diff --git a/code/_onclick/hud/alert.dm b/code/_onclick/hud/alert.dm
index c43b015447..b792f4399e 100644
--- a/code/_onclick/hud/alert.dm
+++ b/code/_onclick/hud/alert.dm
@@ -468,10 +468,10 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
var/area/gate_area = get_area(G)
textlist += "Ark Location: [uppertext(gate_area.map_name)]
"
if(G.still_needs_components())
- textlist += "Ark Components required: "
+ textlist += "Ark Components required:
"
for(var/i in G.required_components)
if(G.required_components[i])
- textlist += "[G.required_components[i]] "
+ textlist += "[get_component_icon(i)] [G.required_components[i]] "
textlist += "
"
else
textlist += "Seconds until Ratvar's arrival: [G.get_arrival_text(TRUE)]
"
diff --git a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm
index bef9199496..5f6d1af61b 100644
--- a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm
+++ b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm
@@ -64,7 +64,13 @@
//returns a component icon from a component id
/proc/get_component_icon(id)
- return "
"
+ var/static/list/tgui_component_icons = list(
+ BELLIGERENT_EYE = icon2base64(icon('icons/obj/tgui_components.dmi', BELLIGERENT_EYE)),
+ VANGUARD_COGWHEEL = icon2base64(icon('icons/obj/tgui_components.dmi', VANGUARD_COGWHEEL)),
+ GEIS_CAPACITOR = icon2base64(icon('icons/obj/tgui_components.dmi', GEIS_CAPACITOR)),
+ REPLICANT_ALLOY = icon2base64(icon('icons/obj/tgui_components.dmi', REPLICANT_ALLOY)),
+ HIEROPHANT_ANSIBLE = icon2base64(icon('icons/obj/tgui_components.dmi', HIEROPHANT_ANSIBLE)))
+ return "
"
//returns a component id from a component name
/proc/get_component_id(name)
diff --git a/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm b/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm
index dabdb99653..15dc5bbe52 100644
--- a/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm
+++ b/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm
@@ -151,12 +151,12 @@
if(GLOB.clockwork_caches) //show components on examine
to_chat(user, "Stored components (with global cache):")
for(var/i in stored_components)
- to_chat(user, "[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: [stored_components[i]] \
+ to_chat(user, "[get_component_icon(i)] [get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: [stored_components[i]] \
([stored_components[i] + GLOB.clockwork_component_cache[i]])")
else
to_chat(user, "Stored components:")
for(var/i in stored_components)
- to_chat(user, "[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: [stored_components[i]]")
+ to_chat(user, "[get_component_icon(i)] [get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: [stored_components[i]]")
//Component Transferal
/obj/item/clockwork/slab/attack(mob/living/target, mob/living/carbon/human/user)
@@ -395,11 +395,11 @@
dat += "Cache: A Tinkerer's Cache, which is a structure that stores and creates components.
"
dat += "CV: Construction Value. All clockwork structures, floors, and walls increase this number.
"
dat += "Geis: An important scripture used to make normal crew and robots into Servants of Ratvar.
"
- dat += "BE [get_component_icon(BELLIGERENT_EYE)]: Belligerent Eye, a component type used in offensive scriptures.
"
- dat += "VG [get_component_icon(VANGUARD_COGWHEEL)]: Vanguard Cogwheel, a component type used in defensive scriptures.
"
- dat += "GC [get_component_icon(GEIS_CAPACITOR)]: Geis Capacitor, a component type used in mind-related scriptures.
"
- dat += "RA [get_component_icon(REPLICANT_ALLOY)]: Replicant Alloy, a component type used in construction scriptures.
"
- dat += "HA [get_component_icon(HIEROPHANT_ANSIBLE)]: Hierophant Ansible, a component type used in energy scriptures.
"
+ dat += "[get_component_icon(BELLIGERENT_EYE)]BE: Belligerent Eye, a component type used in offensive scriptures.
"
+ dat += "[get_component_icon(VANGUARD_COGWHEEL)]VC: Vanguard Cogwheel, a component type used in defensive scriptures.
"
+ dat += "[get_component_icon(GEIS_CAPACITOR)]GC: Geis Capacitor, a component type used in mind-related scriptures.
"
+ dat += "[get_component_icon(REPLICANT_ALLOY)]RA: Replicant Alloy, a component type used in construction scriptures.
"
+ dat += "[get_component_icon(HIEROPHANT_ANSIBLE)]HA: Hierophant Ansible, a component type used in energy scriptures.
"
dat += "Ark: The cult's win condition, a huge structure that needs to be defended.
"
dat += "Items
"
dat += "Slab: A clockwork slab, a Servant's most important tool. You're holding one! Keep it safe and hidden.
