added more loot
nerfed the spawn rates and health of the spawners
widened the paths of some areas for lava passages
added a medbay area to the first level incase of stupid people not coming prepared
added 2 mining rigsuits, may be difficult to get though
fixed(?) issues with dicklys drilling ladders and basalt floors causing issues
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke.
Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
The spell "Charge" is now selectable for a cost of 2 in the spellbook
The spellbook's category system has been reworked to help deal with the huge scroll bars it previously had and help identify to wizards what needs spells and items serve.
The new categories are:
Offensive:
Fireball
Disintegrate
Blind
Mutate
Flesh to Stone
Lightning Bolt
Curse of the Barnyard
Staff of Change
Staff of Chaos
Defensive:
Magic Missile
Disable Tech
Repulse
Stop Time
Smoke
Forcewall
Bind Soul
Staff of Healing
Scrying Orb
Wand Assortment
Armor Set
Mobility:
Mind Transfer
Blink
Teleport
Ethereal Jaunt
Knock
Staff of Door Creation
Assistance:
Instant Summons
Charge
Staff of Animation
Soul Stone Shards + Artificer
Necromantic Stone
Apprentice Contract
Bottle of Blood
Fixes an unreported bug where targeting your mouth with a staff of healing allowed self healing through suicide.
Adds an easter egg to clever wizards who try to charge the spellbook to get more charges.
Fixes formatting in the mech control console window.
Fixes runtimes when building an AI (mind transfer from mmi to ai was called before the AI's hud_list was set)
Fixes syndicate cyborg not starting with the correct module.
Fixes syndiborg not being able to use their grenade launcher
Fixes runtime with gun process_fire() (some code was reverted by accident)
Fixes a runtime with hostile simple animal's PickTarget().