Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
The reagents datum now has its own flags, which currently includes
REAGENT_NOREACT, which functions in the same way. Shouldn't be touched
directly, use set_reacting(bool) to modify it, as modification also adds
or removes the reagents datum from the SSobj.processing list.
Also refactors cigs a little, adds a Destroy(), uses the open_flame()
proc for the hotspot exposure.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.
The grab item is gone entirely.
You can now only grab one mob at a time, instead of two (one for each hand).
Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.
Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
* Adds new items to the mining vendors, also adds tracking implanter since that didn't exist before.
* woops
* Fixes tracking implants for miners, makes medipens not OD you on tricord.
* Actually doesn't OD on tricord now
* Chemical changes.
* Upgraded the jaunter into the wormhole lifebelt
🆑 coiax
rscadd: The Free Golems have developed the jaunter into the wormhole
lifebelt, which automatically teleports the user when they fall in a
chasm or suffer a major medical emergency. Must be worn on the belt to work.
/🆑
Please don't mistake a random teleportation in crit for saving a user's
life, the Supply channel gets a notification, but suit sensors are
required to find them, and there's no guarantee the location picked is
safe (for example, the Toxins Test Site is a valid jaunt destination,
along with in the middle of the slime cages in Xenobiology).
* Adds modification kit.
* Golem ship now has its own /area
And a bluespace beacon.
* 5 tick medijaunt, no radio, golem jaunters + areas
The number of ticks before a medical emergency jaunt happens is now
five. No radio message is produced.
Free Golems now have no restrictions on what they can purchase. Wormhole
jaunters now specifically drop golems near their ship.
* Modkits remove the race restrictions from KAs.
* Buffs buffs buffs
I'd say something, but I'm sure I'd regret it later.
* Advanced lifebelts, golem superiority
* Removes modkit from minervendors, adds modkit to RnD!
* COMPILE DAMN YOU!!
* I made it compile
* Honor to my country, not to you :(
* fuck
* h-haha?
* Kor you know I would never actually ban you
* i could personally care less for HBls adminning style
Objects that are simply hidden (instead of being abstract things) now always use invisibility = 100.
This fixes not being able to hear what you say while inside a hidden gas/disposal pipe.
Fixes the t-ray scanner revealing abstract object that should never be seen, like spacevine controller.
Fixes not hearing anything during a mob transformation.
Also some minor spelling fixes I noticed.
🆑 coiax
tweak: Internals Crate now contains breath masks and small tanks.
rscadd: Metal foam grenade box crate added for 1000 points
rscadd: Added two Engineering Mesons to Engineering Gear Crate
tweak: Engineering Gear now costs 1300
rscadd: Breach Shield Generator Crate added for 2500 points
rscadd: Grounding Rod Crate added for 2500 points
rscadd: PACMAN Generator Crate added for 2500
rscadd: Defibrillator Crate added for 1500
rscadd: Nanotrasen Customs report that some wide band suppliers have
been providing "alternative" firing pins. Nanotrasen reminds all
crewmembers that contraband is contraband.
/🆑
Laser tag firing pins (only allow gun to be fired with laser tag armor
of the appropriate colour) added to contraband.
Special clown firing pin (prank your friends) added to contraband.