Commit Graph

69 Commits

Author SHA1 Message Date
Pennwick bded834d9e Update constructable_frame.dm
Added Chem master build path.
2015-03-21 18:30:36 -05:00
Delimusca f707a7824d fixes heater construction 2015-02-26 00:35:45 -07:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
tkdrg 4a6df00494 Adds chemical heater nanoUI & construction/upgrade
Also buffs the heater to heat/cool 10 kelvin per tick per upgrade level.

Fixes #7040
Fixes #7060
2015-01-14 22:41:53 -03:00
Sawu feb141ca15 Merge branch 'master' of https://github.com/tgstation/-tg-station into freshfood
Conflicts:
	code/modules/research/designs/machine_designs.dm
2015-01-08 03:58:31 +11:00
Sawu 9a20d1cb09 Adds the new "E.X.P.E.R.I-MENTOR" research machine, an alternate research option.
*Built with 1 scanning module, 2 manipulators and 2 micro lasers.
*Manipulators affect the reset speed, lasers affect it's chance to have bad things happen.
*Heavily RNG based to be the "fun" alternative.
*Includes features such as causing spacial distortions, transforming things into other things, and setting your face on fire.
*Can be built, but currently not included on the map.

The process of the EXPERI-MENTOR works as such:
1. Build it/walk up to it and click the "Scan for R&D Console" button if it is there.
2. Insert anything, literally anything.
3. The user uses a process of elimination to guess what the correct use for the item is ("Poke", "Irradiate", "Gas", "Heat", "Cold" or "Obliterate")
4. A correct guess results in addition of research points and (potentially) a randomised thing happening (reduced with upgrades). A failed results in a fluff message.

Current "use" RND events are:
Poke
*Destroy item, hit mobs in oview(1) for 15 brute
*Destroy item, proceeding to Obliterate
*Eject the item, throwing it at a random target in oview(7)
Irradiate
*Destroy item, apply 25 IRRADIATE to oview(1)
*In oview(1), spawn goo in oview(1)
*Transform item into something from valid_items list and eject it (primes grenades first)
Gas
*Destroy item, spawn toxic gas cloud
*Spawn harmless gas cloud
*Destroy item, Empulse(8,10)
Heat
*Destroy item, explosion(-1,0,0,0,0,flame_range = 2) (sets a small fire)
*Destroy item, heat up turf
*Eject item, spawn smoke, hit mobs for 5 burn in oview(1)
Cold
*Destroy item, release frostoil smoke
*Destroy item, cool down turf
*Eject item, spawn smoke
Obliterate
(by default, this will transfer m_amount and g_amount to a linked lathe)
(I'm aware that both of these are kind of "one item at a time", but I like the effect and left it that way)
*Destroy item, pull all mobs and items in oview(7) towards src
*Destroy item, throw all mob and items in oview(7) at other mobs and items
2015-01-05 04:53:51 +11:00
Menshin 42b701b57e * Fixed runtimes at init with the previous construction method for freezers, heaters and cryo cells
* Made engineers less clumsy when rotating machinery (turn at 90° instead of a random direction)
2014-12-23 18:00:39 +01:00
paprka fe94f9cab0 Fixes a bunch of capitalization inconsistencies, adds names to vendors 2014-11-12 15:37:21 -08:00
GunHog dd7bfbff59 Adds a sound for the RPED!
When used to exchange or install parts, the RPED will play a cool
machiney sound! Sound by Cuboos.
2014-11-08 23:49:04 -06:00
GunHog e859375d3e RPED Installation Complete Fix + Circuit changes
- The RPED now sorts its parts when installing new equipment - It will
always use the best parts contained within.
- Made all the req_component lists of circuitboards actual paths instead
of pure text. Hopefully I fixed everything that broke when I did that.
2014-11-08 19:11:04 -06:00
GunHog 74a84ff735 Partial Fix
Partially fixes the bug of the RPED not using better parts when
installing parts to an incomplete machine.

