So basically toxins are not processed like all other reagents - instead
that is handled to the liver. Since dionae/dionas have no liver, toxins
would never leave their system. There is a check for aliens to
forcefully call ..(), but due to a typo it was only called if the drug
had any toxpwr. Since mindbreaker (and several others) has toxpwr = 0,
such drugs would never leave a poor diona's... khm, system.
The question to how diona even get affected by those in the first place
stays open.
Fixes#6994.
- Fixes#5906
- Fixes#5939
- Fixes#6282
- Fixes#6634 (properly this time)
- Fixed a bug with updating train stats (causing trains to be super slow if hitched while running)
- Updated train verbs (start/stop/remove key) to only show up if you are in the same turf
- Moved all train specific verbs to their own verb category: "Vehicle"
Takes a pass at updating ATMOSPHERICS to take advantage of the new powernet changes.
Also removes var/on definitions from many atmos machines. Machines generally shouldn't
be doing "on" things if they aren't using power, and most players don't expect a machine
to use power if it isn't "on," so I guess this is fair game.
Also, further refactoring.
- RCON consoles ignored SMES I/O limits, meaning you could set SMES to charge/discharge at unlimited values.
- SMESs now properly trim the value when it is above maximal limit (or below 0)
- Also commented the code, while i was in it
- This fixes missing powernet sensor entries in engineer PDAs.
- This is done by reimplementing old system, that instead connected to consoles. Bleh.
- New system connects directly to sensors, but offers only very limited amount of information (ie. console is 5x better and nicer, this is intentional before someone begins yelling it's a bug!)