From 1e7049daae4ecc3599d5adb7fd168c1ddb6dfc04 Mon Sep 17 00:00:00 2001 From: Julien Date: Mon, 15 Jan 2024 16:30:48 +0100 Subject: [PATCH 1/5] First removal load. --- code/game/objects/items/books/manuals.dm | 516 +----------------- code/game/objects/structures/bookcase.dm | 3 - maps/map_files/BigRed/BigRed.dmm | 10 +- maps/map_files/CORSAT/Corsat.dmm | 9 +- .../FOP_v3_Sciannex/Fiorina_SciAnnex.dmm | 3 - maps/map_files/Kutjevo/Kutjevo.dmm | 1 - maps/map_files/LV624/LV624.dmm | 3 - maps/map_files/New_Varadero/New_Varadero.dmm | 7 +- .../Sorokyne_Strata/Sorokyne_Strata.dmm | 7 +- maps/map_files/USS_Almayer/USS_Almayer.dmm | 6 - maps/templates/Chinook.dmm | 4 - 11 files changed, 11 insertions(+), 558 deletions(-) diff --git a/code/game/objects/items/books/manuals.dm b/code/game/objects/items/books/manuals.dm index 0854d2ec1b06..9cee5ffc68ae 100644 --- a/code/game/objects/items/books/manuals.dm +++ b/code/game/objects/items/books/manuals.dm @@ -8,6 +8,7 @@ /// 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified unique = 1 + /obj/item/book/manual/engineering_construction name = "Station Repairs and Construction" icon_state ="bookEngineering" @@ -28,161 +29,6 @@ "} -/obj/item/book/manual/engineering_particle_accelerator - name = "Particle Accelerator User's Guide" - icon_state ="bookParticleAccelerator" - author = "Engineering Encyclopedia" - title = "Particle Accelerator User's Guide" - - dat = {" - - - - - -

Experienced User's Guide

- -

Setting up the accelerator

- -
    -
  1. Wrench all pieces to the floor
  2. -
  3. Add wires to all the pieces
  4. -
  5. Close all the panels with your screwdriver
  6. -
- -

Using the accelerator

- -
    -
  1. Open the control panel
  2. -
  3. Set the speed to 2
  4. -
  5. Start firing at the singularity generator
  6. -
  7. When the singularity reaches a large enough size so it starts moving on it's own set the speed down to 0, but don't shut it off
  8. -
  9. Remember to wear a radiation suit when working with this machine... we did tell you that at the start, right?
  10. -
- - - - "} - - -/obj/item/book/manual/supermatter_engine - name = "Supermatter Engine User's Guide" - icon_state = "bookSupermatter" - author = "Waleed Asad" - title = "Supermatter Engine User's Guide" - - dat = {" - - - - -
- Engineering notes on the single-stage supermatter engine,
- -Waleed Asad

- - Station,
- Exodus

- - A word of caution, do not enter the engine room for any reason without radiation protection and meson scanners on. The status of the engine may be unpredictable even when you believe it is 'off.' This is an important level of personal protection.

- - The engine has two basic modes of functionality. It has been observed that it is capable of both a safe level of operation and a modified, high output mode.

- -

Heat-Primary Mode

- Notes on starting the basic function mode -
    -
  1. Prepare collector arrays: As is standard, begin by wrenching them down, filling six plasma tanks with a plasma canister, and inserting the tank into the collectors one by one. Finally, initialize each collector.
  2. - -
  3. Prepare gas system: Before introducing any gas into the supermatter engine room, it is important to remember the small, but vital steps to preparing this section. First, set the input gas pump and output gas flow pump to 4500 kPa, or maximum flow. Second, switch the digital switching valve into the 'up' position, so the green light is on north side of the valve, in order to circulate the gas back toward the coolers and collectors.
  4. - -
  5. Apply N2 gas: Retrieve the two N2 canisters from storage and bring them to the engine room. Attach one of them to the input section of the engine gas system located next to the collectors. Keep it attached until the N2 pressure is low enough to turn the canister light red. Replace it with the second canister to keep N2 pressure at optimal levels.
  6. - -
  7. Open supermatter shielding: This button is located in the engine room, to the left of the engine monitoring room blast doors. At this point, the supermatter chamber is mostly a gas mixture of N2 and is producing no radiation. It is considered 'safe' up until this point. Do not forget radiation shielding and meson scanners.
  8. - -
  9. Begin primary emitter burst series: Begin by firing four shots into the supermatter using the emitter. It is important to move to this step quickly. The onboard SMES units may not have enough power to run the emitters if left alone too long on-station. This engine can produce enough power on its own to run the entire station, ignoring the SMES units completely, and is wired to do so.
  10. - -
  11. Switch SMES units to primary settings: Maximize input and set the devices to automatically charge, additionally turn their outputs on if they are off unless power is to be saved (Which can be useful in case of later failures).
  12. - -
  13. Begin secondary emitter burst series: Before firing the emitter again, check the power in the line with a multimeter (Do not forget electrical gloves). The engine is running at high efficiency when the value exceeds 200,000 power units.
  14. - -
  15. Maintain engine power: When power in the lines get low, add an additional emitter burst series to bring power to normal levels.
  16. -
- - -

O2-Reaction Mode

- - The second mode for running the engine uses a gas mixture to produce a reaction within the supermatter. This mode requires the CE's or Atmospheric's help to set up. This is called 'O2-Reaction Mode.'

- - THIS MODE CAN CAUSE A RUNAWAY REACTION, LEADING TO CATASTROPHIC FAILURE IF NOT MAINTAINED. NEVER FORGET ABOUT THE ENGINE IN THIS MODE.

- - Additionally, this mode can be used for what is called a 'Cold Start.' If the station has no power in the SMES to run the emitters, using this mode will allow enough power output to run them, and quickly reach an acceptable level of power output.

