Separates the substations for Supply and Service + Civilian. The substation behind the warehouse now only supplies Cargo and Mining, while a new one was added behind the bar for Service and public hallways. Now you can turn the power way up for mining without potentially electrocuting everyone else.
Here's where it can be found:
https://i.imgur.com/VEGFnRR.png
bugfix: "Animal traps no longer can have more than one prey at a time.". Fixes#7219
bugfix: "Traps now properly trap prey when it is thrown at them."
bugfix: "Deconstructing trap with prey inside no longer makes prey anchored to the turf."
bugfix: "You cannot buckle a person into a trap."
bugfix: "You can no longer deconstruct trap with welder off."
bugfix: "Passing throuh trap no longer traps you if it is full."
Nutrition loss due to not having enough blood was pretty damn insane. I mean yeah you're supposed to be hungry when you lose a bunch of blood but not "I can down 3 steaks and still have enough for desert hungry"
This PR fixes that by significantly reducing the penalties.
Most of the vending machines didn't have premium or contraband items, which is depressing because other servers don't have this problem. This PR specifically does the following:
Moves a bunch of assembly items into the contraband ToolAssist vendor.
Adds a multitool to the ToolAssit vendor.
Adds soymilk to the contraband Coffee vendor.
Adds a teapot to the premium Coffee vendor.
Adds all the halloween candy to the snacks vendor.
Adds a cookie to the premium snacks vendor.
Adds 2L bottles of cola, space mountain wind, and space up to the premium drinks vendor.
Adds a clown cartridge to the HoP's Contraband PDA vendor.
Adds a captain's cartridge to the HoP's premium PDA vendor.
Adds Blank Cigarettes and AcmeCo Cigarettes to the contraband smokes vendor.
Adds Zippo to the premium smokes vendor.
Adds a bottle of chloral hydrate to the contraband nanomed.
Adds epinephrine to the premium nanomed.
Adds a bunch of sensors to the ToxMate contraband vendor.
Adds an ultra rare hat to the premium ToxMate vendor.
Adds Tramadol to the premium nanomed wallmed vendor.
Adds ambrosia deus to the premium garden vendor.
Moved the red wizard outfit and wizard hat to the contraband section of the wizard vendor.
Added a fake wizard hat to the premium section of the wizard vendor.
Added a filled NT lunchbox to the premium section of the Kitchen vendor.
Added chloral hydrate gas grenades to the premium section of the tacticool vendor.
Added a fake desert eagle to the contraband section of the ERT vendor.
Added tactical shields to the premium section of the ERT vendor.
Added real flashes to the contraband section of the robotics vendor.
Added pAI cards to the premium section of the robotics vendor.
Moved Zora Jelly to the premium section of the Zora Soda vendor.
Bugfix: Tesla no longer gains energy from just colliding with objects
Bugfix: Fixes sprite for singularity beacon not showing up
Bugfix: Tesla no longer spams admin longs when a new ball is created outside of containment
Bugfix: Telsa looses energy when dropping ball which should be slightly below how much is required for new ball.
tweak: Tesla dissipation rate has been buffed, it now looses energy faster
tweak: Tesla dissipates every time it zaps something
tweak: Tesla now melts any object or mob(but not turfs) it touches or when it zaps it while sacrificing a miniball.
rscadd: Added special emergency singularity beacon that is to be used when Singulo/Telsa are on the Loose. When Tesla zaps the beacon, it will discharge all energy into it, dying and destroying beacon.
Someone changed a few sec armor sprites at some point, so the old ones don't work.
Added new sprites for Vox which do work based off of the new additions.
Resolves#7172. Resolves#7190.
Cooking appliances are no longer esoteric technology beyond the control of NT's finest researchers.
Adds microwave, oven, deep fryer, cereal maker, and candy maker circuit boards for research and construction.
Constructing, upgrading, and deconstructing microwaves and other cooking appliances is now possible. (Note, as of yet upgrading microwaves has no purpose. Will be fixed ASAP along w/ microwave overhaul)
Oven efficiency now starts at 70% once pre-heated, to alleviate the incredibly slow cooking times at round-start.
Oven heat loss from the door being open cut down to 1.5x from 4x.
Deconstructing a machine now returns cable coil.
Wirecutting a blueprint on the cable-coil stage lowers it to the 'secured blueprint' stage, requiring a wrench to disassemble instead of wirecutters again.
Printing a smart-fridge board no longer gives you an operating table circuit board.
Deconstructing a machine no longer displays the incorrect icon state (box instead of blueprint).
Candy and cereal makers work again. (woops)
Fixes#6456.
Added a check to repeat offenders (and also loyalists, just to be safe) on CentCom's roundstart report to command, so command won't be instructed to rehabilitate Mercenary Big Chungus.
ed: oh also fixed the formatting on the report slightly
Fixed mech sounds and some other sounds becoming garbled due to a random frequency being picked.
Made gunshots and flashbangs be heard farther and through walls again and not just via line of sight.
Voidsuits now have a 'Toggle Helmet' button just like Toggle Helmet Light or Toggle Magboots.
Full credit to Kasuobes and Baystation12/Baystation12#15923, for coming up with a much more elegant solution than I could in ten minutes.
Fixes#5144. Fixes#6840.
The CMO Office can now be selected by the destination tagger.
something about the encoding of html -> topic breaks if there's an apostrophe involved, so I just got rid of it like the other offices and it works like a charm
hopefully this merged right, mapmerge scares me