The RnD Console UI has been overhauled.
RnD levels are now a gradual progress instead of just leveling up, not much has changed, but deconstructed items now give more * Data disks now tell you what they contain.
The red scanning goggles now let you see examined items' tech levels.
RnD consoles should now open on the main menu instead of the research menu.
Ejected items from the RnD console and destructive analyzer now go into your hands if you're adjacent.
rscadd: "The cookie snack now contains cookies, like the mint and gum packs. They've also been added to the rations box selection."
rscadd: "Gum packs, mint packs and the cookie snack from the vending machines visibly open when clicked on."
rscadd: "Gum packs, mint packs and the cookie snack can be crumpled up when empty. If you really wanted to, you still can crumple it with things inside, so long as you're in harm intent."
rscadd: "Odd boxes, such as candle boxes, donut boxes, crayon boxes and egg boxes can be folded and unfolded from cardboard sheets."
rscadd: "Donut boxes, egg cartons and cigarette packets visibly open when clicked on. Alt-click to close."
rscadd: "Mints actually have a proper taste description now."
can i get uhhhhhhhhhhhhhhhhhhh Update Wiki flag?
Requested by human lore team. Descriptions and sprites from Carpe Venenum, forwarded to me by Schwann.
Replaces Syndicate Bomb and Changeling Sting with Lore Approved(tm) drinks from New Gibson.
Recipes not changed.
Spiderbots now appear on the radio with the name of the one controlling them.
Mechs can now operate windoors.
Remote mechs can now use mounted health analyzers.
Mech rechargers will now charge the mech on top of them if there is a power change and the power is back.
Fixes#9050
* Call pickup proc before implanting object
I'm sure this has no unintended consequences
* Changelog
* register move event if implanting GPS
This is better I think
* changelog change
* unregister when implant removed
* Keep track of if GPS is implanted, and who
This is to unregister the move event in the case of the GPS being destroyed while implanted
* try building before pushing, dummy
* this is bothering me
Hacking no longer requires you to hold the tool (wirecutters, multitool, signaler) in your active hand, just that the tool is in one of your hands. This applies to cyborgs as well.
Speaking with an ID that doesn't match your voice no longer displays (as Unknown) or (as ID name).
The addition of the floating chat has largely obsoleted this feature, not that it was that important in the first place.
Fixes#9265
Chewing tobacco causes pain message spam due to the organ damage. This organ damage is on the order of 1e-5 per life tick, and is therefore completely negligible and instantly healed by the player due to the low strength of the tobacco reagent.
In my opinion this damage does not need to be simulated. The tobacco organ damage will never reach a meaningful number in the length of a round even when smoking/chewing tobacco constantly. People overdoing smoking will suffer the nicotine overdose effects.
Mech UIs can no longer be moved via click-drag.
The lower left mech UI has received a make-over.
You can now use a cyborg analyzer on a mech to get its diagnostics report.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Fixes#9211
Currently CPR, checking wounds, etc. takes priority over putting out fire on a target. So you cannot pat out a fire until you've fixed their lungs or whatever. Also you cannot pat out fires on mobs that return false from is_asystole().
This changes the priority so patting out fires happens before everything else.
Surprisingly, doesn't really change that much user-facing side.
For some stupid reason, cigar cases were using a rehash of cigarette packet code for no good reason. So I just made it a parent item, and it works just fine.
also added a tooltip to share the rather obscure feature of putting a cigarette in your mouth.
resprites the tajaran cigarette packets to more accurately match where they come from
Suit Cyclers have received new sprites, and any suits contained within will be on display as part of the sprite.
Using your ID, PDA, or Computer on a suit cycler will now attempt to unlock it.
The grab strength needed to put someone into a suit cycler has been increased to a neck grab.
You can no longer put helmets and suits in a suit cycler that's containing someone.
Ejecting a helmet or suit from a suit cycler will now attempt to place it in one of your empty hands.
Added an audible ping to suit cycler action completion.
Sprite port from NebulaSS13/Nebula#603