Changed the description on the uplink datum.
Made all the suit/helmet names lowercase for all the different versions.
Changed the max_w_class to allow the suit to be inserted, won't allow anything else to be inserted due to the can_hold list not being empty.
You can now put the syndicate suit back into the box it came in.
Gave the DJ Station the orange syndicate suit, looks very nice.
Replaced the syndicate suit in the derelict's singularity engine with the yellow/black engie version.
Replaced the other syndicate suit in the derelict with the red/black version.
Added a red/black space suit to the abandoned mining station, inside the resin corridor, along with a syndicate toolbox.
Moved the xeno suit to the hydro room, on the abandoned mining station. It looked out of place out in the open.
Moved the SWAT helmet on the derelict to the derelict armoury.
The garbage controller no longer bothers nulling out every variable on destroyed objects.
An object can opt to not be collected by returning true from Destroy(). Useful for pools or other edge cases.
Fixed boxes not being collected, along with a couple other things.
Turfs will not be monitored for collection.
generate_ion_law() is no longer a /datum proc, and I am an admin in the repo. Deal with it.
changed the var name from objectives to cult_objectives
cultists hitting mobs (and only mobs) will convert any holy water to unholy water
trying to summon narsie when shes not an objective will dose all the summoners with hell water
chaplain with his bible can purify the unholy water in a container
wrote the sac act for corgis - this will cause !!FUN!! to the sacrificer
Holy water will deconvert cultists now, takes around 2 minutes
Unholy water generally buffs cultists, but causes brain damage. Its very poisonous to non-cultists.
Hell water - this is a punishment reagent, amongst other bad affects chiefy it (re)sets people on fire
Misc: Fixed hyperzine being double consumed.
Sprites by Ausop, which he posted in his sprite thread.
The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it will need repairs.
Changed C4 to stop del()'ing and instead will only use ex_act().
Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.
Removed the stun that people get when gravity changes.
Shuttles have gravity still.
Added a gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.
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A Few New Wizard Items
Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.
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Cleaning Up the Spellbook
The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.
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Summon Magic Rebalancing
There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.
In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.
Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.
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Misc Stuff
Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.