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Рецепт коагулянта и возможность его синтеза на станции #104
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Iajret
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Oct 6, 2023
tff_modular/master_files/code/modules/reagents/recipe/coagulant_recipe.dm
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* The Big Commit Pushes everything I've been working on. Let's see how a test holds! * Catching the straggler * Phase II What if I told you that your transwarp theory was correct, that is is indeed possible to refactor a codebase that is traveling at warp speed? * We actually need to push a .dme update this time. Those includes are useful. Oops! * Phase III "One man cannot summon the future. But one man can refactor the present!" * Fixes the formatting on these maps * Pushing TGM Fixing up the maps... * Supplementals * Supplementals II * Supplementals III * Supplementals IV * Supplementals V * Phase IV Really just extending a bit, here. Not knowledgeable enough to go poking at and risking breaking the nonfactored remainder. * Phase V I was wrong! There was so much more! More to follow. * Supplementals I * Supplementals II Woohoo! Zero errors once more! * Supplementals III * Update ci_suite.yml Squashed renaming /skyrat/tools/skyrat_check_grep.sh to /nova/tools/nova_check_grep.sh and then refactoring it to /modular_nova/tools/nova_check_grep.sh * Refactoring /skyrat/tools * Supplementals IV * Supplementals V * Supplementals VI * Update Changelog.jsx Repathed maintainer and contributor links to NovaSector * Update README.md * Supplementals VII * Phase VI "Refactor now. Make now always the most refactored time. Now will never come again." * Phase VII * Supplementals I * Supplementals II * Supplementals III * Supplementals IV * Supplementals IV * Supplementals VIII * Nova Modular Clothing Renaming Removed all reference of server name (what if we change names again after all?) * Supplementals VI * Phase VIII Good grief * Update map_config.dm * Supplementals I * Supplementals II * De-varedits map items... Creates subtypes for future mapper use. You're welcome Jolly! * Supplementals III * Supplementals IV * Updated wall-locker door patch Wall lockers had a habit of generating with the default wooden closet doors. When this map was first being worked on, that was manually patched with a varedit. That patch has since become deprecated. * Supplementals V * Update tgstation.dme * Supplementals VI * Supplementals VII Refactored modular spawner jobs * Supplementals VIII * Phase IX "Our species can only survive if we have obstacles to refactor. You remove those obstacles. Without them to strengthen us, we will weaken and die." * Fixed merge conflict and inadvertently pushed config_options * Update code/__DEFINES/role_preferences.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/map_config.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/ruins/space.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/ruins/space.dm Co-authored-by: Bloop <[email protected]> * Update code/__DEFINES/role_preferences.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/ruins/space.dm Co-authored-by: Bloop <[email protected]> * Update space.dm * Shoring up Suggestions My batch got wiped so I had to relocate and commit them all manually :( * Supplementals I * Updated to patch recently merged PRs * Second update path for existing Interdyne reworks This will give other mappers already working on Interdyne a leg up in migrating to Nova modular Interdyne code and offer special tips to implement features given new depth as a result of this refactor. Commit also includes other necessities. We are so back. * Missing Monkeys Lavaland Interdyne lacked the monkeys intended for it, which Icebox had. Not sure how that happened but it's fixed. * Fixes Interdyne area mapper icons +Adds more sounds to Interdyne areas +Fixes some nitpick issues I had with my code & maps before this gets merged + Re-added epipen box that I'd accidentally removed and never replaced from syndicate_base1_skyrat * Removes baseturf ceiling replacer mistakenly snuck into Lavaland Not allowed. Only Interdyne. * Oops! That was a misclick... * Sacrifice to the