It is still possible for it to not use top tier parts, however, if More
than two tiers of the same part exist.
2014-11-05 13:21:36 -06:00
GunHog e5b868fb27 RPED Expansion
Ports https://github.com/NTStation/NTstation13/pull/982 from NT.

Summary of changes:
- The Rapid Part Exchange Device (RPED) can now install stored parts
into unfinished machines! Once you have installed a circuit board to the
frame, use the RPED to add any required parts contained inside, then
finish with a screwdriver!
- Identical parts in the RPED are now shown in groups, just like a
mining satchel.
- RPED storage capacity increased. It can now contain up to 50 parts,
fewer if power cells are added as well.  Maximum weight class of 100
(parts except power cells are class 2).
<b>The storage values are up for discussion. I chose the original values
based on the mining satchel.<\b>

Unrelated:
- The admin-only debug research item now includes plasma and engineering
tech.
2014-10-31 10:30:43 -05:00
unknown 0ebb633a16 Mining Machines: Implementing ex_act()
Implemented ex_act() in both the ore redemption machine and the mining
vendor. Sparks were added as a feedback for any explosion that call
ex_act() on these machines.
To allow for the reconstruction of these devices, I have implemented
machine recepies and circuitboard definitions for these devices. I also added
R&D recipies for the circuitboards.
Offline and Open icons have been added for both objects.

Squashed all of my previous commits and fixed the leftover garbled code
from my original rebase.
2014-07-20 01:11:06 -04:00
Kelenius 3908160998 One big update for stacks. 2014-06-10 20:36:08 +04:00
phil235 c009cac6d2 Cooler -> Freezer 2014-05-02 17:29:05 +02:00
MrPerson 6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
MrPerson 3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
Razharas 2fd5557682 Conflict fix 2014-03-02 04:14:32 +04:00
Kelenius af75d13216 Conflicts:
code/modules/hydroponics/hydroponics.dm
Fixed, hopefully
2014-02-25 01:26:05 +04:00
Razharas 0aaf809c70 Proper chem handling for protolathe and imprinter
Also imprinter is now according to basic code standarts
2014-02-24 19:19:03 +04:00
Razharas b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Aranclanos b44c6ffdf9 Merge pull request #2801 from Razharas/Vendors
Vendor fixes and stuff
2014-02-22 14:22:11 -02:00
Kelenius 0cfa6ea316 Hydroponics tray is now a machine that can be upgraded with bigger matter bins for more water and nutriment capacity.
Tray icons will now only update when necessary.
Added cream, plant bag and mining satchel to biogenerator.
Biogenerator's messages are now shown on top of the menu, instead of a separate screen.
Examining the tray now tells you the name of the plant.
Hydroponics trays start without nutriment, more E-Z-Nutriment added to vendor to compensate
Seed vending machine's contents are now sorted.
2014-02-19 14:13:00 +04:00
Sugarette 2b864693e7 Fixed origin_tech in pacman circuitboard 2014-02-17 10:32:46 +03:00
Razharas 1c9a7a615f Vendor fixes
Fixes some bugs, makes vendors drop refillers on deconstruction and
generally use refillers more
2014-02-15 18:10:11 +04:00
Razharas 9d88f3f0bf Changed paths of the compressors
Its power now
2014-02-11 16:18:02 +04:00
Razharas df61e734ab Quick fix to designs and boards
Abloobloo
2014-02-07 12:25:29 +04:00
Razharas 2d125f0fc5 And more fixes
The ride never ends
2014-02-06 22:32:28 +04:00
Razharas a589387ccf Fixing merge conflicts
THis is getting harder and harder
2014-02-06 22:26:16 +04:00
Razharas c0aa3b56bb Merge branch 'master' of https://github.com/tgstation/-tg-station into SayYiffYiffIfYouAreMachineFucker
Conflicts:
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/aifixer.dm
	code/modules/hydroponics/biogenerator.dm
	code/modules/power/apc.dm
	code/modules/research/server.dm
	icons/obj/stationobjs.dmi

