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Blastdoor and Atmos Holofield ID multitool syncing #3004
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Does it work with multiple buttons having the same set of doors? |
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looks good, might just merge since i doubt anyone will test this in a test merge!
Co-authored-by: FalloutFalcon <[email protected]> Signed-off-by: Gristlebee <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]> Signed-off-by: Gristlebee <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Multitools can be used on a button with it's panel open to add a blast door or holofield controller to it's buffer. The ID can be copied onto a blast door the same way as changing it normally with a multitool. For holofields, you need to have the access mode on unlocked and it's panel closed. Adds holofield controllers to the autolathe. Changes all the span classes to span macros ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> When you have a roundstart blast door break or holofield break for whatever reason, it's almost impossible to replace and properly resync without ripping out the rest of the blastdoors or the other holofield. This should make reconstruction more convienent. Also being able to make and use your own holofield controller adds a more intuitive way to rig up player made holofields, as currently you have to use signallers on the activation wire. ## Changelog :cl: add: Autolathe can print holofield controllers. add: You can sync blastdoors and holofields to a controller in a button with a multitool code: span macros for blast doors, buttons and holofields /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Gristlebee <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
About The Pull Request
Multitools can be used on a button with it's panel open to add a blast door or holofield controller to it's buffer.
The ID can be copied onto a blast door the same way as changing it normally with a multitool. For holofields, you need to have the access mode on unlocked and it's panel closed.
Adds holofield controllers to the autolathe.
Changes all the span classes to span macros
Why It's Good For The Game
When you have a roundstart blast door break or holofield break for whatever reason, it's almost impossible to replace and properly resync without ripping out the rest of the blastdoors or the other holofield. This should make reconstruction more convienent.
Also being able to make and use your own holofield controller adds a more intuitive way to rig up player made holofields, as currently you have to use signallers on the activation wire.
Changelog
🆑
add: Autolathe can print holofield controllers.
add: You can sync blastdoors and holofields to a controller in a button with a multitool
code: span macros for blast doors, buttons and holofields
/:cl: