* The hell factory is born. Initial Commit.
* Alright just makes sure to re-add the dmi files, so at least SOMEWHERE they exist
* I somehow lost my pressure plate fix and didn't actually fix the conflict.
* No, really, how did I break this so badly. Jesus christ.
* Quick anti-cheese measures.
* Made the map a bit more comfortable, APCs/ Keycard
* mapmerge hook :(
As-is, random mineral spawning changes the turf to the subtype with that mineral, which results in a lot of turf changes I guess. Now it just changes the mineralType of the turf. Unless it's gibtonite or a cave spawner, because the alternatives are worse and those aren't all that common anyway.
🆑
tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization.
/🆑
About The Pull Request
This makes space suits use a cell and warm the wearer, This was handled by the handle_environment proc in the past with an override to make the suits work. This corrects this issue, and removes the override.
All space suits will have a cell installed at round start, this cell will last 15 min on average usage.
The cell cover can be toggled by alt+clicking (press the button), or using a crowbar (just pry it open) on the suit.
With the cover open you can remove the cell by using the suit in hand, or ctrl+clicking the suit.
As well with the cover open you can use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c, do not use an emag on the suit to increase the temperature range.
Examining the suit will report the temperature setting and the cells charge, if the cover is open you will also be able to see the type of cell that is in the suit.
Suit storage units will now charge the cells in suits, they will also require power to operate properly now.
Why It's Good For The Game
Space suits should be managing the wearers temp in space not using some override.
Lizards now have a portable heater in the form of any space suit.
Now that suits need a cell it is not as easy to spend all session in a space suit.
New interactions with hardsuits and emp's give nice combat buff to an underused item.
Nuke ops can raid xeno for some nice yellow cells, or science for a big old bluespace cell.
* Soil is no longer called hydroponics tray when something is planted
- Simplifies tray renaming and reduces the copypasted code by making it a proc
- Removes description changes, couldn't make them work grammatically with the plant name and they don't make sense on their own
- Makes soil PLURAL gender so it's referred to as some soil instead of a soil
- Removes unnecessary setting of a seed's productdesc when planting, it already gets that when customising it with a pen and that's the only time it's relevant
- Updates the tray name when weeds are mutated, which didn't used to happen
* uses a define instead of a proc
* Buffs the gygax, give some more support items for mechs in general since there isn't a need for a dedicated ammo bag for the gygax
* Wrong cell
* Fixed some stuff.
* I fucked up the wrench inhand good and proper yikes I am a dumb cat
* gave some inhands for the inducers
* Hopefully this adds the overlays for the wrench.
* Someone helped me make a much better wrench sprite after several failed attempts on my part due two tones being hard to make definable shapes with!
* Warm hugs for everyone
* To hot to hug time to cool down
* Warm hug mood, and notice on hot hugs
* fixed mood, added insulation proc
* Balance heat exchange, notify when freezing also
* tenses again
* words, and proc clean up
* Common interfaces
* fixed monkey override
* lets not have another hard suit situation
* really wide lines
* need to invert that number