DiffBot * Revert "Sacrifice to the DiffBot" This reverts commit eb4622515a52d42f991e921b567ff554c5b58493. * Requested Improvements + Turned a varedited flag into a proper subtype to appease Jolly + Fixed a longstanding bug in interdyne loadout id trim * Removed redundant non4w pipe * Made Disposals Join Army To Turn Its Life Around * Nitpicks Interdyne ducting Optimizes ducting paths * Minor tweak * Apply suggestions from code review 19 changes. Think I got them all in the batch, which didn't break this time! Co-authored-by: Bloop <[email protected]> * 1 * Modularized some additional preexisting edits + Implemented an additional suggestion from VinylSpiders + Fixed an improper ambient_buzz * Getting this TM-compatible with antag-opt-in * Update tgstation.dme * Create antag_optin_defines.dm * Delete tgstation.dmm-pal * Revert "Create antag_optin_defines.dm" This reverts commit 236687d929f1bac35a0cb0cd779c8931fec5965f. * Revert "Update tgstation.dme" This reverts commit 43855aecd0791b705d55856002ba36c44c1bd06f. * Revert "Getting this TM-compatible with antag-opt-in" This reverts commit a1a4bed7fd717fbb3cbaf4c2cdfe52a5c94bc195. * Fixed plating under vault door * Update syndicate.dm * Fixed MMIs on Interdyne They now have proper radio access and their ghost roles can lock their covers now (previously erroneously required NT robotics ID) This does not change the ones printed by the exosuit fab built at these ruins. That's for another PR. * Update MMI.dm * Update MMI.dm * Revert "Update MMI.dm" This reverts commit 3527ea5cb26eba8723960058e1f18f7eab479590. * Update MMI.dm * Update MMI.dm * Update MMI.dm * Update MMI.dm * Update MMI.dm --------- Co-authored-by: Giz <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Zergspower <[email protected]>
Iajret
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Jan 6, 2024
…ing (#1450) * Interdyne Tweaks and improvements along with /nova/ Refactoring (#104) * The Big Commit Pushes everything I've been working on. Let's see how a test holds! * Catching the straggler * Phase II What if I told you that your transwarp theory was correct, that is is indeed possible to refactor a codebase that is traveling at warp speed? * We actually need to push a .dme update this time. Those includes are useful. Oops! * Phase III "One man cannot summon the future. But one man can refactor the present!" * Fixes the formatting on these maps * Pushing TGM Fixing up the maps... * Supplementals * Supplementals II * Supplementals III * Supplementals IV * Supplementals V * Phase IV Really just extending a bit, here. Not knowledgeable enough to go poking at and risking breaking the nonfactored remainder. * Phase V I was wrong! There was so much more! More to follow. * Supplementals I * Supplementals II Woohoo! Zero errors once more! * Supplementals III * Update ci_suite.yml Squashed renaming /skyrat/tools/skyrat_check_grep.sh to /nova/tools/nova_check_grep.sh and then refactoring it to /modular_nova/tools/nova_check_grep.sh * Refactoring /skyrat/tools * Supplementals IV * Supplementals V * Supplementals VI * Update Changelog.jsx Repathed maintainer and contributor links to NovaSector * Update README.md * Supplementals VII * Phase VI "Refactor now. Make now always the most refactored time. Now will never come again." * Phase VII * Supplementals I * Supplementals II * Supplementals III * Supplementals IV * Supplementals IV * Supplementals VIII * Nova Modular Clothing Renaming Removed all reference of server name (what if we change names again after all?) * Supplementals VI * Phase VIII Good grief * Update map_config.dm * Supplementals I * Supplementals II * De-varedits map items... Creates subtypes for future mapper use. You're welcome Jolly! * Supplementals III * Supplementals IV * Updated wall-locker door patch Wall lockers had a habit of generating with the default wooden closet doors. When this map was first being worked on, that was manually patched with a varedit. That patch has since become deprecated. * Supplementals V * Update tgstation.dme * Supplementals VI * Supplementals VII Refactored modular spawner jobs * Supplementals VIII * Phase IX "Our species can only survive if we have obstacles to refactor. You remove those obstacles. Without them to strengthen us, we will weaken and die." * Fixed merge conflict and inadvertently pushed config_options * Update code/__DEFINES/role_preferences.