- -
    -
  1. Prepare collector arrays: As is standard, begin by wrenching them down, filling six plasma tanks with a plasma canister, and inserting the tank into the collectors one by one. Finally, initialize each collector.
  2. - -
  3. Prepare gas system: Before introducing any gas into the supermatter engine room, it is important to remember the small, but vital steps to preparing this section. First, set the input gas pump and output gas flow pump to 4500 kPa, or maximum flow. Second, switch the digital switching valve into the 'up' position, so the green light is on north side of the valve, in order to circulate the gas back toward the coolers and collectors.
  4. - -
  5. Modify the engine room filters: Unlike the Heat-Primary Mode, it is important to change the filters attached to the gas system to stop filtering O2, and start filtering carbon molecules. O2-Reaction Mode produces far more plasma than Heat-Primary, therefore filtering it off is essential.
  6. - -
  7. Switch SMES units to primary settings: Maximize input and set the devices to automatically charge, additionally turn their outputs on if they are off unless power is to be saved (Which can be useful in case of later failures). If you check the power in the system lines at this point, you will find that it is constantly going up. Indeed, with just the addition of O2 to the supermatter, it will begin outputting power.
  8. - -
  9. Begin primary emitter burst series: Begin by firing four shots into the supermatter using the emitter. Do not over power the supermatter. The reaction is self sustaining and propagating. As long as O2 is in the chamber, it will continue outputting MORE power.
  10. - -
  11. Maintain follow up operations: Remember to check the temperature of the core gas and switch to the Heat-Primary function, or vent the core room when problems begin if required.
  12. -

- -

Notes on Supermatter Reaction Function and Drawbacks

- - After several hours of observation, an interesting phenomenon was witnessed. The supermatter undergoes a constant, self-sustaining reaction when given an extremely high O2 concentration. Anything about 80% or higher typically will cause this reaction. The supermatter will continue to react whenever this gas mixture is in the same room as the supermatter.

- - To understand why O2-Reaction mode is dangerous, the core principle of the supermatter must be understood. The supermatter emits three things when 'not safe,' that is any time it is giving off power. These things are:
- -
- - When in Heat-Primary mode, far more heat and plasma are produced than radiation. In O2-Reaction mode, very little heat and only moderate amounts of plasma are produced, however HUGE amounts of energy leaving the supermatter is in the form of radiation.

- - The O2-Reaction engine mode has a single drawback which has been eluded to more than once so far and that is very simple. The engine room will continue to grow hotter as the constant reaction continues. Eventually, there will be what is called a 'critical gas mixture.' This is the point at which the constant adding of plasma to the mixture of air around the supermatter changes the gas concentration to below the tolerance. When this happens, two things occur. First, the supermatter switches to its primary mode of operation wherein huge amounts of heat are produced by the engine rather than low amounts with high power output. Second, an uncontrollable increase in heat within the supermatter chamber will occur. This will lead to a spark-up, igniting the plasma in the supermatter chamber, wildly increasing both pressure and temperature.

- - While the O2-Reaction mode is dangerous, it does produce heavy amounts of energy. Consider using this mode only in short amounts to fill the SMES, and switch back later in the shift to keep things flowing normally.

- - -

Notes on Supermatter Containment and Emergency Procedures

- - While a constant vigil on the supermatter is not required, regular checkups are important. Check the temperature of gas leaving the supermatter chamber for unsafe levels and ensure that the plasma in the chamber is at a safe concentration. Of course, also make sure the chamber is not on fire. A fire in the core chamber is very difficult to put out. As any toxin scientist can tell you, even low amounts of plasma can burn at very high temperatures. This burning creates a huge increase in pressure and more importantly, temperature of the crystal itself.

- - The supermatter is strong, but not invincible. When the supermatter is heated too much, its crystal structure will attempt to liquefy. The change in atomic structure of the supermatter leads to a single reaction, a massive explosion. The computer chip attached to the supermatter core will warn the station when stability is threatened. It will then offer a second warning, when things have become dangerously close to total destruction of the core.

- - Located both within the CE office and engine room is the engine ventilatory control button. This button allows the core vent controls to be accessed, venting the room to space. Remember however, that this process takes time. If a fire is raging, and the pressure is higher than fathomable, it will take a great deal of time to vent the room. Also located in the CE's office is the emergency core eject button. A new core can be ordered from cargo. It is often not worth the lives of the crew to hold on to it, not to mention the structural damage. However, if by some mistake the supermatter is pushed off or removed from the mass driver it sits on, manual reposition will be required. Which is very dangerous and often leads to death.

- - The supermatter is extremely dangerous. More dangerous than people give it credit for. It can destroy you in an instant, without hesitation, reducing you to a pile of dust. When working closely with supermatter, it is suggested to get a genetic backup and do not wear any items of value to you. The supermatter core can be pulled if grabbed properly by the base, but pushing is not possible.

- - -

In Closing

- - Remember that the supermatter is dangerous, and the core is dangerous still. Venting the core room is always an option if you are even remotely worried, utilizing Atmospherics to properly ready the room once more for core function. It is always a good idea to check up regularly on the temperature of gas leaving the chamber, as well as the power in the system lines. Lastly, once again remember, never touch the supermatter with anything. Ever.

