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[MIRROR] Cargo Engineering Content Part 1 | My little machines that go wwwhrhhhr | Die of CO2 poisoning #217

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merged 1 commit into from
Oct 23, 2023

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Original PR: Skyrat-SS13/Skyrat-tg#24058

About The Pull Request

So. Nakamura engineering tools in cargo. Pretty boring right? Bet you didn't even remember its there most of you. Why is that? Because its a selection of nothing but tools. Nothing but tools that can be just as easily printed at the autolathe at the same department you order from.

So lets put something better up.

The rapid construction fabricator

Among all the other new items on order, the fabricator is the big ticket new thing. A device that can be picked up and deployed at will. What's it make? Along with a selection of already existing items for construction, a new lineup of tools and deployable machines to make the life of any builder starting from scratch a lot easier.

How This Contributes To The Skyrat Roleplay Experience

Nakamura engineering tools sucks really hard because none of the stuff in it is really all that interesting. So, out with all of it, and in with some actually kinda fun and unique things.

Proof of Testing

Screenshots/Videos

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Changelog

🆑 Paxilmaniac
add: Nakamura engineering tools in company imports has been reworked into a new company offering new specialized engineering equipment that the station can't normally make, rather than just tools everyone could make if they felt like it.
/:cl:

…hr | Die of CO2 poisoning (#24058)

* uhh yeah sure

* das solarpanelen

* solar panel test

* fix the dme

* that path changed silly

* should make the designs actually choose the right ones, makes it easier

* i hate techwebs i hate techwebs

* makes that not just "protolathe"

* designs be like ???

* i give up on trying to modularize that

* day 100 still despise tech code

* makes those not drop anything when repacked

* maybe we can modularize it after all

* yeah not quite

* STOP DROPPING THINGS WHEN YOU'RE TAKEN APART

* ok shut up

* tonie tsark

* live arc furnace audio

* fixes some code bits

* slight logic errors

* makes the soundloop stop

* makes the audio not pop

* trims a quiet clip from arc furnace audio

* should make the fabricator's icon fully correct

* power cells

* removes extra bit of code that doesn't need

* fuel generator, gas output

* arc furnace exhaust

* solid fuel generator done i think

* logical

* I LOVE ELEMENTS HOLY SHIT

* lets see if thats all still stable enough

* must not sleep

* ggraahhhhh

* i see it all makes sense now

* massively nerfs the gas spewing of the arc furnace

* makes solid fuel generators bolted by default

* moves the designs to a folder

* aint hat neat?

* designs designs and more designs

* that is hopefully it for now

* get logical

* maybe that ought to work better

* oughghg kill me

* reworks the arc welder

* terminator

* we dont need to override that i dont think

* reverts changes to that because it didnt work

* mmm boulder up a big mountain so good!

* ok that makes sense actually

* fuark of

* wallframe device

* doohickey

* one eternity later

* now why doth that one not work right?

* fugget about it

* ok lets pr this as part 1

* name death

* that one too

* that makes more sense

* last bit

* should fix the missing test

* what the flarp??

* yum radiation

* lets borgs manipulate the flatpack machines

* ok checks cancel deez

* wall cell charger

* ggrahhh

* Update modular_skyrat/modules/colony_fabricator/code/colony_fabricator.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* Update modular_skyrat/modules/colony_fabricator/code/colony_fabricator.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* Update modular_skyrat/modules/colony_fabricator/code/tools/tools.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* everything everywhere all at once

* attributions and restricts the crowbar

* fixes that

* Update modular_skyrat/modules/colony_fabricator/code/design_datums/flatpack_machines.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* Update modular_skyrat/modules/colony_fabricator/code/machines/solid_fuel_generator.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* Update modular_skyrat/modules/colony_fabricator/code/machines/solid_fuel_generator.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* sprite changes

* changes the solar panels again actually

* grey panels, colored base

* ok

* makes undeployed rtgs not radioactive

* fixes wall cell charger overlays

* for real this time

* lets the wall charger actually be taken down

* ok buddy pal friend

* lets the machines be repacked regardless of power

* castle vein

* gives design descriptions to the fabricator things

* adds screen context to repacking

* lets pumps and scrubbers of the portable variety be produced

* who built this thing?

* moves that around a bit

* huh?

* ok pal

* thermomachines, yippie!

* i forgot the animation that plays when it deploys its so over

* should fix the thermomachine not being interactable much

* makes the arc furnace hopefully put the right amount of materials

* adds some very much needed devices

* fixes some things

* fixes some missing designs

* gives the thermomachine a sound for operation

* grahh!!

* ooprs!!

* co2 cracker

* actually adds that path

* fixes the AC audio being WAY too loud.

* makes the cracker not repackable, its not meant to be

* fixes that reaction being a lie

* water synthesizer

* oh yeah baby

* joly moly

* fixes the dme

* updates some stuff

* undefines some stuff at the end of their files

* I LOVE FIXING CODE!!!

* moves the can hold global list up to defines

* riiight

* restores include i accidentally got rid of

* lets those actually be printed

* fixes some organics printer things

* reconfigures the company stuff a bit

* gps locator beacon

* LOL

* those appeared to be causing problems too

* gives the gps thing a working overlay

* sustenance dispenser

* fixes up a few things

* retweaks the sustenance machine to have a godawful cell

* except not backwards

* makes it not show nri clothing designs

* makes the organics printer less awful

* unanchors the synth

* final fixes for the night

* fixes an appliance research node

* resorts a lot of stuff and nerfs the clothes pt1

* galaxy in devastation as the chest rig is nerfed!

* works some stuff around

* makes a few of the structures in cargo deployables instead

* probably actually makes the co2 cracker work now

* deployable cracker for cargo

* co2 cracker deployable object sprite

* the cracker remains a problem and im not fully sure why

* yeah the co2 cracker has some messed up stuff

* that node doesnt exist anymore

* i lied its REALLY missing these two cooking machines

* snap back to reality

---------

Co-authored-by: GoldenAlpharex <[email protected]>
@AnywayFarus AnywayFarus merged commit 539d4f4 into master Oct 23, 2023
23 checks passed
AnywayFarus added a commit that referenced this pull request Oct 23, 2023
@AnywayFarus AnywayFarus deleted the upstream-mirror-24058 branch October 23, 2023 08:06
Iajret pushed a commit that referenced this pull request Jan 3, 2024
* Added bone dice and crafting recipe.

* Address linting issue.

* One bone for one die.
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3 participants