* allows radiation collectors present on the station roundstart to generate research points
* fixes bitcoin production rate, fixes multitool not activating multitool_act properly
* adds sounds, adds hint text, makes all rad collectors created on the station z-level connect to rnd, and fixes multitools acting weird
* nerfs criticism, makes rad collectors simply check for techwebs and z-level each process instead of during initialization
* fixes compiling error, is_station_level
I've always found grating that xenobiology had access to species they had no business working with, and slime magic can only explain so much. My idea is to separate those species into their respective departments/antags, instead of having them all into a centralized, cheap source.
Androids should be made by robotics through augmentation
Podpeople are a botany feature
Skeletons should be limited to liches or other magic antags
Zombies should stay limited to romerol
Golems are still available in adamantine slimes (and luminescents can morph into golems with them)
Shadowpeople still lack an official place, but luminescents can become shadowpeople with black cores
The basic races are mostly human and lizard, and there are mutation toxins for those in case someone wants their species back after bodyswapping/ling mutation sting/etc.
* Can disable auto-merge
New argument which lets you stop stacks from automatically merging when picking them up
* Fix 0 stacks
* Updated simple_animal/put_in_hands()
File this under "how did nobody notice this shit for so long?" Currently reflections basically have the projectile pass through you like you're a piece of glass, which ruins one of its most important traitors (protecting people behind you/putting the shooter in danger.
Also energy shields are a meme and literally cannot block anything, instead of sparking a balance debate im just fixing the description so nobody gets duped.
For too many years, Cargonia has been oppressed, depressed, and re-pressed, by the slow and cumbersome movement of the supply shuttle. After hours of begging and pleading around on coderbus, I can present to you the ultimate cargo utility.
This update adds room for a certain level of progression with cargo, allowing for extra money to be spent on extra-fast delivery times. The drop pod itself picks a random, unblocked turf in the cargobay, then crashes down upon it, creating a small explosion and damaging some tiles.
The explosion exists to act as a secondary act of balance: the drop pod is intended to be used for a few VIP deliveries. Ordering in bulk will still require use of the shuttle, unless you are prepared to fix the shit out of an explosion-riddled cargo.
Because of the nature of the mechanic, it is very easy to spend a lot of money very quickly. For this reason, a separate console was created: so that it could be placed in the safety of the Quartermaster's office, away from the sausage fingers of incompetent greyshits and rookie cargotechs.