- - -Waleed Asad, Senior Engine Technician - - "} - /obj/item/book/manual/engineering_hacking name = "Hacking" icon_state ="bookHacking" @@ -203,150 +49,6 @@ "} -/obj/item/book/manual/engineering_singularity_safety - name = "Singularity Safety in Special Circumstances" - icon_state ="bookEngineeringSingularitySafety" - author = "Engineering Encyclopedia" - title = "Singularity Safety in Special Circumstances" - - dat = {" - - - - -

Singularity Safety in Special Circumstances

- -

Power outage

- - A power problem has made the entire station lose power? Could be station-wide wiring problems or syndicate power sinks. In any case follow these steps: - -
    -
  1. PANIC!
  2. -
  3. Get your ass over to engineering! QUICKLY!!!
  4. -
  5. Get to the Area Power Controller which controls the power to the emitters.
  6. -
  7. Swipe it with your ID card - if it doesn't unlock, continue with step 15.
  8. -
  9. Open the console and disengage the cover lock.
  10. -
  11. Pry open the APC with a Crowbar.
  12. -
  13. Take out the empty power cell.
  14. -
  15. Put in the new, full power cell - if you don't have one, continue with step 15.
  16. -
  17. Quickly put on a Radiation suit.
  18. -
  19. Check if the singularity field generators withstood the down-time - if they didn't, continue with step 15.
  20. -
  21. Since disaster was averted you now have to ensure it doesn't repeat. If it was a powersink which caused it and if the engineering APC is wired to the same powernet, which the powersink is on, you have to remove the piece of wire which links the APC to the powernet. If it wasn't a powersink which caused it, then skip to step 14.
  22. -
  23. Grab your crowbar and pry away the tile closest to the APC.
  24. -
  25. Use the wirecutters to cut the wire which is connecting the grid to the terminal.
  26. -
  27. Go to the bar and tell the guys how you saved them all. Stop reading this guide here.
  28. -
  29. GET THE FUCK OUT OF THERE!!!
  30. -
- -

Shields get damaged

- -
    -
  1. GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!
  2. -
- - - "} - -/obj/item/book/manual/medical_cloning - name = "Cloning Techniques of the 26th Century" - icon_state ="bookCloning" - author = "Medical Journal, volume 3" - title = "Cloning Techniques of the 26th Century" - - dat = {" - - - - - -

How to Clone People

- So there are 50 dead people lying on the floor, chairs are spinning like no tomorrow and you haven't the foggiest idea of what to do? Not to worry! - This guide is intended to teach you how to clone people and how to do it right, in a simple, step-by-step process! If at any point of the guide you have a mental meltdown, - genetics probably isn't for you and you should get a job-change as soon as possible before you're sued for malpractice. - -
    -
  1. Acquire body
  2. -
  3. Strip body
  4. -
  5. Put body in cloning machine
  6. -
  7. Scan body
  8. -
  9. Clone body
  10. -
  11. Get clean Structural Enzymes for the body
  12. -
  13. Put body in morgue
  14. -
  15. Await cloned body
  16. -
  17. Cryo and use the clean SE injector
  18. -
  19. Give person clothes back
  20. -
  21. Send person on their way
  22. -
- -

Step 1: Acquire body

- This is pretty much vital for the process because without a body, you cannot clone it. Usually, bodies will be brought to you, so you do not need to worry so much about this step. If you already have a body, great! Move on to the next step. - -

Step 2: Strip body

- The cloning machine does not like abiotic items. What this means is you can't clone anyone if they're wearing clothes or holding things, so take all of it off. If it's just one person, it's courteous to put their possessions in the closet. - If you have about seven people awaiting cloning, just leave the piles where they are, but don't mix them around and for God's sake don't let people in to steal them. - -

Step 3: Put body in cloning machine

- Grab the body and then put it inside the DNA modifier. If you cannot do this, then you messed up at Step 2. Go back and check you took EVERYTHING off - a commonly missed item is their headset. - -

Step 4: Scan body

- Go onto the computer and scan the body by pressing 'Scan - <Subject Name Here>.' If you're successful, they will be added to the records (note that this can be done at any time, even with living people, - so that they can be cloned without a body in the event that they are lying dead on port solars and didn't turn on their suit sensors)! - If not, and it says "Error: Mental interface failure.", then they have left their bodily confines and are one with the spirits. If this happens, just shout at them to get back in their body, - click 'Refresh' and try scanning them again. If there's no success, threaten them with gibbing. - Still no success? Skip over to Step 7 and don't continue after it, as you have an unresponsive body and it cannot be cloned. - If you got "Error: Unable to locate valid genetic data.", you are trying to clone a monkey - start over. - -

Step 5: Clone body

- Now that the body has a record, click 'View Records,' click the subject's name, and then click 'Clone' to start the cloning process. Congratulations! You're halfway there. - Remember not to 'Eject' the cloning pod as this will kill the developing clone and you'll have to start the process again. - -

Step 6: Get clean SEs for body

- Cloning is a finicky and unreliable process. Whilst it will most certainly bring someone back from the dead, they can have any number of nasty disabilities given to them during the cloning process! - For this reason, you need to prepare a clean, defect-free Structural Enzyme (SE) injection for when they're done. If you're a competent Geneticist, you will already have one ready on your working computer. - If, for any reason, you do not, then eject the body from the DNA modifier (NOT THE CLONING POD) and take it next door to the Genetics research room. Put the body in one of those DNA modifiers and then go onto the console. - Go into View/Edit/Transfer Buffer, find an open slot and click "SE" to save it. Then click 'Injector' to get the SEs in syringe form. Put this in your pocket or something for when the body is done. - -

Step 7: Put body in morgue

- Now that the cloning process has been initiated and you have some clean Structural Enzymes, you no longer need the body! Drag it to the morgue and tell the Chef over the radio that they have some fresh meat waiting for them in there. - To put a body in a morgue bed, simply open the tray, grab the body, put it on the open tray, then close the tray again. Use one of the nearby pens to label the bed "CHEF MEAT" in order to avoid confusion. - -

Step 8: Await cloned body

- Now go back to the lab and wait for your patient to be cloned. It won't be long now, I promise. - -

Step 9: Cryo and clean SE injector on person

- Has your body been cloned yet? Great! As soon as the guy pops out, grab them and stick them in cryo. Clonexadone and Cryoxadone help rebuild their genetic material. Then grab your clean SE injector and jab it in them. Once you've injected them, - they now have clean Structural Enzymes and their defects, if any, will disappear in a short while. - -

Step 10: Give person clothes back

- Obviously the person will be naked after they have been cloned. Provided you weren't an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. - No matter how cruel you are, it's simply against protocol to force your patients to walk outside naked. - -

