d9e15776ee
* sprites and sounds * The code for the reactor itself * Update code/modules/power/reactor/rbmk.dm Co-authored-by: Putnam3145 <putnam3145@gmail.com> * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * Map stuff * Removes Clamps. * Matrices separated, this was a mistake on my part. * Update tgstation.dme * removal as per putnam's review * redfines highest available as 1007 * possible soundloop fix? probably not. * temporary config thing to make engine load * changes to map template from splurt * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * actually somehow fixed the runtimes? * old maps from hyper, not needed.. * Revert "old maps from hyper, not needed.." This reverts commit 92ccd89952d360206926d8b57e82084994a6a0d6. * take two on removal * fixes power output * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * Update code/modules/power/reactor/rbmk.dm Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com> * deals with the double turf * Revert "temporary config thing to make engine load" This reverts commit 7f52188d5261cd60024ef36cf7c33df0748d0c79. * was told to bring it back * don't need to change these * next time I'll just copy paste it instead of type it. * a * Flexi Seal crate so we can fix the reactor * set power to 0 so it can be fixed * nerfs power output Co-authored-by: Putnam3145 <putnam3145@gmail.com> Co-authored-by: SandPoot <43283559+SandPoot@users.noreply.github.com>
38 lines
1.6 KiB
Plaintext
38 lines
1.6 KiB
Plaintext
// modular shitcode but it works:tm:
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/obj/machinery/atmospherics/components/trinary/nuclear_reactor/multitool_act(mob/living/user, obj/item/multitool/I)
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if(istype(I))
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to_chat(user, "<span class='notice'>You add \the [src]'s ID into the multitool's buffer.</span>")
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I.buffer = src.id
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return TRUE
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/obj/machinery/computer/reactor/multitool_act(mob/living/user, obj/item/multitool/I)
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if(istype(I))
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to_chat(user, "<span class='notice'>You add the reactor's ID to \the [src]>")
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src.id = I.buffer
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link_to_reactor()
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return TRUE
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/obj/machinery/atmospherics/components/trinary/nuclear_reactor/cargo // easier on the brain
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/obj/machinery/atmospherics/components/trinary/nuclear_reactor/cargo/New()
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. = ..()
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id = rand(1, 9999999) // cmon, what are the chances? The chances are... Very low friend... But maybe we can make this a bit better.
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// Cargo variants can be wrenched down and don't start linked to the default RMBK reactor
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/obj/machinery/computer/reactor/control_rods/cargo
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anchored = FALSE
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id = null
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/obj/machinery/computer/reactor/stats/cargo
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anchored = FALSE
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id = null
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/obj/machinery/computer/reactor/fuel_rods/cargo
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anchored = FALSE
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id = null
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/obj/item/paper/fluff/rbmkcargo
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name = "Nuclear Reactor Instructions"
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info = "Make sure a 5x5 area is completely clear of pipes, cables and machinery when using the beacon. Those will be provided automatically with the beacon's bluespace decompression. Use a multitool on the reactor then on the computers provided to link them together. Also make sure the reactor has a proper pipeline filled with cooling gas before inserting fuel rods. Good luck!"
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