*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
- 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.
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.
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.
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.
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
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
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.
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.
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
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
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
- 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.
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
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
-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