MiniStation is now a single folder which isn't included by default. When you tick the code file for the ministation map, like with tgstation and metastation, it will then include the necessary code files itself. These code files modify certain datums, like jobs, supply packs and uplink datums.
The modified files outside the MiniStation folder are modifications made by the MiniStation branch which aren't changes exclusive to MiniStation.
Such as changing the unused circulator, which only MiniStation used, so that it was fixed and would correctly match the direction of the thermal generator.
The TEG was also changed to have a better interface and to include the above fix.
The department security was changed so it wouldn't runtime if it didn't find a checkpoint.
The preferences' SetChoices was changed so that the screen would automatically grow for every column in the job list.
The main difference between this version and the forked version is that the Unemployed and the Lieutenant was reverted back to their original names; since it would've been a massive pain to add support for that.
Explosion game log now has epicenter coords
Powersink placement and explosion notifications
C4 notifications and logs
Logging singulo munchies and death
All SMES interactions now logged, because any of them can mess stuff up
Telesci logs what was teleported
-fixed space ninjas not being able to charge directly from power cells - fixes#2139
-'fixed' Distro/Waste Monitors not displaying pressure read out when sensor was reading zero pressure - fixes #
227
-removed the canmove check on camera consoles - fixes#490
-Fixed stealmin's real ckeys showing in the admin-pm reply dialog's title - partially fixes#2163
-Fixed people buckled to chairs not dropping their items when appropriate (like when dead) - fixes#2172
-Fixed people being able to use uplink functions whilst stunned/dead/etc - fixes#2144
Testing has revealed that it reduces the sluggishness of the game, though it will spike from lag when the singularity is loose. Thanks to ChuckTheSheep for suggesting it.
Server owners who want to keep set background enabled can do so by changing the define.
* Refactored the code used in the ui_interact procs to be neater and easy to understand (also less code duplication). Updated all existing ui_interact procs to match.
* Rebuilt (and simplified) template rendering system, removed data-linking (the use of carets "^" in templates) and the need to send the full data structure every update (just send whatever you want now, it's fully dynamic). Updated all existing templates to match.
* Restructured HTML and JavaScript to increase compatibility with IE (this fixes "blank uis" for many users).
* Increased the number of error messages to help diagnose issues.
* Multiple performance improvements, especially when updating an open ui.
* Added the ability to update a ui for an individual user (nanomanager update_user_uis proc, used for things like realtime messages in Bay's PDA).
* Added a "Loading..." notice to the UI. If this stays then your JavaScript isn't enabled.
* Removed redundant wip apc.tmpl file.
* Added a link to the online docs in TemplatesGuide.txt.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
DNA scanner:
Laser quality lessens the irradiation
Manipulator quality drastically improves the precision(9 times with best
part)
Scanner quality allows to scan suiciders/ling husks, best part enables
cloner's autoprocess button, making it scan people in the scanner
automatically
Clone pod:
Manipulator quality improves the speed of cloning
Scanning module quality affects with how much health people will be
ejected, will they get negative mutation/no mutations/clean of all
mutations/random good mutation, at best quality will enable clone
console's autoprocess button and will try to clone all the dead people
in records automatically, together with best DNA scanner parts cloning
console will be able to work in full automatic regime autoscanning
people and autocloning them
Borg recharger:
Capacitors' quality and powercell max charge affect the speed at which
borgs recharge
Manipulator quality allows borg to be slowly repaired while inside the
recharges, best manipulator allows even fire damage to be slowly
repaired
Portable power generators:
Capacitors' quality produce more power
Better lasers consume less fuel and reduce heat production
PACMAN with best parts can keep whole station powered with about sheet
of plamsa per minute(approximately, wasnt potent enough to test)
Protolathe:
Manipulators quality affects the cost of things(they will also have less
m_amt and g_amt to prevent production of infinity metal), best
manipulators reduces the cost 5 times (!)
Imprinter:
Manipulator quality affects the cost, best manipulator reduce cost(acid
insluded) 4 times, i.e. 20 boards per 100 units of acid
Destructive analyzer:
Better parts allow items with less reliability in
Redone how reliability is handled, you now see item reliability in the
deconstruction menu and deconstructing items that has same or one point
less research type level will rise the reliability of all known designs
that has one or more research type requarements as the deconstructed
item
Designs of the same type raise in reliability more
Removed reliability_base and reliability_mod completely because they
served no purpose
Critically broken things rise reliability of the design drastically
Whole reliability system is not used a lot but now at least on the R&D
part it finally matters
Didnt touch telecomms machinery, R&D code is messy but tcomms is just
another level, im not high enough to touch it yet
Most of things except for pacman are tested ingame, no bugs/runtimes
detected
- 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.