When a post is too long to send, reflect it back to the user in the chatbox so they can copypaste it into separate messages. Also increases the message limit from 1024 to 2048. If a message is longer than 5-messages worth, it is not reflected and a warning is sent instead to avoid easily consuming bandwidth for DDOS purposes with long messages.
I'd like to add markers in the message where the posts would have been truncated but that's... complicated.
This will change the load out for mediborks.
It will add:
****Medical Gripper. Allows borgs to pick up beakers and open bottles. As well as pick up phoron crystals for grinding. This will allow them to create phoron based chems and setup cryo byond (heh) just turning them on. It also allows them to pick up pills and force them on patients such as carbon pills. It also allows picking up blood packs and placing them in IV's.
Full list of items are that can be picked up are:
/obj/item/weapon/reagent_containers/glass,
/obj/item/weapon/storage/pill_bottle,
/obj/item/weapon/reagent_containers/pill,
/obj/item/weapon/reagent_containers/blood,
/obj/item/stack/material/phoron
****Traumakits, Advance Burn kits, and Splints.
Items work just as the normal ones. The only twist is that they got practically infinite ammo. (1000 actually according to the code)
However, Do not be fooled by the amount of charge it has when examining it.
But they may only apply it once per-limb so no heal spamming. Even after that limb takes damage again. You got to wait until the "already treated" thing wears off to reapply.
*Traumakits: The main use of the trauma kit is to stop external bleeding.
*Burn Pack: Main use of burnpack (ointment) Is to treat burn damage overtime. It seems useless next to the hypospray but who knows. It treats about 2.2 burn damage on use so it just might bring a burned victim's damage down enough to be defibbed.
*Splints: Lets you treat a patient with bone damage as best you can while waiting for a surgeon to show up. Of course won't actually fix anything, but at least they'll stop falling down in pain or dealing self damage by moving with broken bones.
Allows anyone to throw items at smartfridges, and have a small chance of it getting stored, UNLESS you're the 'expert job' for that smartfridge (e.g. Chemist for the Chemistry one), at which point there's a 98% chance because you and the machine have an understanding.
-Fixes armored, synthetic, and otherwise resistant prey giving several times more nutrition than their squishy counterparts.
-They will still take longer to digest, but what would ya expect for armor, at least the gains are at the correct level now.
-Same for sleeperbellies.
-Also made sleeperbelly gurgledamages non-hardcoded vars but there's no knob for them yet.
-Applies the suggested durability tweak.
-Makes backups save nif examine message.
-Makes new nifs spawn with the examine message if provided upon resleeving and such. Basically the initial character spawn pref loading was the only case that wasn't resetting the message to default.
-Fixes soulcatcher backups breaking ooc notes. (Applies ooc notes from character to the brainmob before saving it. Also includes brainmobs into the formerly human exclusive backup part responsible of saving nif and ooc notes to backups.)
-Makes soulcatcher backup feature back up the owner if dying inside a belly of a soulcatcher lacking pred. (SC backup setting was completely voided if the pred didn't have SC themselves so your shit would be gone for good)
-Fixes contaminate/digest_act sending holder mobs to shadow realm if holder is contained inside the equipment(storage/pockets) of a prey getting gurgled instead of the pred's gut. (As prey gear gets all contaminated at once while getting dumped in the gut, which would contaminate>digest_act the holder items prematurely during the gurgle dump.)