* Adds more family heirlooms
yeap... quake was a good game
* Moths always have lanterns or flashlights as heirlooms
* Lanterns
* Gives moth heirloom lantern reduced light range
* More engineering, CE, botanist, QM/cargo tech items
cl XDTM
tweak: Credits now change size every 1000x. The 1000+ credit color has been moved to 1-4 credits instead.
/cl
Jumping every 1000x makes more sense than waiting until 5k. 1000 credit holochips, as a result, will still be red, although with a larger size.
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.
Fixes#40486
cl MrDoomBringer
fix: Supplypods no longer detonate their contents
/cl
I did this by adding a return value to the atom/contents_explosion() proc. If the proc is overridden, it should return null. This is then checked in explosion.dm to see if the contents have been properly exploded. If they havent (if contents_explosion() returns true), then explosion.dm handles it manually.
There might be a better way to go about this, if there is please let me know
* Overhaul mecha logging
Removes user access to the log, not needed and that log can get large
removes all the internal log vars and passes all logging through to a
new log file, the mecha log
* somehow this makes it compile
* add it to the config too
* headsets are now more responsive
* Implemented changes to distance, wording, and pretty printing.
* Added :h for first channel in list, follows convention afaik
* GOOF
* frickin
* asdf
* sorry cant add an examine tooltip. please ping me on discord in 2-3 days, or else im reporting you to github staff
* asdfasdf
* goof you know i love you but cmon fam i had to do it to you
* pkpingu
* new line
* Adds it to all cards
* pkpingu i swear im not retarded ok dont tell anyone
* turn around flip it and reverse it
cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl
[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.
Attempt 2 at fixing the remaining bugs with orbits
Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.
fixes#40544fixes#40522
cl XDTM
tweak: Holding an ID in your hands uses it instead of your worn ID for authentication purposes.
tweak: If you don't have an ID in your id slot, the belt slot will be checked as well.
/cl
Fixes#40437
Makes sense if you want to use a specific access card without playing pocket tetris. The get_idcard has an argument for prioritizing worn id over held id, for stuff like identification.
Fixes#39976
A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs.
Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.