The technologies which unlock the design are shown. Lathe types are
shown visually. If the design is constructible, a button to go to the
lathe search screen is shown.
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.
Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)
Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.
Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)
CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.
CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)
Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
* Adds new items to the mining vendors, also adds tracking implanter since that didn't exist before.
* woops
* Fixes tracking implants for miners, makes medipens not OD you on tricord.
* Actually doesn't OD on tricord now
* Chemical changes.
* Upgraded the jaunter into the wormhole lifebelt
🆑 coiax
rscadd: The Free Golems have developed the jaunter into the wormhole
lifebelt, which automatically teleports the user when they fall in a
chasm or suffer a major medical emergency. Must be worn on the belt to work.
/🆑
Please don't mistake a random teleportation in crit for saving a user's
life, the Supply channel gets a notification, but suit sensors are
required to find them, and there's no guarantee the location picked is
safe (for example, the Toxins Test Site is a valid jaunt destination,
along with in the middle of the slime cages in Xenobiology).
* Adds modification kit.
* Golem ship now has its own /area
And a bluespace beacon.
* 5 tick medijaunt, no radio, golem jaunters + areas
The number of ticks before a medical emergency jaunt happens is now
five. No radio message is produced.
Free Golems now have no restrictions on what they can purchase. Wormhole
jaunters now specifically drop golems near their ship.
* Modkits remove the race restrictions from KAs.
* Buffs buffs buffs
I'd say something, but I'm sure I'd regret it later.
* Advanced lifebelts, golem superiority
* Removes modkit from minervendors, adds modkit to RnD!
* COMPILE DAMN YOU!!
* I made it compile
* Honor to my country, not to you :(
* fuck
* h-haha?
* Kor you know I would never actually ban you
* i could personally care less for HBls adminning style
Cable coils will only be built in stacks of 30, at maximum.
Reduced cable coil cost to 1/4 to be more in line with other tool costs.
Reduced cable coil cost to 1/4 to be more in line with other tool costs.
Fixed it not compiling?
Finally got it to compile
Fixes bad code
removed unnecessary /var
Added maxstack var to define custom stack sizes for things
Allowed the autolathe to use custom stack sizes.
Adds correct maxstack values to various stackable objects
For some reason, the final commit for DiagHUDs was lost. This adds
Diagnostic HUDs to roboticist lockers, the protolathe properly, fixes
the night HUD's onmob sprite and adds a quick changelog.