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https://github.com/CHOMPStation2/CHOMPStation2.git
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CHANGELOG UPDATED
-Borg parts are now built by exosuit fabricator, meaning they can be queued and benefit from time/material cost reduction via research. -Removed borg fabricators as a consequence, and added second exosuit fabricator. -Exosuit fabricator uses borg fabricator sprite from r1596, which now has loading overlays for all materials. -Moved fabricator sprite and overlays from surgery.dmi into robotics.dmi, as they aren't surgery-related. -Borg parts are slightly cheaper, as the exosuit fabricator converts material sheet values differently than the borg fab, and borg parts were slightly more expensive than a Ripley with the cost copied from robot_fabricator.dm. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1605 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -1,6 +1,6 @@
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/obj/machinery/robotic_fabricator
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name = "Robotic Fabricator"
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icon = 'surgery.dmi'
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icon = 'robotics.dmi'
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icon_state = "fab-idle"
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density = 1
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anchored = 1
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@@ -15,7 +15,7 @@
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if (istype(O, /obj/item/stack/sheet/metal))
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if (src.metal_amount < 150000.0)
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var/count = 0
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src.overlays += "fab-load"
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src.overlays += "fab-load-metal"
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spawn(15)
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if(O)
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if(!O:amount)
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@@ -29,7 +29,7 @@
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del(O)
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user << "You insert [count] metal sheet\s into the fabricator."
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src.overlays -= "fab-load"
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src.overlays -= "fab-load-metal"
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updateDialog()
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else
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user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."
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@@ -3,8 +3,8 @@
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/////////////////////////////
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/obj/machinery/mecha_part_fabricator
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icon = 'stationobjs.dmi'
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icon_state = "mechfab1"
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icon = 'robotics.dmi'
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icon_state = "fab-idle"
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name = "Exosuit Fabricator"
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desc = "Nothing is being built."
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density = 1
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@@ -35,6 +35,15 @@
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var/screen = "main"
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var/temp
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var/list/part_sets = list( //set names must be unique
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"Cyborg"=list(
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/obj/item/robot_parts/robot_suit,
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/obj/item/robot_parts/chest,
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/obj/item/robot_parts/head,
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/obj/item/robot_parts/l_arm,
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/obj/item/robot_parts/r_arm,
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/obj/item/robot_parts/l_leg,
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/obj/item/robot_parts/r_leg
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),
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"Ripley"=list(
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/obj/item/mecha_parts/chassis/ripley,
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/obj/item/mecha_parts/part/ripley_torso,
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@@ -219,16 +228,16 @@
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src.being_built = new part.type(src)
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src.desc = "It's building [src.being_built]."
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src.remove_resources(part)
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src.icon_state = "mechfab3" //looks better than 'flick'
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src.overlays += "fab-active"
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src.use_power = 2
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src.updateUsrDialog()
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sleep(get_construction_time_w_coeff(part))
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//if(!src) return // you do not need to check it, all sleeping procedires will be terminated when src dies. -- rastaf0
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src.use_power = 1
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src.icon_state = initial(src.icon_state)
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src.overlays -= "fab-active"
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src.desc = initial(src.desc)
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if(being_built)
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src.being_built.Move(get_step(src,EAST))
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src.being_built.Move(get_step(src,SOUTH))
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src.visible_message("<b>[src]</b> beeps, \"The [src.being_built] is complete\".")
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src.being_built = null
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src.updateUsrDialog()
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@@ -509,13 +518,14 @@
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var/amnt = W.perunit
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if(src.resources[material] < res_max_amount)
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var/count = 0
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src.overlays += "fab-load-[material]"//loading animation is now an overlay based on material type. No more spontaneous conversion of all ores to metal. -vey
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spawn(10)
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if(W && W.amount)
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while(src.resources[material] < res_max_amount && W)
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src.resources[material] += amnt
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W.use(1)
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count++
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flick("mechfab2", src)
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src.overlays -= "fab-load-[material]"
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user << "You insert [count] [name] into the fabricator."