Step 11: Send person on their way

- Give the patient one last check-over - make sure they don't still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio. - Once you're done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance. - -

If you've gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target. - - - - "} - - /obj/item/book/manual/ripley_build_and_repair name = "APLU \"Ripley\" Construction and Operation Manual" icon_state ="book" @@ -423,7 +125,7 @@ "} - +//need to solve bookcase first before removing it tottaly "/obj/structure/bookcase/manuals/research_and_development" /obj/item/book/manual/research_and_development name = "Research and Development 101" icon_state = "rdbook" @@ -493,211 +195,6 @@ "} -/obj/item/book/manual/robotics_cyborgs - name = "Cyborgs for Dummies" - icon_state = "borgbook" - author = "XISC" - title = "Cyborgs for Dummies" - - dat = {" - - - - - -

Cyborgs for Dummies

- -

Chapters

- -
    -
  1. Cyborg Related Equipment
  2. -
  3. Cyborg Modules
  4. -
  5. Cyborg Construction
  6. -
  7. Cyborg Maintenance
  8. -
  9. Cyborg Repairs
  10. -
  11. In Case of Emergency
  12. -
- - -

Cyborg Related Equipment

- -

Exosuit Fabricator

- The Exosuit Fabricator is the most important piece of equipment related to cyborgs. It allows the construction of the core cyborg parts. Without these machines, cyborgs cannot be built. It seems that they may also benefit from advanced research techniques. - -

Cyborg Recharging Station

- This useful piece of equipment will suck power out of the power systems to charge a cyborg's power cell back up to full charge. - -

Robotics Control Console

- This useful piece of equipment can be used to immobilize or destroy a cyborg. A word of warning: Cyborgs are expensive pieces of equipment, do not destroy them without good reason, or Weyland-Yutani may see to it that it never happens again. - - -

Cyborg Modules

- When a cyborg is created it picks out of an array of modules to designate its purpose. There are 6 different cyborg modules. - -

Standard Cyborg

- The standard cyborg module is a multi-purpose cyborg. It is equipped with various modules, allowing it to do basic tasks.
A Standard Cyborg comes with: - - -

Engineering Cyborg

- The Engineering cyborg module comes equipped with various engineering-related tools to help with engineering-related tasks.
An Engineering Cyborg comes with: - - -

Mining Cyborg

- The Mining Cyborg module comes equipped with the latest in mining equipment. They are efficient at mining due to no need for oxygen, but their power cells limit their time in the mines.
A Mining Cyborg comes with: - - -

Security Cyborg

- The Security Cyborg module is equipped with effective security measures used to apprehend and arrest criminals without harming them a bit.
A Security Cyborg comes with: - - -

Janitor Cyborg

- The Janitor Cyborg module is equipped with various cleaning-facilitating devices.
A Janitor Cyborg comes with: - - -

Service Cyborg

- The service cyborg module comes ready to serve your human needs. It includes various entertainment and refreshment devices. Occasionally some service cyborgs may have been referred to as "Bros."
A Service Cyborg comes with: - - -

Cyborg Construction

- Cyborg construction is a rather easy process, requiring a decent amount of metal and a few other supplies.
The required materials to make a cyborg are: - - Once you have acquired the materials, you can start on construction of your cyborg.
To construct a cyborg, follow the steps below: -
    -
  1. Start the Exosuit Fabricators constructing all of the cyborg parts
  2. -
  3. While the parts are being constructed, take your human brain, and place it inside the Man-Machine Interface
  4. -
  5. Once you have a Robot Head, place your two flashes inside the eye sockets
  6. -
  7. Once you have your Robot Chest, wire the Robot chest, then insert the power cell
  8. -
  9. Attach all of the Robot parts to the Robot frame
  10. -
  11. Insert the Man-Machine Interface (With the Brain inside) into the Robot Body
  12. -
  13. Congratulations! You have a new cyborg!
  14. -
- -

Cyborg Maintenance

- Occasionally Cyborgs may require maintenance of a couple types, this could include replacing a power cell with a charged one, or possibly maintaining the cyborg's internal wiring. - -

Replacing a Power Cell

- Replacing a Power cell is a common type of maintenance for cyborgs. It usually involves replacing the cell with a fully charged one, or upgrading the cell with a larger capacity cell.
The steps to replace a cell are as follows: -
    -
  1. Unlock the Cyborg's Interface by swiping your ID on it
  2. -
  3. Open the Cyborg's outer panel using a crowbar
  4. -
  5. Remove the old power cell
  6. -
  7. Insert the new power cell
  8. -
  9. Close the Cyborg's outer panel using a crowbar
  10. -
  11. Lock the Cyborg's Interface by swiping your ID on it, this will prevent non-qualified personnel from attempting to remove the power cell
  12. -
- -

Exposing the Internal Wiring

- Exposing the internal wiring of a cyborg is fairly easy to do, and is mainly used for cyborg repairs.
You can easily expose the internal wiring by following the steps below: -
    -
  1. Follow Steps 1 - 3 of "Replacing a Cyborg's Power Cell"
  2. -
  3. Open the cyborg's internal wiring panel by using a screwdriver to unsecure the panel
  4. -
- To re-seal the cyborg's internal wiring: -
    -
  1. Use a screwdriver to secure the cyborg's internal panel
  2. -
  3. Follow steps 4 - 6 of "Replacing a Cyborg's Power Cell" to close up the cyborg
  4. -
- -

Cyborg Repairs

- Occasionally a Cyborg may become damaged. This could be in the form of impact damage from a heavy or fast-travelling object, or it could be heat damage from high temperatures, or even lasers or Electromagnetic Pulses (EMPs). - -

