* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
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.
Mecha movement and equipment usage cooldowns have been decoupled. You can now move directly after using your equipment, which makes them MUCH less clunky to use.
Mecha hardpoint UI elements will now get tinted red during their cooldowns, which will turn back to normal once the equipment can be used again.
Mecha UI text have been overhauled to look much prettier.
The charge level for mechs is now displayed as a percentage value, and actually fits on the screen.