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src.updateUsrDialog()
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else
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@@ -4,38 +4,61 @@
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item_state = "buildpipe"
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icon_state = "blank"
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flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
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var/construction_time = 100
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var/list/construction_cost = list("metal"=20000,"glass"=5000)
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/obj/item/robot_parts/l_arm
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name = "robot left arm"
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name = "Cyborg Left Arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_arm"
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construction_time = 200
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construction_cost = list("metal"=18000)
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/obj/item/robot_parts/r_arm
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name = "robot right arm"
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name = "Cyborg Right Arm"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_arm"
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construction_time = 200
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construction_cost = list("metal"=18000)
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/obj/item/robot_parts/l_leg
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name = "robot left leg"
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name = "Cyborg Left Leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "l_leg"
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construction_time = 200
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construction_cost = list("metal"=15000)
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/obj/item/robot_parts/r_leg
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name = "robot right leg"
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name = "Cyborg Right Leg"
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desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
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icon_state = "r_leg"
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construction_time = 200
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construction_cost = list("metal"=15000)
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/obj/item/robot_parts/chest
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name = "robot chest"
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name = "Cyborg Torso"
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desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
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icon_state = "chest"
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construction_time = 350
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construction_cost = list("metal"=40000)
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var/wires = 0.0
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var/obj/item/weapon/cell/cell = null
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/obj/item/robot_parts/head
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name = "robot head"
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name = "Cyborg Head"
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desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
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icon_state = "head"
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construction_time = 350
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construction_cost = list("metal"=25000)
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var/obj/item/device/flash/flash1 = null
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var/obj/item/device/flash/flash2 = null
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/obj/item/robot_parts/robot_suit
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name = "robot suit"
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name = "Cyborg Endoskeleton"
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desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
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icon_state = "robo_suit"
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construction_time = 500
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construction_cost = list("metal"=50000)
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var/obj/item/robot_parts/l_arm/l_arm = null
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var/obj/item/robot_parts/r_arm/r_arm = null
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var/obj/item/robot_parts/l_leg/l_leg = null
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@@ -45,6 +45,40 @@ Stuff which is in development and not yet visible to players or just code relate
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(is. code improvements for expandability, etc.) should not be listed here. They
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should be listed in the changelog upon commit tho. Thanks. -->
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<b><font color='blue'>19 May 2011</font><b>
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<li><b>Errorage updated:</b>
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<ul>
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<li>Asteroid floors can be built on by adding tiles</li>
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<li>Mining satchels now fit in rig suit storage, on belts and in pockets.</li>
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<li>Cables now come in four colors: Red, yellow, green and blue.</li>
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</ul>
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</li>
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<li><b>NEO updated:</b>
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<ul>
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<li><font color='red'>Armour overhaul, phase 3. See <a href="http://code.google.com/p/tgstation13/source/detail?r=1588">rev notes</a> for details.</font color></li>
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<li>AI cores should now block movement.</li>
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<li>MMIs are now properly buildable with the mecha fabricator.</li>
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</ul>
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</li>
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<li><b>Urist updated:</b>
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<ul>
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<li>Added sandstone and mineral doors. Mineral boors cannot be opened by the AI or NPCs.</li>
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<li>Removed Imperium robes from map.</li>
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<li>Added the ability to draw letters and graffiti with crayons.</li>
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<li>Removed fire axes except for bridge and atmospherics.</li>
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</ul>
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</li>
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<li><b>Veyveyr updated:</b>
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<ul>
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<li>New serviceborg sprite option.</li>
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<li>Map changes to robotics; removed borg fabricators and added second exosuit fabricator.</li>
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<li><font color='red'>Cyborg parts are now built from exosuit fabricators and benefit from research.</font color></li>
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<li>New exosuit fabricator and borg frame sprites.</li>
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</ul>
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</li>
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<b><font color='blue'>14 May 2011, late friday 13 update.</font><b>
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<li><b>K0000 updated:</b>
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<ul>
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