Having hyperzine and 5 units of adrenaline in your system will no longer fast track you to an overdose that is constant until all hyperzine exits your system. Instead it reduces the amount of hyperzine required to OD from 15u to 10u, with the overdose only lasting while you have a volume of 10u hyperzine in your blood or larger. While managing smaller doses is still important during combat, it should be a lot less risky to use and less punishing should you be overdosed.
Added Coagzolug, a blood coagulation chemical created by mixing tricordrazine and cough syrup. It will slow bleeding, even arterial, while in the bloodstream.
Added Coagzolug autoinjectors to mining brute packs and the EMT stabilization kit locker.
Toxin now does damage to any egg clusters that a nurse spider injected into someone.
The amount of toxin bottles in medical vendors have been lowered to 1, down from 4.
* AI Firedoor Rebalance
* Update geeves-because-the-question-is-incorrect.yml
* improve the implementation considerably
* Update geeves-because-the-question-is-incorrect.yml
* put this back
* jammer UI
Adds Rum and Cola which uses the existing Cuba Libre recipe. Gives the Cuba Libre a new recipe using Rum and Cola mixed with lime juice to better reflect reality.
Perconol, mortaphenyl, and oxycomorphine now metabolize three times faster.
Alkysine can now be used to counteract confused moving chem side effects, while oculine can be used to counteract eyeblur chem side effects.
Synaptizine no longer wildly damages all organs, instead having a chance each time it metabolizes to damage the liver, which is fine, unless the liver has been damaged already, or is taking damage from multiple sources.
* Mitigates research recycling exploits by minimizing what can be recycled
* Moves the research design check into a new unit test
* Adds unit test for stack material recipes costs and fixes these costs
* Instead of changing recipes the resulting materials are worth less
* Crap fix
Adds Uranium Solidification. This recipe is pretty much only useful for Xenobotanists, and could help them be a bit more involved with rest of the station. [By for example allowing RnD to get some advanced things done despite not having miners or allowing alternative engine set ups when there are no engineers]
Ported the clickcatcher from tg/bay. You can now click black spots to turn. Isn't that handy, especially with vision cones.
Reworked fullscreen overlays into an easier and better system, courtesy of PsiOmegaDelta.
Similiarly, added fadeout animations to all pain overlays, plus unconsciousness.
Fixed the vampire frenzy overlay never showing.
Unconsciousness is now FULL darkness.
Flashing mobs is now an inbuilt proc.