Reduces RCD cost per use of mattercartridges.
Readds Fancy coffeeshop sign.
Re-adds Bluespace coffee.
Fixes bluespace coffee sprite and code.
Fixes access to rad shelter on sublevel 2,
Fixes space tiles in main level window of sec outpost,
Fixes SMES names and RCON names to be the same now.
Fixes Skydiving teleporter (Updated refractored code)
Removed extra APCs, and security cameras facing the wrong way.
Tries to fix Debris field teleporters (still don't understand why theres a second destination in the shuttle console. Halp.)
Increases explorer job slots. 2 is not 'nough.
Reduces efficiency of cooling loop for TEG. (Waiting on Izac's weakened TEGS for further update)
Buffs health of freezable airlocks, so spiders won't constantly destroy them so quick.
Fixes borked up wire connecting solars to main.
Fixes incorrect facing security camera in security.
Adds status displays to escape,
changes explorer limit from 5 to 3. (what was I thinking?)
Still an improvement over 2.
-Mountable mobs/borgs/taurs can now let the rider in control without requiring a riding crop.
-And yes, riding crop has always been "the key" for rider control for these mechanics.
-Also tweaks the AO a little bit more because ouch my ocd.
-Taller icons no longer sink into the tile below on the resize mechanics.
-Living mobs now have a var (vis_height) for their icon height, and humanmob species have a new var (icon_height) that overrides the vis_height for the resize proc.
-Also earlyports some tweaks to ambient occlusion. The new filter system took the old filter's settings as "make the shadows megathick and dummy intense" and that was ugly.
-Fixes several instances of runtime spam caused by lack of sanity checks in nifsoft procs.
-Fixes a runtime spam caused by 512>513 transition having renamed a fake ao filter argument.
-This also fixes the fake ao.
Exploration WIP
Fixes trail blazers
Finishes up disposals
Fixes power lines being wrong directional via sprite.
Fixes areas, and snow tiles to be simulated and outdoors.
fixes merge conflict as well.
Exploration WIP
Fixes trail blazers
Finishes up disposals
Fixes power lines being wrong directional via sprite.
Fixes areas, and snow tiles to be simulated and outdoors.
-Adds new customizable carbonspecies for werebeast shenanigans.
-Stats-wise somewhat faster, tougher, and hungrier compared to base humans. Also darksight.
-Added whatever the code needed to make it possible to have taller carbonspecies.
-As a side effect, the forementioned also makes it possible to do long necked species and more.
-The werebeast can use the tail, hair, ear, and markings customization. This will be messy on tails that rely heavily on human silhouette. The hair and ear customization is fully functional using unedited human assets with a coded offset.
-The hair/ears offset is a modifiable var for the species specific head organ subtype, and can be used by other species that use custom headtypes.
-The werebeast has a set of markings as well, restricted to the species. face, belly, socks, and nose.
Currently the werebeast ready clothing is limited to:
-Back: basic backpack, basic satchel, leather satchel, basic courier bag, and basic duffle.
-Belt: toolbelt and security belt.
-Eyes: most sunglasses and sunglass huds, welding goggles, regular and 3d glasses, plain, meson, and science goggles.
-Feet: black and brown basic shoes, galoshes, jackboots, and toeless jackboots.
-Hands: latex/white, nitrile, yellow/insulated, black, and fingerless gloves.
-Head: the entire selection of vanilla headgear.
-Suit: labcoat, regular and white hazard vest, and 4 flavors of varsity jackets.
-Uniform: white pants, white shorts, white, orange, yellow, black, grey, robo, engie, and janitor jumpsuits, swept and nurse skirt.
Everything else will likely not show up at all, but more can be added whenever needed.
In theory, supposed to blind, and force the inhabitant to whisper. Still WIP. I would like to, instead of blind, reduce visual sight to 1 tile, so that actions are not affected.