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/map_config.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/ruins/space.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/ruins/space.dm Co-authored-by: Bloop <[email protected]> * Update code/__DEFINES/role_preferences.dm Co-authored-by: Bloop <[email protected]> * Update code/datums/ruins/space.dm Co-authored-by: Bloop <[email protected]> * Update space.dm * Shoring up Suggestions My batch got wiped so I had to relocate and commit them all manually :( * Supplementals I * Updated to patch recently merged PRs * Second update path for existing Interdyne reworks This will give other mappers already working on Interdyne a leg up in migrating to Nova modular Interdyne code and offer special tips to implement features given new depth as a result of this refactor. Commit also includes other necessities. We are so back. * Missing Monkeys Lavaland Interdyne lacked the monkeys intended for it, which Icebox had. Not sure how that happened but it's fixed. * Fixes Interdyne area mapper icons +Adds more sounds to Interdyne areas +Fixes some nitpick issues I had with my code & maps before this gets merged + Re-added epipen box that I'd accidentally removed and never replaced from syndicate_base1_skyrat * Removes baseturf ceiling replacer mistakenly snuck into Lavaland Not allowed. Only Interdyne. * Oops! That was a misclick... * Sacrifice to the DiffBot * Revert "Sacrifice to the DiffBot" This reverts commit eb4622515a52d42f991e921b567ff554c5b58493. * Requested Improvements + Turned a varedited flag into a proper subtype to appease Jolly + Fixed a longstanding bug in interdyne loadout id trim * Removed redundant non4w pipe * Made Disposals Join Army To Turn Its Life Around * Nitpicks Interdyne ducting Optimizes ducting paths * Minor tweak * Apply suggestions from code review 19 changes. Think I got them all in the batch, which didn't break this time! Co-authored-by: Bloop <[email protected]> * 1 * Modularized some additional preexisting edits + Implemented an additional suggestion from VinylSpiders + Fixed an improper ambient_buzz * Getting this TM-compatible with antag-opt-in * Update tgstation.dme * Create antag_optin_defines.dm * Delete tgstation.dmm-pal * Revert "Create antag_optin_defines.dm" This reverts commit 236687d929f1bac35a0cb0cd779c8931fec5965f. * Revert "Update tgstation.dme" This reverts commit 43855aecd0791b705d55856002ba36c44c1bd06f. * Revert "Getting this TM-compatible with antag-opt-in" This reverts commit a1a4bed7fd717fbb3cbaf4c2cdfe52a5c94bc195. * Fixed plating under vault door * Update syndicate.dm * Fixed MMIs on Interdyne They now have proper radio access and their ghost roles can lock their covers now (previously erroneously required NT robotics ID) This does not change the ones printed by the exosuit fab built at these ruins. That's for another PR. * Update MMI.dm * Update MMI.dm * Revert "Update MMI.dm" This reverts commit 3527ea5cb26eba8723960058e1f18f7eab479590. * Update MMI.dm * Update MMI.dm * Update MMI.dm * Update MMI.dm * Update MMI.dm --------- Co-authored-by: Giz <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Zergspower <[email protected]> * conflict resolution * debil * Update vending.dm * Update nssjourney.json --------- Co-authored-by: alos <[email protected]> Co-authored-by: Giz <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: Zergspower <[email protected]> Co-authored-by: Iajret <[email protected]>
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О Pull Request
Данный ПР добавляет рецепт коагулянта, чтобы дать медикам альтернативу манча кучи медипенов.
Рецепт, ввиду крайне высокой полезности, умеренно сложный.
Как это может улучшит/повлиять на игровой процесс/ролевую игру
Добавит немного релевантности химикам, сделав рецепт который будет иметь крайне полезный эффект и при этом имея достаточную сложность чтобы сделать процесс изготовления +- интересным.
Доказательства тестирования
Changelog
🆑
add: Added sanguirite recipe. It's made from salglu, phenol, carbon and water (check in-game wiki!)
/:cl: