06-12-2016, 08:52 AM
Rebalance Robotic Modules + tools
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06-13-2016, 06:12 AM
misto Wrote:the secbot might benefit from a syringe, beaker and welder for ling blood test purposes. or a bottle of vodka instead of the welder, since ling blood makes bloody scary.I prefer the vodka idea, but only the vodka and syringe, so he'll have to find a glass lying around. The latter idea is cool, but I'm not too sure how it'd work, code wise. Currently pods power isn't really implemented in pods, but I suppose you could do something FTL'like where activating it in a pod while having pod systems shut down would charge a borg. Mageziya Wrote:Give the sec bot a zippo lighter instead of a welder, as it can accomplish the same thing without the extreme scope of what welders are capable of, and also thematically fits.Well I gave it a welder to fight the blob, heat blood, weld doors.. I feel a secborg kinda needs this extreme scope. somepotato Wrote:I was writing a borg module awhile back that let people ride on the back of em, should finish that.That'd be pretty cool tool for the miningborg, kind of already fits into crate deployment thingy. Also noah check yo pm's
06-13-2016, 06:52 AM
(This post was last modified: 06-13-2016, 06:53 AM by Noah Buttes. Edited 1 time in total.)
I checked my PM's.
Nothing was there. Edit: never mind, came through as soon as I posted this.
06-13-2016, 11:28 AM
(This post was last modified: 06-13-2016, 11:53 AM by Noah Buttes. Edited 1 time in total.)
I'm still working on that goddamn omnitool.
On the bright side, I discovered the miracle of mass indentation. Edit: finished the code for the omnitool itself. That only leaves the grueling task of going through and manually changing nearly every single reference to crowbars, wrenches, screwdrivers, wirecutters, and multitools. YAAAAAAAAAAAAAY!
06-13-2016, 12:27 PM
(This post was last modified: 06-13-2016, 12:51 PM by Sundance. Edited 3 times in total.)
Well i gon' and sprited the omnitool
I'm tempted to do transition sprites, like this: But it's a lotta effort. I'll get to it eventually. And the unilyzer bigger image
06-13-2016, 12:57 PM
(06-13-2016, 12:27 PM)Sundance Wrote: Well i gon' and sprited the omnitool The crowbar sprite looks kinda weird, but, other than that, the omnitool looks great! If it's not too much trouble, would it be possible to get two more reagent scan sprites for the unilyzer? The current chem reagent scanner has 3 sprites, one for null reagents, one for a reagent result with no reagents, and one for a reagent result with at least one reagent. As regards transition sprites, they're cool, but by no means necessary. Anyway, I really appreciate what you're doing!
06-13-2016, 01:12 PM
Null, one reading, least one reading, in that order. And yeah i'll rework the crowbar.
06-13-2016, 01:16 PM
(This post was last modified: 06-13-2016, 01:49 PM by Noah Buttes.)
(06-13-2016, 01:12 PM)Sundance Wrote: They're perfect! Well, I just finished replacing all the multitool references that needed replacing. Fortunately, there were only 21. But good lord, there's apparently 110 files that reference screwdrivers.
06-15-2016, 08:48 AM
Who would've thought that omnitool would be the hardest part of this whole entire patch to code?
06-15-2016, 11:31 AM
Holy shit, I finally finished the omnitool.
Praise the Lord.
06-20-2016, 08:30 AM
I've been busy lately, so I haven't been able to work on this for a few days.
Expect some progress today though.
06-20-2016, 05:57 PM
I am having a hard time making ovens click-drag compatible without also making humans compatible with ovens.
Why, I have no idea.
06-20-2016, 06:26 PM
the enzymatic reclaimer has code to reject live humans, doesnt it? perhaps that could help
06-20-2016, 06:29 PM
(This post was last modified: 06-20-2016, 06:49 PM by Noah Buttes. Edited 1 time in total.)
(06-20-2016, 06:26 PM)misto Wrote: the enzymatic reclaimer has code to reject live humans, doesnt it? perhaps that could help I tried that, but the darn thing just keeps inexplicably accepting mobs. OH YEAH. Here's the changes so far, minus the work on the oven: https://github.com/goonstation/goonstati...borg-fixes
06-20-2016, 11:01 PM
remember to make pod maintenance hatches clickdraggable too, so mining borgs can fire up the drillpod on their own.
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