:57 -05:00
9600bauds
e58b09cd34 Clearing up a couple of item names to be more descriptive 2015-06-08 12:13:41 -03:00
9600bauds
2d934e1f76 Cream Pie Mortar 2015-06-07 23:57:16 -03:00
9600bauds
5d27d856da Fixes mech jetpacks being in the wrong design category 2015-06-07 01:49:24 -03:00
D3athrow
aee47df7b6 Merge branch 'maythedevilguidemycursortothemechthatshallrendthisstationintwo' of https://github.com/9600bauds/vgstation13 into 9600bauds-maythedevilguidemycursortothemechthatshallrendthisstationintwo 2015-06-06 21:27:37 -05:00
d3athrow
be32872c2e Merge pull request #4722 from 9600bauds/strokemestrokeme
Tentative Ripley buff & other Mech stuff
2015-06-06 14:56:16 -05:00
9600bauds
84f7b0ece9 Declunkified Mech Fab menu 2015-06-05 02:07:51 -03:00
9600bauds
2410996778 * Advanced surgery tools (laser scalpels, incision manager) now speed up surgery steps depending on how advanced they are.
* Laser scalpels now only come in two tiers, the first only requires iron and glass to be produced. Low tier laser scalpels will no longer randomly fail.
* Laser scalpels can now properly be used as a scalpel for any surgery steps that require one, and can be switched to a cautery mode to make them work as a cautery.
* The Incision Manager can now be used as a retractor for any surgery steps that require one, and no longer costs diamond to produce at the Protolathe.

* You can now properly cut biomass and kudzu with laser scalpels.
* Laser scalpels now properly change their icon for all surgery steps.
2015-06-03 12:44:18 -03:00
9600bauds
ee9fbfa2ac Naming 2015-05-27 19:48:13 -03:00
9600bauds
4df2a27d43 Jetpack, Hydraulic Clamp orebag 2015-05-27 15:30:37 -03:00
d3athrow
d2da5ada9d Merge pull request #4502 from 9600bauds/ctrlf
Protolathe Filtering, Custom Protolate Queueing & Other Incredible CamelCase Tales
2015-05-19 11:30:49 -05:00
9600bauds
d57de29755 Protolathe sorting & other wonderful things 2015-05-18 01:25:34 -03:00
Kurfursten
2a612c476a Merge commit '1f9e028' into medcondecon
Conflicts:
	code/game/machinery/Sleeper.dm
	code/game/machinery/adv_med.dm
	code/game/machinery/constructable_frame.dm
	maps/tgstation.dmm
2015-05-17 17:28:54 -05:00
Kurfursten
8b402448bc Adds Soldering Irons 2015-05-03 18:52:50 -05:00
Kurfursten
4cc368d384 Code 2015-05-02 03:27:04 -05:00
Kurfursten
f86b84c46a Fixes RMCE bugs 2015-04-27 03:42:11 -05:00
D3athrow
be4f5e76f2 Merge branch 'DeityLink-massdriver' into Bleeding-Edge 2015-04-23 19:41:27 -05:00
DeityLink
868b5eb782 The Mass Driver Update 2015-04-23 19:35:28 -05:00
Kurfursten
d466d1dd99 fixes stuff 2015-04-22 07:13:41 -05:00
dylanstrategie
ccadb78bc0 Fixes #3927
- Fix the Component Exchanger sharing its design ID with the Device
Analyzer, and thus making either unresearchable depending on which's
preresquite techs were hit first
- Up container from 10 to 20 components on request. That's a lot of
components, and of course you can carry a few filled gadget bags along
2015-04-16 09:01:29 +02:00
d3athrow
08ec822cf4 Merge pull request #3728 from dylanstrategie/Component-Exchanger
Add in a new Mechanic tool, the Rapid Machinery Component Exchanger
2015-04-14 11:40:50 -05:00
D3athrow
c3d0096c52 Fix lockboxes not showing (un)lockers 2015-04-10 15:52:10 -05:00
D3athrow
3ad70446b9 readd access requirements on lockboxes that were missing it. 2015-04-09 12:43:07 -05:00
dylanstrategie
23d1816753 Add in a new Mechanic tool, the Rapid Machinery Component Exhcanger
[Description pending]
2015-04-03 18:01:42 +02:00
DeityLink
6a58e87480 RnD designs 2015-04-01 09:10:56 +02:00
dylanstrategie
f37f906eef Fix #3525
- Add origin_tech to regular beakers (material 1, directly based on
similar value for glass sheets), add origin_tech corresponding to their
research techs to bluespace and statis beakers (both types). Vials
inherit beaker origin_tech
- Unfuck pathing in advanced beaker types, which forced me to modify the
abandoned_crates file (use an actual branch-off for large beakers)
- Actually use variable inheritance instead of repeating the same values
over and over
- Add logging for dousing shit with thermite
- Span, formatting, visible_message, newline, absolute pathing
- Remove commented vial definition duplicate
2015-03-23 01:40:01 +01:00
dylanstrategie
4bda233347 Con-Decon, fix some things
- Cell charger board can now be researched and used to build  machinery,
needs engi, power and materials
- Add explicit emag message
- Cell charger cover can be removed, add special skin
- Cell charger can be deconstructed
2015-03-10 19:06:34 +01:00
D3athrow
a144a3faad Reduce cost of conveyor circuit board, 200 glass and 5 acid now to fix #1637 2015-03-08 12:16:46 -05:00
d3athrow
c306b32f40 Merge pull request #3089 from Exxion/podfab
[BOX] Add R&D Console to Pod Bay-Necessary for podfab
2015-02-23 13:02:45 -06:00
D3athrow
853293cfef Fixes #3157 xenobotany machines are now constructable. 2015-02-21 14:31:38 -06:00
clusterfack
6d819c4863 Construction Update
IV drips toggle mode verb is now under object like it should be
Intercoms are now constructable and deconstructable
Light switches are now constructable and deconstructable
Cable coils has its own file under stack
Cyborg radio has its own file under radio
2015-02-21 07:44:47 -06:00
D3athrow
c0fdd5a297 Don't do it travis 2015-02-20 19:21:10 -06:00
D3athrow
a986996923 Fix path to circuit board, add as a research design. 2015-02-20 19:19:04 -06:00
Exxion
0b43431c4b Add pod R&D circuitboard to imprinter
Also fix the mechanic R&D board in the imprinter
2015-02-18 13:53:07 -05:00
ComicIronic
66dfd83c91 Commented out the design. 2015-02-16 23:12:43 +00:00
ComicIronic
b913808922 Machine-Man Interfaces
Act as a brain, let you make posibrains into humans (hopefully).g
2015-02-16 23:01:58 +00:00