Adds a new security armband and the detective uniforms to loadout. Adjusts the default grey and tan investigator uniforms to have their ties/accents be blue in order to fit in better with the rest of the department. Also fixes the Ftech uniform's pants. This also changes their names to "Tan investigator's uniform" and "grey investigator's uniform" due to both roles being able to wear the outfits. This also removes that green trenchcoat I made because frankly it wasn't very good.
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.
You can now put flags on windows without bashing them.
Compartmental circuit kits no longer display pickup error messages when you put it back in the big box.
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
Added a framework to easily attach signalers to any type of machinery, codewise.
You can now place a signaler on an emitter to remotely activate it. It follows the same activation rules as a standard user.
EMPing an emitter now causes it to toggle its state, if it's ready to fire.
Emagging an emitter now doubles the amount of burst shots it takes and halves the minimum and maximum times between bursts.
Tweak the message signalers vocalize when they receive a message. Tweak the look and feel of emitters, try examining them sometime.
It was never really meant to, I forgot that toxloss was organ damage when checking cryo and forgot to remove it when porting Brainmed.
Technically a bugfix but I'm not sure. Guess I'll leave it as a tweak for now.
This makes icons on the body properly update and thus show the missing limbs.
The problem seems to be that the timer doesn't actually spawn at all for whatever reason. Tried 5, 10, nothing works. A spawn(1) worked but I settled for this method as I don't actually think it makes any difference and it works properly.
Plasma cutters can now have their power cells removed with screwdrivers, and replaced by using the power cells on them.
Plasma cutters now do 20 damage, up from 15.
More things can now be disassembled with the plasma cutter. Non-reinforced walls, non-reinforced tables, grills, machine frames.