Yeah nah time to merge this shit behore resolving conflicts will take more than 2 hours
2014-02-06 22:05:39 +04:00
Razharas caea1d5108 Fixes cable coils
So glad can code again, probably addicted to it
2014-02-05 19:45:33 +04:00
Razharas d868557f46 Vendors and newscasters
Yep, constructable too now
2014-02-02 07:58:00 +04:00
Razharas b0a5ae747d Added SMESes and some turbine fix
Hope it works
2014-01-30 22:21:43 +04:00
Razharas a6ae0c06d4 Added constructable turbines
By Number's request
Also fixed some other minor stuff
2014-01-28 03:51:03 +04:00
Razharas 13d3cb21ce A bunch of fixes of using old type of proc
Now it all deconstructs properly
2014-01-26 11:56:14 +04:00
Razharas ea54257ab6 Ported cable coils to stacks crudely
Yeah
2014-01-22 02:11:19 +04:00
Razharas 87f137766c Standartization and more issues fixing
More standart machinery procs
More sprites
Constructable mech rechargers
Over all tide up

Its not over yet folks, next are coming constructable kitchen machinery
and SMESes, update to newer uis, even more standartization and maybe
some more R&D content
Stay turned
2014-01-14 02:42:07 +04:00
Razharas 551a7ab0a3 Issues fixing
Added biogenerator and freezer/heater
Fixed issues gia pointed out
Added some lost sprites
2014-01-11 00:56:28 +04:00
Razharas 1685dd3b7a Machine overhaul 2: Constructable Revolution
Yeah i lost half of my work so its only other half
Durning this PR ill try to redo what was lost, in no way is it a
complete thing
Hope git wont do anything bad with it
2014-01-10 18:53:26 +04:00
Razharas 908f28dab6 More machinery and type path fixes
Not parts are in null and not in machinery
2013-12-23 22:30:38 +04:00
Perakp 5d1f63f924 <span> and cable use()
- Added more span tags
- using cable now uses use()
- fixed use() to correctly return 1 when it succeeds
- checked that there were no checks that would’ve been previously
borked. For testing purposes I renamed use to use_cable (‘use’ is kinda
bad for a proc name, but use_cable is hardly better), but left that out
of the commit because it would’ve inflated the pr.
2013-12-15 12:07:55 +02:00
Perakp b8a7957a22 Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
2013-12-07 08:55:07 +02:00
Kyrah Abattoir cb669afcc4 code/game/machinery/* (root folder) lowercasing pass 2013-11-18 02:57:30 +01:00
Jordie0608 ca26cc0a9b Update constructable_frame.dm 2013-07-18 02:49:57 +10:00
Tastyfish d38404bd10 Changed machine frame to automatically generated required component description and to update the amounts as components are added. 2013-04-27 09:30:22 +10:00
ericgfwong@hotmail.com 3b2250f2c2 Committing tgstation.2.1.2:
The AI has been moved to Research Division, and Telecoms has been moved into the former AI chamber. Affected areas: Telecoms Satellite, Research Division South & Command Sector.

-Reduced tech levels of subspace equipment
-Removed CE's teleporter access (No longer needed to access tcomms)
-Reduced grey space suit slowdown
-Increased voidsuit slowdown
-Engineering and mining hardsuits hold different equipment now

-Updated Changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5734 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-18 21:09:30 +00:00
aranclanos@hotmail.com 6bb146262c Runtime fix for wiring a constructable frame with cables who were deleted.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5485 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 11:44:31 +00:00
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
giacomand@gmail.com 059df7ef65 -Renamed "acid" to "sacid"
-Sorted the dispensable chemicals list alphabetically.
-Made the chemical dispenser use process() instead of calling itself in a spawn()
-Made the receiver and broadcaster easier to build (less parts)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4256 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:38:06 +00:00