I intended to clear this up before the pr adding this got merged, but I overslept. Don't ask
It's a very hard to get tool, but it's just kinda like, a fire axe but with slightly more damage and lifesteal.
Endgame atmos content should be atmos related, not just a good weapon. Also it's way too time consuming to
acquire, so its overpoweredness is balanced by its rarity. I don't like tools that are setup like this, since
they just end up bloating wiki articles.
Fixes multiz adapters, now they work on the same tile with different pipe layers and they keep the pipelines separated. Comes with a sprite fix due to layer 1 and 5 miscalculations
* Fixes modular computer runtimes
- Adds a proc to eat the source arg of the update icon signal.
* Fixes a couple things not passing the right args
- Fixes the alien leap hallucination passing a string as the first arg to updat_icon
- Fixes the roulette machine passing the payout as the first arg to update_icon.
Currently does four things:
The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer.
Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery.
Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait.
I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute
* Adds unit test for spawned food having reagents
- Adds stack trace for biting food failing due to a lack of reagents
- Adds checks for seed var being set under food/grown's initialize() in grown.dm
- Fixes issue with gondola meat code duplicated for penguin meat slabs resulting in a runtime and being unable to slice penguin meat
- Adds seeds for bombananas
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
There was an old check on there that was completely unnecessary to the tails being pinned, combat mode broke it further but on the whole the check wasn't necessary, so it's gone and now the game works as expected.
- Updated radial menu for spider selection from an egg clusters. It
will now also include a small button for showing additional information
about given spider type. No need to wiki dive to find out about what
each spider type does.
- You can now a choose spider from an egg cluster from a distance
instead of having to be next to them as a ghost, which was rather
annoying and confused new players about why they cannot choose any
spider type.
- "Click to play" button on when spider egg cluster matures will now
actually give you a selection of spiders to choose from instead of
doing nothing and being a dead weight in the chat.