Posibrains are now in the ghost spawner menu. Activating them is now a one-and-done deal, as they remain open in the ghost spawner until someone disables it or someone spawns in.
Syndicate Cyborgs have been added to the ghost spawner menu, and will remain in a boot-up state until someone spawns into it.
Syndicate Cyborg eye overlays have been fixed.
Wizard Familiars have been added to the ghost spawner menu, same as above.
Mining Drones have been added to the ghost spawner menu, one swipe is all you need, until someone joins in as them.
The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
Implements bluespace mining, or: How to keep your lousy ore box at home.
While it may sound complex, it's actually fairly simple once you get it down. This is an attempt to make mining a little more 24XX, as well as introducing a way for mining drills to not be awful.
Bluespace mining is now possible, to do so, attach a warp extraction pack to a mining satchel, then a warp extraction beacon signaller to an ore box. Link them by clicking on the ore box with the satchel.
You can attach a linked mining satchel to a mining drill to teleport mined ores to the connected ore box.
Mining satchel beacons can be removed with a screwdriver, mining drill satchels by wrench, and ore box beacons by hand.
Tweaked a hell of a lot of silicon code to make synthetics better.
Synths with scrambled codes that prevent them from being on robotics computers will now appear on Merc camera networks.
Both variants of the engineering borg can now deploy the malf borging machine.
Medical borgs no longer get polyacid sprays, instead getting Wulumunusha CMO Hyposprays, which cause muteness.
You must now be on help intent to use items like crowbars and screwdrivers on borgs. Otherwise you hit them with it.
Just a couple small number changes to make mining with pickaxes and drills more viable and decrease the number of credits earned from selling materials. The idea here is to have more send to science and decrease the overall amount of credits spend on guns, or at least require a head of staff to pitch in with their department funds.
This pr adds a new cool space ruin made by kyres, replacing the listening outpost and the sol corvette, that were lame. This space ruin has two ghost roles.
This pr also makes so that space ruin sites only open if the research shuttle is launched to an away site, they will be closed otherwise. The research shuttle also has a transit time and area now.
You can now destroy girders and walls with powerful items. It might take some time, though, and you'll probably be better off deconstructing it unless your weapon is strong.
Two-handed weapons no longer have that awkward Wielded sticking in front of the name when you wield them.
Girders now report their damage status on examine.
Adds some more text stuff to drills. Now it tells you more when changing cells, examining, and clarifies the warning given before a cell explodes in your face.
Cleaned up some stuff.
Fixes#7594, gemstones separated from a mixed stack were being shoved inside a mob rather than dropped in neat stacks to the floor. Additionally, I discovered some errors in calculating stack size.
These have been corrected, pls merge.