* Trimmed down map_merge function to be simpler and straightforward, no
more recycling keys;
New function get_key, looks up a dict key by abusing python;
New function key_int_value, converts a base 52 key to a base 10 integer
value;
Map helper functions are no longer dependent on global values;
Reorganized map_helpers.py;
* Added Map Conflict Fixer Helper;
Changed parse_map function to accept a map's raw text instead of a file
path;
Tweaked some map merger code;
* Map Conflict Fixer readme.md entry
completed readme.md
more
Removed debug code
* MMI'd clockcultists put in AI cores will properly lose clockcult
* uuuuugh
* fix the core while we're at it
* "
* mrrp
* this will also follow you around
* hmm
> you can make 100 weeds spawn 100% every update
no wonder this was broken.
🆑 Cobby
:bugfix: Fixed Kudzu
:bugfix: Fixes an issue where you can never get below 2 production without disks.
/🆑
This changes weedrate to cap at 10 [meaning at most 10 weeds can spawn at a SINGLE time]
changes weedchance to cap at 67% [meaning at most there's a 2/3 chance `weed_rate` weeds will spawn]
also changes production to 1, since the minimum has always been 1.
Fixes spider structures having null armor
Fixes division by 0 with hellcan
Fixes runtime in automatons
Fixes runtime with recharger in modular computer destroy
Fixes runtime in power monitor
* Throttles botcall's call bot command
It will now make the ai wait until the bot's astar operation has finished before it can send another call bot command (to any bot).
There is a secondary time out of 90 seconds in case the astar operation just never returns, this is mainly a failsafe, the longest astar operation i've seen is 47 seconds.
* Update ai.dm
* CTF guns only hurt mobs with CTF armor
This is moving towards the possiblity of spawning CTF spawns and flag
spawns onto the station without people being caught in the crossfire.
* Debug messages are bad
* Cyborg upgrade board tweaks
🆑 coiax
add: Cyborg renaming boards cannot be used if no name has been entered.
del: Cyborg rename and emergency reboot modules are destroyed upon use,
and not stored inside the cyborg to be ejected if modules are reset.
/🆑
Reasons: Because being renamed "default name" isn't fun, and it means
you have to hang around to be renamed AGAIN. And for lore/balance/sanity
reasons, you don't get to get the reboot board back after you used it;
try dying less.
* Naming changes, and transformer tweak
- A new unnamed cyborg will copy the user's prefered cyborg name if
possible, defaulting to the old format if there's no preference.
- A rename board with no setting will apply the cyborg's default name,
if one exists, see above.
- Cyborg transformers (from the traitor AI) will no longer destroy all
items.
* Made behaviour more consistent
* Fix spelling
* Ports Space Parallax from vg/yogs
* KILL ME
* fuck shit
* fixes
* rgfkbjhkefrhjkfrejhkfds
* Parallax, part 2.
* Gotta get these defines in before remie notices!
* DAMN IT! SHE FOUND ONE!
* fixes orbits
* fix orbits take 2
* Fixes some things with parallax
* Refactors parallax shuttle animations.
Geis bindings will break, powered structures will disable and consume power, clockwork obelisks will cut off gateways, interdiction lenses will disable for a long time, caches and ocular wardens will force-unanchor and take some damage, and anima fragments will slow down briefly. Cogscarabs no longer actually DIE to emps, but are still stunned by them.
Basically, I want you to throw EMP grenades at the machine cult, because that seems like a thing you should be able to do, right?
Emagging the book management console and printing forbidden lore now has
a chance of producing a clockwork slab.
Reasoning: because sometimes it's fun to cultscare security with your
universal emag.