Wasn't setting type to load into before.
Technically this still doesn't mirror inbuilt loader 1:1 because different
mapedits should create separate instances but let's leave that for now.
This was resulting in for example loaded areas with dynamic lighting to 0 to
not initialize properly.
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
* Plasma cutters now require charge (100, 10%) to be used as a welder.
* Plasma cutters now flash you, same as experimental welders.
Plasma cutters now use charge proportional to time spent welding (25 to start and 25 every 10th welding tick - 50 per scrubber/vent/girder, 175 per regular wall, etc).
* Cell use sanity. If you somehow popped the cell out of plasma cutter you have bigger problems.
* Annnd PCs are back to not using charge for most tasks (exceptions: plasma tiles, airlock wire shielding...) because everything calls amount=0 and zero amount means use() isn't called.
They still flash you, though.
* Comments + a bit more sanity.
* Actual sanity. Also did a rebase, let's see how much stuff that wrecked.
* Oops apparently you indeed cannot stack inline conditionals or it requires some special syntax.
* Plasma cutters now use a minimum of charge_weld charge again. Also known as "who says I can't override your stupid zero-amount calls?".
* And here's the rebase problems. Reverted accidental sanity revert.
:cl:imsxz
balance: plasma cutter blasts no longer have a pressure penalty, but do 1/4 their old damage
/🆑
Call this an "i ded pls nerf" situation but god damn the only things i've felt more bullshitted by than plasma cutters are the fuckin RNG getting a grenade exploded out of my hand and playing vs unsynced borgs as a rogue AI. Nothing else feels quite as unfair as getting demolished by 15 people all holding 2 advanced plasma cutters, meanwhile the god damn stations actual armory of lethal gear is collecting dust because they're entirely outclassed by cutters against quite a few common threats.
That said, this PR isn't the best change, but neither was tlal's or the other guys. In my opinion, the simplest change that would keep their original purpose(godlike mining tools) while toning down their combat ability would be to just keep their damage really low in general and keep them exclusively made for their mining abilities.
reason kinetic accelerator is fine and not in jeopardy of nerf PR: mostly limited, theres reasonable ways to print more but you cant get them by the hundreds with. 40 brute damage/1.6s with no pressure penalty, 70 brute damage/1.6s generally. Can't be dual wielded effectively.
reason adv cutters are retarded: first mining load can generally print 50-60 adv cutters, more if RND bothered to upgrade anything(most miners end up upgrading their own shit if science doesnt). 28 brute/1s generally, 56/s when dual wielded.
in 3 seconds, an adv cutter can do 168 damage, KA can do 140 at best. Combine this with the fact that you can easily supply every crewmember+crewmembers dog with 2 adv cutters each, shit like blob/xeno(near space most of the time) and other large threat antags that end up getting obliterated by this garbage that they cant even prevent because god knows at least 3 people are dual wielding them already and probably the cargo staff too.
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
MrDoomBringer
admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!
code: also supplypods have been refactored
* Cult Stun Spell Tweaks
Updated to use anti_magic_check instead of a nullrod check.
Corrected the stun message showing if the target is immune to the effect.
Added some visual effects (an actual red flash), and a "holy bubble" around the person if they're immune to the effect.
https://i.imgur.com/wd77s8w.gifvCloses#40285
* Refactor, added mob_light helper