Emagging the book management console and printing forbidden lore now has
a chance of producing a clockwork slab.
Reasoning: because sometimes it's fun to cultscare security with your
universal emag.
Currently starlight applies multiple times for each space turf. This is stupid. Instead we'll only apply the brightest starlight to each tile. Looks much better.
Also I moved all the lighting defines into the defines folder. Also I used some of the lazyinit defines instead of manually doing it.
* Fixed clicking on clothing with pockets (such as detective's fedora) not working.
* Removed flask from the detective's default backpack.
* Reworked the pockets fix to avoid breaking taking items out of pockets.
* makes these checks more flexable
* oh hai mark
* praise jesus
* magicaly a better understanding of how to structure if checks lets me cut 2 lines
* wew
* spellcheck
* i shoudent code drunk
* weeeeew
* llllllaaaaaadddddd
* madcusbad
* i realy should learn desktop git
* wew
* Im just so sorry
* because we can't be having the power of atheism melting clockcult.
* Sky Bulge Commit mk2
WORK THIS TIME.
* Indentation.
* Jordbord's suggestions
Incorporated. The bone spear line was also doubletabbed I was set up!
* FUCKING INDENTATION
* the flan update
they don't exist in world but here have a mob
* we fireflans now
also isliving is in now, just gotta actually map a thing
* the tomb update
it's bigger now
* .gitignore revert
* workpls
* Revert ".gitignore revert"
This reverts commit 1fefd34fc7c0dbc8f1f353a95e53665e03ba75cf.
* workthistime
* Revert "workthistime"
This reverts commit 214509d5abda941c470708431536ccd715334e8e.
* well it's the closest gitignore fix so far
* fix dme change
will need to be loaded for the map part to work though
* gitignorerevert take 43
* jordbord fix mk 2
* includes flan.dm in the .dme
🆑 coiax
add: Whenever you automatically pick up ore with an ore satchel, if you
are dragging a wooden ore box, the satchel automatically empties into
the box.
/🆑
Because convinience. Streamlining. Less pointless clicking.
Becaue it's weird having the old borg module fading out, and the new one
fading in on a different tile, and also smoke that's not connected to
the cyborg.
* Added a Syndicate dock for the Emergency Shuttle
* Removes window from doorway to syndicate base
* Diverts shuttle if the hijack conditions are met
* Fixes incorrect define
* Shuttle needs people on it to hijack
* Redoes the syndicate base extension
* Centcom always lies
* [DNM] EMPs cause chameleon clothing to flicker
🆑 coiax
add: Chameleon clothing produced by the syndicate has been found to
react negatively to EMPs, randomly switching forms for a time.
/🆑
- EMPing them when they're in the box is fine, but when they're being
worn, the game slows down a LOT, which I assume is the constant spamming
of the regenerate_icons() proc on the mob every time the chameleon
clothes change, which if they're wearing all 10 of them, that's a lot of
redundant calls.
* EMPed camoclothing no longer causes lag
* Modifys the Research Requirements for Piercing Syringes
Engineering 7 Material 5 Combat 3 Makes very little sense. It's not an
engineering problem, its a materials problem. Plus, Sci shouldn't need
to track down a vortex anomaly for piercing syringes. This modifies it
to be Mat 7 (diamond sheet level), Engineering 5, Combat 3.
* Adds iron as one of steelcaps reagents
Purely to piss off kevinz
* Revert "Adds iron as one of steelcaps reagents"
This reverts commit 0a79dafc60facaeef24b57c015fdc059374df810.
* Revert "Modifys the Research Requirements for Piercing Syringes"
This reverts commit e43080359b3372048847e5d397fb3e6743fb89a1.
* Revert "Revert "Modifys the Research Requirements for Piercing Syringes""
This reverts commit 506bcf3de45c28697e8e0644941075821a96237d.