* Gives extradimensional chap weapon a unique gimmick.
* index on Its_balanced_tm: 29dd689 Gives extradimensional chap weapon a unique gimmick.
* Makes my ""code"" less shit.
* Added an AltClick function to split Stacks
Stacks now have an altclick function that lets you input how much you
would like to split the stack by
Also changed the regular click code by turning most of its code into a
proc, this reduced the amount of copy-pasting needed, as both the
regular and alt click on stacks do the same thing, except alt clicking
lets you input a number
* Wrong var name
* Edits based on feedback
-Removed trailing return
-removed uneeded if statement
-removed uneeded src as it should call the right method anyway
* Removed metal interact after splitting
Any with 27 tc or less are more occurring.
Anything with 28 or more are somewhat occurring.
Anything with an extreme amount or round ending occurs a lot less often.
New sniper kit
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.
NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP
* Finishes up satchel persistence.
Satchels require at least 20 saved bags before any will start spawning.
the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant
* DESIGNATED.
REMIE.
PULL.
* Mining Hammer
* Adds the mining hammer "Proto-Kinetic Crusher" item
Makes megafauna a little easier to hit in melee
Makes jaunters and Hivelord cores fit in the mining belt
* Fixing a file that should have been untouched
Other miner (geddit) fixes for the mining hammer
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑
Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)