Added the blob to the check antagonists, displaying how many blobs are left to win and being able to show the player panel for the blob.
Gave overminds mind datums which will initialize to give the overmind a blob special role.
Re-worded the BE ALIEN candidate so that it is more abstract and could mean becoming a blob.
Added another message for when the infected crew is about to burst into a blob.
EMPs will now hurt the blob.
Fixed blob spores blocking the blob from expanding.
Nodes will also slowly recharge their health.
Gave a little bit of health to normal blobs so that lasers don't one shot them anymore, barely.
Fixes the grab timer; there will now be a delay between grab upgrades.
Fixes grab process so you no longer have to spam click before it disables itself. Fixes issue #577
Fixes issue #253:
Prevents grab and throw when the affected mob is buckled.
Prevents tabling a mob when that mob is buckled.
Prevents you from dropping scythes on a table or rack if there is a space vine in that square; it will now auto-attack the vine instead. Also auto-attacks vines if you click the floor under them.
If however an admin attempts to add a manual ban for a player who was present during the current round, a player who still has a mob somewhere in the game world, the proc will prioritize the mob's ip and computer id variables, not the things entered in the banning panel form.
* Increased players per blob and decreased blob count to win.
* Changed the health value of the blob spores.
* Blob gamemode will give the blob core a resource rate of 2, random event blob cores will get 1.
* Raised the amount of time that has to pass before the blob event occurs.
* Increased the difficulty of expanding into space.
* Added a player limit to the blob gamemode.
* Removed density from shield and other variables which are set in the abstract blob.
* Deleted spores after they die.
* Reset the brute resistance.
* Disabled random blobs in the blob gamemode.
* Double'd the blob spore's health.
* Blobs can expand into space again but it will be harder to do than on a space tile.
* Dead robots will be gibbed in their blob_act() as their bodies will block the blob.
* Reduced the damage the blob takes from explosions, and increased the brute resistance. Blobs main weakness is fire, not force.
* Fixed multiple bugs with the cameras and the malf powers. All malf powers should be in working order now.
* Added a new power that creates an automatic cyborg machine that will allow the AI's minions to put living humans through it to build a cyborg army. This power will cost all their malf points and will stop them from being able to shunt, to balance it.
Blob Gamemode Revamp
Blob gamemode is back and better than ever.
The blob is selected from be_alien candidates and is controled like a real time strategy game.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Changeling Regeneration now has two steps, so that changelings can decide when to use it rather than popping up after a timer.
Fixed an issue with the chem UI indicator showing up for non-lings.
For some reason package wrapped objects were set to auto-reroute to disposals, I can't think a good reason for this to happen but i can think of a bad one: people's mail ends up getting lost to a murder room due to someone else's neglect/incompetence - probably one of the main reasons the mail room doesn't get used very often.
So what will happen now is that packages that are put on the conveyor without a destination will loop back around and come back out the mail chute until a cargo tech works out how to use a destination tagger