Dents

- If a cyborg becomes damaged due to impact from heavy or fast-moving objects, it will become dented. Sure, a dent may not seem like much, but it can compromise the structural integrity of the cyborg, possibly causing a critical failure. - Dents in a cyborg's frame are rather easy to repair, all you need is to apply a blowtorch to the dented area, and the high-tech cyborg frame will repair the dent under the heat of the welder. - -

Excessive Heat Damage

- If a cyborg becomes damaged due to excessive heat, it is likely that the internal wires will have been damaged. You must replace those wires to ensure that the cyborg remains functioning properly.
To replace the internal wiring follow the steps below: -
    -
  1. Unlock the Cyborg's Interface by swiping your ID
  2. -
  3. Open the Cyborg's External Panel using a crowbar
  4. -
  5. Remove the Cyborg's Power Cell
  6. -
  7. Using a screwdriver, expose the internal wiring of the Cyborg
  8. -
  9. Replace the damaged wires inside the cyborg
  10. -
  11. Secure the internal wiring cover using a screwdriver
  12. -
  13. Insert the Cyborg's Power Cell
  14. -
  15. Close the Cyborg's External Panel using a crowbar
  16. -
  17. Lock the Cyborg's Interface by swiping your ID
  18. -
- These repair tasks may seem difficult, but are essential to keep your cyborgs running at peak efficiency. - -

In Case of Emergency

- In case of emergency, there are a few steps you can take. - -

"Rogue" Cyborgs

- If the cyborgs seem to become "rogue", they may have non-standard laws. In this case, use extreme caution. - To repair the situation, follow these steps: -
    -
  1. Locate the nearest robotics console
  2. -
  3. Determine which cyborgs are "Rogue"
  4. -
  5. Press the lockdown button to immobilize the cyborg
  6. -
  7. Locate the cyborg
  8. -
  9. Expose the cyborg's internal wiring
  10. -
  11. Check to make sure the LawSync and AI Sync lights are lit
  12. -
  13. If they are not lit, pulse the LawSync wire using a multitool to enable the cyborg's LawSync
  14. -
  15. Proceed to a cyborg upload console. Weyland-Yutani usually places these in the same location as AI upload consoles.
  16. -
  17. Use a "Reset" upload moduleto reset the cyborg's laws
  18. -
  19. Proceed to a Robotics Control console
  20. -
  21. Remove the lockdown on the cyborg
  22. -
- -

As a last resort

- If all else fails in a case of cyborg-related emergency, there may be only one option. Using a Robotics Control console, you may have to remotely detonate the cyborg. -

WARNING:

