*Built with 1 scanning module, 2 manipulators and 2 micro lasers.
*Manipulators affect the reset speed, lasers affect it's chance to have bad things happen.
*Heavily RNG based to be the "fun" alternative.
*Includes features such as causing spacial distortions, transforming things into other things, and setting your face on fire.
*Can be built, but currently not included on the map.
The process of the EXPERI-MENTOR works as such:
1. Build it/walk up to it and click the "Scan for R&D Console" button if it is there.
2. Insert anything, literally anything.
3. The user uses a process of elimination to guess what the correct use for the item is ("Poke", "Irradiate", "Gas", "Heat", "Cold" or "Obliterate")
4. A correct guess results in addition of research points and (potentially) a randomised thing happening (reduced with upgrades). A failed results in a fluff message.
Current "use" RND events are:
Poke
*Destroy item, hit mobs in oview(1) for 15 brute
*Destroy item, proceeding to Obliterate
*Eject the item, throwing it at a random target in oview(7)
Irradiate
*Destroy item, apply 25 IRRADIATE to oview(1)
*In oview(1), spawn goo in oview(1)
*Transform item into something from valid_items list and eject it (primes grenades first)
Gas
*Destroy item, spawn toxic gas cloud
*Spawn harmless gas cloud
*Destroy item, Empulse(8,10)
Heat
*Destroy item, explosion(-1,0,0,0,0,flame_range = 2) (sets a small fire)
*Destroy item, heat up turf
*Eject item, spawn smoke, hit mobs for 5 burn in oview(1)
Cold
*Destroy item, release frostoil smoke
*Destroy item, cool down turf
*Eject item, spawn smoke
Obliterate
(by default, this will transfer m_amount and g_amount to a linked lathe)
(I'm aware that both of these are kind of "one item at a time", but I like the effect and left it that way)
*Destroy item, pull all mobs and items in oview(7) towards src
*Destroy item, throw all mob and items in oview(7) at other mobs and items
I could cap tricord in the new pocket but frankly this recipe is dumb anyway
Fixes#6437
Also stops the duplication of donk pockets, which is a shame but oh well.
Now includes an admin_investigate entry, plus three message_admins():
when first powered, when first reaching critical point, and when a mob
is dusted. Also tweaks the power generation formula a bit.
These striped scarves are made by MrSnapwalk. They are included in the
ClothesMate along with the other scarves (sprited by Nienhaus). These
have a striped texture.
why did i volunteer for this
It just has an integrated intellicard now. The gloves do the transferring.
Also Intellicards are all called Intellicards now and not Intelicards.
the ai_transfer proc is less awful but it's still
awful
awful awful awful
Adds 9 more scarves (light blue, dark blue, orange, yellow, purple,
white, black, zebra and christmas).
Cleaned up corgi code a little bit, specially the parts involving icon
updates. Fixes a bug where adding a hat to a dead corgi didn't make you
drop your hat and created duplicate items. Makes corgis only use one
head/back mob sprite and rotate it appropriately. Call
regenerate_icons() only when needed now, instead of doing so every tick
on Life().