"
@@ -455,11 +455,11 @@
production_text = production_text.Join()
dat += "Components & Their Uses
"
dat += "Components are your primary resource as a Servant. There are five types of component, with each one being used in different roles:
"
- dat += "Belligerent Eyes [get_component_icon(BELLIGERENT_EYE)] are aggressive and judgemental, and are used in offensive scripture;
"
- dat += "Vanguard Cogwheels [get_component_icon(VANGUARD_COGWHEEL)] are defensive and repairing, and are used in defensive scripture;
"
- dat += "Geis Capacitors [get_component_icon(GEIS_CAPACITOR)] are for conversion and control, and are used in mind-related scripture;
" //References the old name
- dat += "Replicant Alloy [get_component_icon(REPLICANT_ALLOY)] is a strong, malleable metal and is used for construction and creation;
"
- dat += "Hierophant Ansibles [get_component_icon(HIEROPHANT_ANSIBLE)] are for transmission and power, and are used in power and teleportation scripture
"
+ dat += "[get_component_icon(BELLIGERENT_EYE)]BE Belligerent Eyes are aggressive and judgemental, and are used in offensive scripture;
"
+ dat += "[get_component_icon(VANGUARD_COGWHEEL)]VC Vanguard Cogwheels are defensive and repairing, and are used in defensive scripture;
"
+ dat += "[get_component_icon(GEIS_CAPACITOR)]GC Geis Capacitors are for conversion and control, and are used in mind-related scripture;
" //References the old name
+ dat += "[get_component_icon(REPLICANT_ALLOY)]RA Replicant Alloy is a strong, malleable metal and is used for construction and creation;
"
+ dat += "[get_component_icon(HIEROPHANT_ANSIBLE)]HA Hierophant Ansibles are for transmission and power, and are used in power and teleportation scripture
"
dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
vanguard cogwheels as construction requirements, because it defends its allies by harming its enemies.
"
dat += "Components' primary use is fueling scripture (covered in its own section), and they can be created through various ways. This clockwork slab, for instance, \
@@ -725,7 +725,7 @@
var/list/temp_desc = list()
for(var/c in quickbind_slot.consumed_components) //show how much the bound scripture costs
if(quickbind_slot.consumed_components[c])
- temp_desc += "[get_component_acronym(c)] [quickbind_slot.consumed_components[c]] "
+ temp_desc += "[get_component_icon(c)] [quickbind_slot.consumed_components[c]] "
if(LAZYLEN(temp_desc))
temp_desc += "
"
temp_desc += "[quickbind_slot.quickbind_desc]"
diff --git a/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm b/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm
index f5ae5d40ff..edff185140 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm
@@ -159,7 +159,7 @@
to_chat(user, "Components required until activation:")
for(var/i in required_components)
if(required_components[i])
- to_chat(user, "[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: \
+ to_chat(user, "[get_component_icon(i)] [get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: \
[required_components[i]]")
else
to_chat(user, "Seconds until Ratvar's arrival: [get_arrival_text(TRUE)]")
diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm
index 41b7aa1c59..326aa46c06 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm
@@ -110,7 +110,7 @@
to_chat(user, "It is unlinked! Construct a Clockwork Wall nearby to generate components!")
to_chat(user, "Stored components:")
for(var/i in GLOB.clockwork_component_cache)
- to_chat(user, "[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: [GLOB.clockwork_component_cache[i]]")
+ to_chat(user, "[get_component_icon(i)] [get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]: [GLOB.clockwork_component_cache[i]]")
/obj/structure/destructible/clockwork/cache/proc/get_production_time()
return (CACHE_PRODUCTION_TIME + (ACTIVE_CACHE_SLOWDOWN * linked_caches)) * get_efficiency_mod(TRUE)
diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm
index dbfa4fe8d5..079fd081fe 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm
@@ -33,7 +33,7 @@
to_chat(user, "It is currently producing random components.")
to_chat(user, "It will produce a component every [round((production_cooldown*0.1) * get_efficiency_mod(TRUE), 0.1)] seconds and requires at least the following power for each component type:")
for(var/i in GLOB.clockwork_component_cache)
- to_chat(user, "[get_component_name(i)]: [get_component_cost(i)]W ([GLOB.clockwork_component_cache[i]] exist[GLOB.clockwork_component_cache[i] == 1 ? "s" : ""])")
+ to_chat(user, "[get_component_icon(i)] [get_component_name(i)]: [get_component_cost(i)]W ([GLOB.clockwork_component_cache[i]] exist[GLOB.clockwork_component_cache[i] == 1 ? "s" : ""])")
/obj/structure/destructible/clockwork/powered/tinkerers_daemon/forced_disable(bad_effects)
if(active)