Do not detonate a borg without an explicit reason for doing so. Cyborgs are expensive pieces of Weyland-Yutani equipment, and you may be punished for detonating them without reason. - - - - "} - - /obj/item/book/manual/security_space_law name = "Standard Operating Procedure" desc = "A set of USCM guidelines for keeping law and order on their vessels." @@ -718,6 +215,7 @@ "} + /obj/item/book/manual/marine_law name = "Marine Law" desc = "A set of guidelines for keeping law and order on military vessels." @@ -982,6 +480,7 @@ "} + /obj/item/book/manual/nuclear name = "Fission Mailed: Nuclear Sabotage 101" icon_state ="bookNuclear" @@ -1033,6 +532,7 @@ "} + /obj/item/book/manual/atmospipes name = "Pipes and You: Getting To Know Your Scary Tools" icon_state = "pipingbook" @@ -1140,6 +640,7 @@ "} + /obj/item/book/manual/evaguide name = "EVA Gear and You: Not Spending All Day Inside" icon_state = "evabook" @@ -1244,10 +745,6 @@ "} - - - - /obj/item/book/manual/orbital_cannon_manual name = "USCM Orbital Bombardment System Manual" icon_state = "bookEngineering" @@ -1299,6 +796,7 @@ "} + /obj/item/book/manual/orbital_cannon_manual/New() . = ..() diff --git a/code/game/objects/structures/bookcase.dm b/code/game/objects/structures/bookcase.dm index ce338de47b35..b310bd00aa07 100644 --- a/code/game/objects/structures/bookcase.dm +++ b/code/game/objects/structures/bookcase.dm @@ -71,7 +71,6 @@ /obj/structure/bookcase/manuals/medical/Initialize() . = ..() - new /obj/item/book/manual/medical_cloning(src) new /obj/item/book/manual/medical_diagnostics_manual(src) new /obj/item/book/manual/medical_diagnostics_manual(src) new /obj/item/book/manual/medical_diagnostics_manual(src) @@ -84,11 +83,9 @@ /obj/structure/bookcase/manuals/engineering/Initialize() . = ..() new /obj/item/book/manual/engineering_construction(src) - new /obj/item/book/manual/engineering_particle_accelerator(src) new /obj/item/book/manual/engineering_hacking(src) new /obj/item/book/manual/engineering_guide(src) new /obj/item/book/manual/atmospipes(src) - new /obj/item/book/manual/engineering_singularity_safety(src) new /obj/item/book/manual/evaguide(src) update_icon() diff --git a/maps/map_files/BigRed/BigRed.dmm b/maps/map_files/BigRed/BigRed.dmm index 48f7f9089399..0a5d7b7d3c57 100644 --- a/maps/map_files/BigRed/BigRed.dmm +++ b/maps/map_files/BigRed/BigRed.dmm @@ -3848,14 +3848,6 @@ icon_state = "whitepurplefull" }, /area/bigredv2/caves/lambda/xenobiology) -"ald" = ( -/obj/structure/surface/table/reinforced, -/obj/item/book/manual/research_and_development, -/turf/open/floor{ - dir = 4; - icon_state = "whitepurple" - }, -/area/bigredv2/caves/lambda/xenobiology) "ale" = ( /obj/effect/landmark/xeno_spawn, /obj/effect/landmark/structure_spawner/setup/distress/xeno_weed_node, @@ -80450,7 +80442,7 @@ adZ adZ adZ aeQ -ald +afy daB amO afy diff --git a/maps/map_files/CORSAT/Corsat.dmm b/maps/map_files/CORSAT/Corsat.dmm index 7029d71a6076..17dc301de79d 100644 --- a/maps/map_files/CORSAT/Corsat.dmm +++ b/maps/map_files/CORSAT/Corsat.dmm @@ -27747,13 +27747,6 @@ icon_state = "purplewhitecorner" }, /area/corsat/omega/complex) -"bzU" = ( -/obj/structure/surface/table/almayer, -/obj/item/book/manual/robotics_cyborgs, -/turf/open/floor/corsat{ - icon_state = "yellow" - }, -/area/corsat/sigma/south/robotics) "bzV" = ( /obj/structure/surface/table/almayer, /obj/item/device/robotanalyzer, @@ -110525,7 +110518,7 @@ auK bxJ byb aMi -bzU +ydU auR ylo ylo diff --git a/maps/map_files/FOP_v3_Sciannex/Fiorina_SciAnnex.dmm b/maps/map_files/FOP_v3_Sciannex/Fiorina_SciAnnex.dmm index ab98e02cb6e4..68b8897320a5 100644 --- a/maps/map_files/FOP_v3_Sciannex/Fiorina_SciAnnex.dmm +++ b/maps/map_files/FOP_v3_Sciannex/Fiorina_SciAnnex.dmm @@ -17641,9 +17641,6 @@ /area/fiorina/station/lowsec) "kIe" = ( /obj/structure/surface/table/reinforced/prison, -/obj/item/book/manual/engineering_particle_accelerator{ - pixel_y = 6 - }, /obj/structure/prop/souto_land/pole{ dir = 1 }, diff --git a/maps/map_files/Kutjevo/Kutjevo.dmm b/maps/map_files/Kutjevo/Kutjevo.dmm index d178ca9faddf..bbcf7c6d0e0c 100644 --- a/maps/map_files/Kutjevo/Kutjevo.dmm +++ b/maps/map_files/Kutjevo/Kutjevo.dmm @@ -14599,7 +14599,6 @@ /area/kutjevo/interior/power) "tEV" = ( /obj/structure/surface/rack, -/obj/item/book/manual/engineering_particle_accelerator, /obj/effect/landmark/objective_landmark/medium, /turf/open/floor/kutjevo/multi_tiles{ dir = 10 diff --git a/maps/map_files/LV624/LV624.dmm b/maps/map_files/LV624/LV624.dmm index becac81a1897..6da402e4a4d6 100644 --- a/maps/map_files/LV624/LV624.dmm +++ b/maps/map_files/LV624/LV624.dmm @@ -4800,7 +4800,6 @@ /area/lv624/lazarus/research) "axL" = ( /obj/structure/surface/table, -/obj/item/book/manual/research_and_development, /obj/item/cell/hyper, /obj/effect/landmark/item_pool_spawner/survivor_ammo/buckshot, /obj/effect/landmark/objective_landmark/science, @@ -9770,7 +9769,6 @@ "aQH" = ( /obj/structure/bookcase, /obj/item/bananapeel, -/obj/item/book/manual/research_and_development, /obj/item/book/manual/security_space_law, /turf/open/floor{ icon_state = "wood" @@ -13821,7 +13819,6 @@ /area/lv624/ground/caves/west_caves) "dLd" = ( /obj/structure/bookcase, -/obj/item/book/manual/research_and_development, /obj/item/book/manual/medical_diagnostics_manual, /obj/item/book/manual/security_space_law, /obj/effect/landmark/objective_landmark/close, diff --git a/maps/map_files/New_Varadero/New_Varadero.dmm b/maps/map_files/New_Varadero/New_Varadero.dmm index c6131febd8f5..0032f43ff339 100644 --- a/maps/map_files/New_Varadero/New_Varadero.dmm +++ b/maps/map_files/New_Varadero/New_Varadero.dmm @@ -23557,7 +23557,6 @@ /obj/structure/pipes/vents/pump{ dir = 4 }, -/obj/item/book/manual/research_and_development, /turf/open/floor/carpet, /area/varadero/interior/library) "pjs" = ( @@ -34887,10 +34886,6 @@ icon_state = "blue" }, /area/varadero/interior/administration) -"wjd" = ( -/obj/item/book/manual/robotics_cyborgs, -/turf/open/floor/carpet, -/area/varadero/interior/library) "wjf" = ( /obj/structure/machinery/washing_machine, /obj/structure/machinery/washing_machine{ @@ -53823,7 +53818,7 @@ pjn mCY jzZ mCY -wjd +jzZ mRq xWY hvO diff --git a/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm b/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm index 84355a59b16d..ae861d6df3bb 100644 --- a/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm +++ b/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm @@ -15781,7 +15781,6 @@ /area/strata/ag/interior/outpost/canteen/bar) "aXj" = ( /obj/structure/surface/rack, -/obj/item/book/manual/engineering_singularity_safety, /obj/structure/machinery/light/small{ dir = 8 }, @@ -15798,8 +15797,6 @@ "aXl" = ( /obj/structure/surface/rack, /obj/item/book/manual/orbital_cannon_manual, -/obj/item/book/manual/research_and_development, -/obj/item/book/manual/supermatter_engine, /turf/open/floor/strata{ icon_state = "orange_cover" }, @@ -16342,7 +16339,6 @@ /area/strata/ag/exterior/marsh/river) "aZy" = ( /obj/structure/surface/rack, -/obj/item/book/manual/research_and_development, /obj/item/book/manual/security_space_law, /obj/structure/machinery/light/small{ dir = 4 @@ -16973,7 +16969,6 @@ "bbE" = ( /obj/structure/surface/rack, /obj/item/book/manual/engineering_guide, -/obj/item/book/manual/engineering_particle_accelerator, /turf/open/floor/strata{ icon_state = "orange_cover" }, @@ -29295,7 +29290,7 @@ /obj/structure/machinery/light/small{ dir = 1 }, -/obj/item/book/manual/engineering_particle_accelerator, +/obj/item/book/manual/detective, /turf/open/floor/strata, /area/strata/ag/interior/dorms) "ctF" = ( diff --git a/maps/map_files/USS_Almayer/USS_Almayer.dmm b/maps/map_files/USS_Almayer/USS_Almayer.dmm index d637d1fa9b91..7d87f77f2fe0 100644 --- a/maps/map_files/USS_Almayer/USS_Almayer.dmm +++ b/maps/map_files/USS_Almayer/USS_Almayer.dmm @@ -30527,7 +30527,6 @@ /area/almayer/hull/lower_hull/l_m_s) "eIT" = ( /obj/structure/surface/table/almayer, -/obj/item/book/manual/engineering_particle_accelerator, /obj/item/folder/yellow, /obj/structure/machinery/keycard_auth{ pixel_x = -8; @@ -41943,9 +41942,7 @@ opacity = 0 }, /obj/item/book/manual/surgery, -/obj/item/book/manual/research_and_development, /obj/item/book/manual/medical_diagnostics_manual, -/obj/item/book/manual/medical_cloning, /obj/structure/machinery/light{ dir = 4 }, @@ -48647,9 +48644,6 @@ /obj/effect/decal/cleanable/cobweb{ dir = 8 }, -/obj/item/book/manual/robotics_cyborgs{ - pixel_y = 8 - }, /turf/open/floor/plating/plating_catwalk, /area/almayer/living/synthcloset) "lIh" = ( diff --git a/maps/templates/Chinook.dmm b/maps/templates/Chinook.dmm index 17be7bd9b968..077729447e29 100644 --- a/maps/templates/Chinook.dmm +++ b/maps/templates/Chinook.dmm @@ -660,10 +660,6 @@ /area/adminlevel/chinook/offices) "cr" = ( /obj/structure/surface/table/reinforced/black, -/obj/item/book/manual/robotics_cyborgs{ - pixel_x = -8; - pixel_y = 7 - }, /obj/item/storage/fancy/cigar, /turf/open/floor/almayer, /area/adminlevel/chinook/offices) From cd8541542b3e61f91f5190eab0005c6e95c86da8 Mon Sep 17 00:00:00 2001 From: Julien Date: Mon, 15 Jan 2024 16:35:22 +0100 Subject: [PATCH 2/5] /obj/item/book/manual/research_and_development turn this into a link to Wiki --- code/game/objects/items/books/manuals.dm | 69 ++++-------------------- 1 file changed, 10 insertions(+), 59 deletions(-) diff --git a/code/game/objects/items/books/manuals.dm b/code/game/objects/items/books/manuals.dm index 9cee5ffc68ae..a19e43c6f7b4 100644 --- a/code/game/objects/items/books/manuals.dm +++ b/code/game/objects/items/books/manuals.dm @@ -132,67 +132,18 @@ author = "Dr. L. Ight" title = "Research and Development 101" - dat = {" - - - - +dat = {" -

