[ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

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Surrealistik
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[ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Surrealistik » 19 Jul 2015, 11:49

CM Version (alpha or Regular):

Alpha

Summary (a quick, 2-3 sentence summary):

Per subject. Make more machines buildable and upgradable (like the Cryo chamber, sleepers, body scanners, full mech charging arrays, etc) per /TG/ and Paradise code. Also expands the upgrade system for existing machines; at the moment very few parameters are actually upgradable per Baycode.

An example of the kind of stuff that we would be able to build/upgrade with this in place:

http://www.ss13.eu/wiki/index.php/Guide ... nstruction

Benefits (How this will benefit the server and game as a whole):

Gives sci and engineering valuable work to do in upgrading, replacing and creating machinery. Allows replacement and creation of critical machinery and facilities.

Details (Description of how you think this would work, the benefits, etc):

Per summary.

Implementation (Optional, if you have an idea how to implement it):

Import the code; there are no legal obstacles to this as these code bases are freely available to use.
Last edited by Surrealistik on 26 Jul 2015, 22:15, edited 1 time in total.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines

Post by TopHatPenguin » 19 Jul 2015, 11:53

Yeah i don't see why we should have this so.. +1 also it gives the sulaco crew something to do while the SM isn't blowing up.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines

Post by Pillow » 19 Jul 2015, 13:29

Mr. Penguin wrote:Yeah i don't see why we should have this so.. +1 also it gives the sulaco crew something to do while the SM isn't blowing up.
The SM does something other than blow up? It would actually make doing engineering jobs worth the time besides babysitting the engine.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines

Post by TopHatPenguin » 19 Jul 2015, 14:03

Pillow wrote: The SM does something other than blow up? It would actually make doing engineering jobs worth the time besides babysitting the engine.
just realized what i wrote doesn't make any sense hang on..

it was meant to come out like..

" Yeah i don't see why we shouldn't have this so.. +1 also it gives the sulaco crew something to do while the SM isn't blowing up."
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines

Post by Surrealistik » 21 Jul 2015, 04:13

Bumping this as Sulaco Engineers desperately need things to do in the Alpha.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Surrealistik » 26 Jul 2015, 22:15

Bump.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by UnknownMurder » 26 Jul 2015, 23:31

I'm certain this already exists but you just got to have the right parts for it.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Surrealistik » 27 Jul 2015, 00:33

It does not. We are using Baycode for machine construction and upgrades which is _much_ more limited in terms of what you can build and upgrade, and the parameters that are upgradable.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by UnknownMurder » 27 Jul 2015, 13:37

Baycode does have it. I've seen it. You can upgrade robotic fabricator, cloning pods, etc.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Surrealistik » 27 Jul 2015, 13:42

Yes, but a very limited subset vs /TG/ and its Paradise derivative where you can build and upgrade virtually everything.

As is you cannot build or upgrade Sleepers, Cryopods, Body Scanners, Mechbay Power Ports/Bays (you can only build the consoles), and Chemistry Dispensers to name an important few.

Further, of the things you can upgrade, you can only upgrade a limited set of parameters; for example, you can only increase the materials capacity of Proto and Autolathes, not their efficiency or build speed.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Allan1234 » 27 Jul 2015, 14:59

i know for a fact that this was talked about and it's not that easy as to just grab the code and be done. there are so many procs and sub locations that relay on some code parts like these and we if remove them and change them for an incompatible code it will cause a lot of issues that require a shitton of optimization and work on the coders side.

Codes are not really made to work together with other codes, they link to parts of there own code and sometimes have things specifically to make your life hell when ripping it.

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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Surrealistik » 27 Jul 2015, 15:20

I've actually x-ferred the TG / Paradise code for the upgrades to a dev version of Baystation; took me under an hour (not including testing and QA) for a successful rip + compile; it's not at all hard to import. Overall definitely worth the effort involved.

I'd say the most problematic part (that I remember at least) was the autolathe in the sense that you have to modify the material value references (glass/metal requirements). Totally worth it though; the interface is infinitely better, and it has a sorely needed queue.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by Surrealistik » 31 Jul 2015, 14:48

More important than ever now that the majority of Sci's most useful creations are no longer constructable.
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Re: [ALPHA] Add/Expand Buildable/Upgradable Machines; Use TG Code

Post by apophis775 » 12 Sep 2015, 16:23

Denied.

We have plans for research eventually.

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