diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index 96c54e3e9474..ffcdfdad7d17 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -416,6 +416,8 @@ new_item.materials[MAT_GLASS] /= coeff new_item.pixel_y = rand(-5, 5) new_item.pixel_x = rand(-5, 5) + if(is_station_level(z)) + SSblackbox.record_feedback("tally", "station_autolathe_production", 1, "[D.type]") SStgui.update_uis(src) desc = initial(desc) diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm index a7f2be30560b..efcbd0ff3bfa 100644 --- a/code/game/mecha/mech_fabricator.dm +++ b/code/game/mecha/mech_fabricator.dm @@ -247,6 +247,8 @@ /obj/machinery/mecha_part_fabricator/proc/build_design_timer_finish(datum/design/D, list/final_cost) // Spawn the item (in a lockbox if restricted) OR mob (e.g. IRC body) var/atom/A = new D.build_path(get_step(src, output_dir)) + if(is_station_level(z)) + SSblackbox.record_feedback("tally", "station_mechfab_production", 1, "[D.type]") if(isitem(A)) var/obj/item/I = A I.materials = final_cost diff --git a/code/modules/awaymissions/mob_spawn.dm b/code/modules/awaymissions/mob_spawn.dm index 5f320a7ab222..bc1991d71532 100644 --- a/code/modules/awaymissions/mob_spawn.dm +++ b/code/modules/awaymissions/mob_spawn.dm @@ -667,29 +667,6 @@ ADD_TRAIT(H, TRAIT_NON_INFECTIOUS_ZOMBIE, ROUNDSTART_TRAIT) return ..() -////////Non-human spawners//////// - -/obj/effect/mob_spawn/mouse - name = "sleeper" - mob_name = "space mouse" - mob_type = /mob/living/simple_animal/mouse - death = FALSE - roundstart = FALSE - icon = 'icons/obj/cryogenic2.dmi' - icon_state = "sleeper" - flavour_text = "Squeak!" - -/obj/effect/mob_spawn/cow - name = "sleeper" - mob_name = "space cow" - mob_type = /mob/living/simple_animal/cow - death = FALSE - roundstart = FALSE - mob_gender = FEMALE - icon = 'icons/obj/cryogenic2.dmi' - icon_state = "sleeper" - flavour_text = "Moo!" - /// these mob spawn subtypes trigger immediately (New or Initialize) and are not player controlled... since they're dead, you know? /obj/effect/mob_spawn/corpse /// what environmental storytelling script should this corpse have diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm index 216f680e8556..28b410b9d373 100644 --- a/code/modules/research/rdconsole.dm +++ b/code/modules/research/rdconsole.dm @@ -419,7 +419,8 @@ won't update every console in existence) but it's more of a hassle to do. Also, /obj/machinery/computer/rdconsole/proc/finish_machine(key, amount, enough_materials, obj/machinery/r_n_d/machine, datum/design/being_built, list/efficient_mats) if(machine) if(enough_materials && being_built) - SSblackbox.record_feedback("nested tally", "RND Production List", amount, list("[being_built.category]", "[being_built.name]")) + if(is_station_level(z)) + SSblackbox.record_feedback("tally", "station_protolathe_production", amount, "[being_built.type]") for(var/i in 1 to amount) var/obj/item/new_item = new being_built.build_path(src) if(istype(new_item)) // Only want a random pixel offset if it IS actually an item, and not a structure like a bluespace closet