Science For Dummies

- So you want to further SCIENCE? Good man/woman/thing! However, SCIENCE is a complicated process even though it's quite easy. For the most part, it's a three step process: -
    -
  1. Deconstruct items in the Destructive Analyzer to advance technology or improve the design.
  2. -
  3. Build unlocked designs in the Protolathe and Circuit Imprinter.
  4. -
  5. Repeat!
  6. -
+ + - Those are the basic steps to furthering science. What do you do science with, however? Well, you have four major tools: R&D Console, the Destructive Analyzer, the Protolathe, and the Circuit Imprinter. - -

The R&D Console

- The R&D console is the cornerstone of any research lab. It is the central system from which the Destructive Analyzer, Protolathe, and Circuit Imprinter (your R&D systems) are controlled. More on those systems in their own sections. - On its own, the R&D console acts as a database for all your technological gains and new devices you discover. So long as the R&D console remains intact, you'll retain all that SCIENCE you've discovered. Protect it though, - because if it gets damaged, you'll lose your data! - In addition to this important purpose, the R&D console has a disk menu that lets you transfer data from the database onto disk or from the disk into the database. - It also has a settings menu that lets you re-sync with nearby R&D devices (if they've become disconnected), lock the console from the unworthy, - upload the data to all other R&D consoles in the network (all R&D consoles are networked by default), connect/disconnect from the network, and purge all data from the database.

- - NOTE: The technology list screen, circuit imprinter, and protolathe menus are accessible by non-scientists. This is intended to allow 'public' systems for the plebians to utilize some new devices. - -

Destructive Analyzer

- This is the source of all technology. Whenever you put a handheld object in it, it analyzes it and determines what sort of technological advancements you can discover from it. If the technology of the object is equal or higher then your current knowledge, - you can destroy the object to further those sciences. - Some devices (notably, some devices made from the protolathe and circuit imprinter) aren't 100% reliable when you first discover them. If these devices break down, you can put them into the Destructive Analyzer and improve their reliability rather than further science. - If their reliability is high enough, it'll also advance their related technologies. - -

Circuit Imprinter

- This machine, along with the Protolathe, is used to actually produce new devices. The Circuit Imprinter takes glass and various chemicals (depends on the design) to produce new circuit boards to build new machines or computers. It can even be used to print AI modules. - -

Protolathe

- This machine is an advanced form of the Autolathe that produce non-circuit designs. Unlike the Autolathe, it can use processed metal, glass, solid phoron, silver, gold, and diamonds along with a variety of chemicals to produce devices. - The downside is that, again, not all devices you make are 100% reliable when you first discover them. - -

Reliability and You

- As it has been stated, many devices, when they're first discovered, do not have a 100% reliability. Instead, - the reliability of the device is dependent upon a base reliability value, whatever improvements to the design you've discovered through the Destructive Analyzer, - and any advancements you've made with the device's source technologies. To be able to improve the reliability of a device, you have to use the device until it breaks beyond repair. Once that happens, you can analyze it in a Destructive Analyzer. - Once the device reaches a certain minimum reliability, you'll gain technological advancements from it. - -

