The meat of ventcrawling is now stored in the vent pump, meaning anything can ventcrawl if it has ventcrawling on.
Ventcrawling 0 is no crawling, Ventcrawling 1 is naked crawling, Ventcrawling 2 and above is always crawling.
Yes you can var edit humans to be able to ventcrawl with this, great if you want to reenact diehard!
Simple animals that logically should fit in a vent can now ventcrawl. Note that this only is relevent for player controlled simple animals (staff of change/badminry), it won't be used by the mob AI.
Sticking with the high-end of damage, for lack of strong opinions. Also
removed false claims of certain procs' being in human_defense.dm, and a
useless emp_act override in ion rifles. (All EMP's are 1 or 2 severity)
Adding mining GPS so miners can find each other more easily on the asteroid
Ore Redemption machine usability improved, also now only processes 10 ore per tick due to possible issues with mass processing of ores
Labor mineral rates edited to fall in line with the rest of the minerals, Labor stacker points increased to compensate
Treasure rooms should now spawn properly and start unlit, treasure items tweaked
Cargo points per plasma sheet significantly increased due to increased rarity
PACMAN generator made significantly more efficient to compensate for increased rarity of plasma, amount of plasma in engineering reduced as a result
Slight tweaks here and there of mining mobs in general
What had happened was when ABSTRACT was introduced the golem face got its own flags, and lost the flags it usually gained from inheritance that it needed to be used as internals (MASKINTERNALS and MASKCOVERSMOUTH). It now has all the flags it used to have.
Also, for no reason, it was defined twice in the exact same manner in a row.
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Because there's not much benefit to only having a few limbs augmented,
and 120/60 damage just silly. For comparison, cyborgs take 20 damage
total from an EMP and 5-10 stun, and humans take 60 brute damage for
being just outside the gibbing range of a bomb.
This PR brings the average damage from a strong EMP to an aug down to
48, and from a weak EMP down to 30. The stun against a full aug is
still very likely to be around 10 or 5, respectively. This is on top of
having weapons drained, headsets disabled, etc.
Removed all the istype checks for glasses in humans
Added advanced mesons (Old meson functionality of removing darkness overlay) and NVG's to the protolathe