porting things to assemblies

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tacolizard
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porting things to assemblies

Post by tacolizard » #390659

someone should invest time making things like medibots and health scanners into assemblies and then replace all the old versions with assemblies.
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Not-Dorsidarf
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Re: porting things to assemblies

Post by Not-Dorsidarf » #390757

>turn medibots, which were ported to be mobs for maintainability reasons at great pain, back into hacky junky objects
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Selea
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Re: porting things to assemblies

Post by Selea » #390768

IC medscan still more crappy, than regular medscan.And medbot can't be recreated, since IC can't produce chems.
But if you've got ideas about, what we can port, it worth a try.
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JStheguy
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Re: porting things to assemblies

Post by JStheguy » #390788

Honestly, there probably isn't much you CAN replace with an IC based version without it being inferior in functionality and harder to use. Shame, I do like the idea of having there be round-start things that are IC based.
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tacolizard
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Re: porting things to assemblies

Post by tacolizard » #390805

JStheguy wrote:Honestly, there probably isn't much you CAN replace with an IC based version without it being inferior in functionality and harder to use. Shame, I do like the idea of having there be round-start things that are IC based.
with the addition of some new circuits, a medscanner would be easy, no?
Selea
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Re: porting things to assemblies

Post by Selea » #390825

Possibly we can put portable grinder for botanists.And delete regular one.
Also I'm thinking about material distribution to dept lathes with circuit drones.
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Anonmare
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Re: porting things to assemblies

Post by Anonmare » #391005

Could put the bots on prefabbed circuits in the exofab. The prefabbed circuits could have components in them not available on the printers (like a reagent synthesiser, security record uplink and so on).

If you're smart enough, you could modify the bot circuits with additional functionality, or hidden functionality (like a medibot that otherwise functions normally, programmed to poison people in crit like a vulture of death).
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JStheguy
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Re: porting things to assemblies

Post by JStheguy » #391193

Now that I think about it, we could probably replace the door remotes with IC based versions with little loss in functionality or usability.
Selea
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Re: porting things to assemblies

Post by Selea » #391458

Let's ask question another way:how we need to change circuits to make porting worth it?
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JStheguy
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Re: porting things to assemblies

Post by JStheguy » #391515

I'd say a major issue is probably end user usability. Most things in this game have some type of actual UI, whether TGUI, NanoUI, or even just raw HTML. But circuits have to rely on a combination of a raw list of inputs and outputting to the usually already quite busy text log. However, I'm not sure how exactly you would go about giving circuits an on use UI.
Selea
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Re: porting things to assemblies

Post by Selea » #391555

I had some plans about HTML.Tgui is crap.
MSO could help very much if he will finish new ui.
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