Building a Better Machine

- Many machines produced from circuit boards inserted into a machine frames require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. - If you use these parts when constructing something, its attributes may be improved. - For example, if you use an advanced matter bin when constructing an autolathe (rather than a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: - Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine. - - - "} + + + + + + + "} /obj/item/book/manual/security_space_law From 91904cd352bd29a37f2c69efd6427e9109c4d323 Mon Sep 17 00:00:00 2001 From: Julien Date: Mon, 15 Jan 2024 18:21:59 +0100 Subject: [PATCH 3/5] remove a comment. --- code/game/objects/items/books/manuals.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/game/objects/items/books/manuals.dm b/code/game/objects/items/books/manuals.dm index a19e43c6f7b4..63a458946782 100644 --- a/code/game/objects/items/books/manuals.dm +++ b/code/game/objects/items/books/manuals.dm @@ -125,7 +125,7 @@ "} -//need to solve bookcase first before removing it tottaly "/obj/structure/bookcase/manuals/research_and_development" + /obj/item/book/manual/research_and_development name = "Research and Development 101" icon_state = "rdbook" From 075a10f246faf90d0f1663ed7d7713606c11b12f Mon Sep 17 00:00:00 2001 From: Julien Date: Mon, 15 Jan 2024 18:33:56 +0100 Subject: [PATCH 4/5] fix --- code/game/objects/items/books/manuals.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/game/objects/items/books/manuals.dm b/code/game/objects/items/books/manuals.dm index 63a458946782..3140d0e30ca9 100644 --- a/code/game/objects/items/books/manuals.dm +++ b/code/game/objects/items/books/manuals.dm @@ -132,7 +132,7 @@ author = "Dr. L. Ight" title = "Research and Development 101" -dat = {" + dat = {" From 3b3eda66a854b1e0a6966b72039ee52fe8dc104a Mon Sep 17 00:00:00 2001 From: Julien Date: Mon, 15 Jan 2024 19:03:58 +0100 Subject: [PATCH 5/5] revert back since research manual is changed. --- maps/map_files/BigRed/BigRed.dmm | 10 +++++++++- maps/map_files/LV624/LV624.dmm | 3 +++ maps/map_files/New_Varadero/New_Varadero.dmm | 1 + maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm | 2 ++ 4 files changed, 15 insertions(+), 1 deletion(-) diff --git a/maps/map_files/BigRed/BigRed.dmm b/maps/map_files/BigRed/BigRed.dmm index 0a5d7b7d3c57..8104d2f46a94 100644 --- a/maps/map_files/BigRed/BigRed.dmm +++ b/maps/map_files/BigRed/BigRed.dmm @@ -39745,6 +39745,14 @@ icon_state = "mars_cave_16" }, /area/bigredv2/caves/mining) +"wQu" = ( +/obj/structure/surface/table/reinforced, +/obj/item/book/manual/research_and_development, +/turf/open/floor{ + dir = 4; + icon_state = "whitepurple" + }, +/area/bigredv2/caves/lambda/xenobiology) "wQC" = ( /turf/open/mars_cave{ icon_state = "mars_cave_7" @@ -80442,7 +80450,7 @@ adZ adZ adZ aeQ -afy +wQu daB amO afy diff --git a/maps/map_files/LV624/LV624.dmm b/maps/map_files/LV624/LV624.dmm index 6da402e4a4d6..becac81a1897 100644 --- a/maps/map_files/LV624/LV624.dmm +++ b/maps/map_files/LV624/LV624.dmm @@ -4800,6 +4800,7 @@ /area/lv624/lazarus/research) "axL" = ( /obj/structure/surface/table, +/obj/item/book/manual/research_and_development, /obj/item/cell/hyper, /obj/effect/landmark/item_pool_spawner/survivor_ammo/buckshot, /obj/effect/landmark/objective_landmark/science, @@ -9769,6 +9770,7 @@ "aQH" = ( /obj/structure/bookcase, /obj/item/bananapeel, +/obj/item/book/manual/research_and_development, /obj/item/book/manual/security_space_law, /turf/open/floor{ icon_state = "wood" @@ -13819,6 +13821,7 @@ /area/lv624/ground/caves/west_caves) "dLd" = ( /obj/structure/bookcase, +/obj/item/book/manual/research_and_development, /obj/item/book/manual/medical_diagnostics_manual, /obj/item/book/manual/security_space_law, /obj/effect/landmark/objective_landmark/close, diff --git a/maps/map_files/New_Varadero/New_Varadero.dmm b/maps/map_files/New_Varadero/New_Varadero.dmm index 0032f43ff339..ca983240307f 100644 --- a/maps/map_files/New_Varadero/New_Varadero.dmm +++ b/maps/map_files/New_Varadero/New_Varadero.dmm @@ -23557,6 +23557,7 @@ /obj/structure/pipes/vents/pump{ dir = 4 }, +/obj/item/book/manual/research_and_development, /turf/open/floor/carpet, /area/varadero/interior/library) "pjs" = ( diff --git a/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm b/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm index ae861d6df3bb..1f81d5d13e61 100644 --- a/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm +++ b/maps/map_files/Sorokyne_Strata/Sorokyne_Strata.dmm @@ -15797,6 +15797,7 @@ "aXl" = ( /obj/structure/surface/rack, /obj/item/book/manual/orbital_cannon_manual, +/obj/item/book/manual/research_and_development, /turf/open/floor/strata{ icon_state = "orange_cover" }, @@ -16339,6 +16340,7 @@ /area/strata/ag/exterior/marsh/river) "aZy" = ( /obj/structure/surface/rack, +/obj/item/book/manual/research_and_development, /obj/item/book/manual/security_space_law, /obj/structure/machinery/light/small{ dir = 4