*Built with 1 scanning module, 2 manipulators and 2 micro lasers.
*Manipulators affect the reset speed, lasers affect it's chance to have bad things happen.
*Heavily RNG based to be the "fun" alternative.
*Includes features such as causing spacial distortions, transforming things into other things, and setting your face on fire.
*Can be built, but currently not included on the map.
The process of the EXPERI-MENTOR works as such:
1. Build it/walk up to it and click the "Scan for R&D Console" button if it is there.
2. Insert anything, literally anything.
3. The user uses a process of elimination to guess what the correct use for the item is ("Poke", "Irradiate", "Gas", "Heat", "Cold" or "Obliterate")
4. A correct guess results in addition of research points and (potentially) a randomised thing happening (reduced with upgrades). A failed results in a fluff message.
Current "use" RND events are:
Poke
*Destroy item, hit mobs in oview(1) for 15 brute
*Destroy item, proceeding to Obliterate
*Eject the item, throwing it at a random target in oview(7)
Irradiate
*Destroy item, apply 25 IRRADIATE to oview(1)
*In oview(1), spawn goo in oview(1)
*Transform item into something from valid_items list and eject it (primes grenades first)
Gas
*Destroy item, spawn toxic gas cloud
*Spawn harmless gas cloud
*Destroy item, Empulse(8,10)
Heat
*Destroy item, explosion(-1,0,0,0,0,flame_range = 2) (sets a small fire)
*Destroy item, heat up turf
*Eject item, spawn smoke, hit mobs for 5 burn in oview(1)
Cold
*Destroy item, release frostoil smoke
*Destroy item, cool down turf
*Eject item, spawn smoke
Obliterate
(by default, this will transfer m_amount and g_amount to a linked lathe)
(I'm aware that both of these are kind of "one item at a time", but I like the effect and left it that way)
*Destroy item, pull all mobs and items in oview(7) towards src
*Destroy item, throw all mob and items in oview(7) at other mobs and items
I could cap tricord in the new pocket but frankly this recipe is dumb anyway
Fixes#6437
Also stops the duplication of donk pockets, which is a shame but oh well.
Previously, it would scan only on attack_hand(), so if somebody else
used the newscaster while you were waiting, it would misscan the user.
Now, it will scan on Topic(), so there shouldn't be any errors anymore.
Now includes an admin_investigate entry, plus three message_admins():
when first powered, when first reaching critical point, and when a mob
is dusted. Also tweaks the power generation formula a bit.
These striped scarves are made by MrSnapwalk. They are included in the
ClothesMate along with the other scarves (sprited by Nienhaus). These
have a striped texture.
why did i volunteer for this
It just has an integrated intellicard now. The gloves do the transferring.
Also Intellicards are all called Intellicards now and not Intelicards.
the ai_transfer proc is less awful but it's still
awful
awful awful awful
Adds 9 more scarves (light blue, dark blue, orange, yellow, purple,
white, black, zebra and christmas).
Cleaned up corgi code a little bit, specially the parts involving icon
updates. Fixes a bug where adding a hat to a dead corgi didn't make you
drop your hat and created duplicate items. Makes corgis only use one
head/back mob sprite and rotate it appropriately. Call
regenerate_icons() only when needed now, instead of doing so every tick
on Life().