1. The research console now displays the true values of the costs used in creating objects (dependent upon resource coefficient)
2. The circuit imprinter now correctly varies chemical cost with resource coefficient
3. The general output material proc now was improved to display reagents as well and is now actually used
4. The following things now all use list2text for much greater string concatenation performance at runtime
- R&D Console (s h i t t y)
- AI announcement verb help (previously took .2 server seconds every time it was called)
- Power Monitor
Note: the console itself still hard dels it appears, can't figure out why, but in the mean time this fixes qdel for R&D machinery linked to the console, and fixes#10
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.
The drop_item arg is now the loc placed, not the child of the loc or whatever.
Removed a few lines of items being placed into themselves, on themselves, into other things manually, into their users, etc.
Cleans up the fix for MoMMI recharger silliness.
This took about 2 hours of non-stop manual searches.
- The most common attackbys now use a common proc and a flag system
- The following flags now exist : EMAGGABLE, SCREWTOGGLE, CROWDESTROY, WRENCHMOVE, FIXED2WORK
- Machines have had flags appropriately added with inherited procs to replace copied code
- Pod frames are now built out of frame parts, not machine frames
- Added a Spacepod fabricator, capable of making frame parts, cells, pod cores, and pod armor ( to be added in greater variety )
- Pod frames are now completed with fabricated plates ( to allow for multiple types ) made in the fabricator
- Added Spacepod Hangar R&D console
- Improved options for R&D server
*Minor map changes: Added cable coil and glass to spacepod hangar. Replaced plasteel with just plasma. Added in fabricator and R&D console.
*Future plans: Make the spacepod construction properly reversible, add in more plating types from research, make emagging the fabricator create syndicate armor
- Less shit that glows the wrong color or glows when it shouldn't
- More shit that glows when it should
- Any machine that brightens up when stuff goes in (cloner, cryo, DNA
modifier) now only fucking glows when stuff is in
- It still glows in full day light, but whatever