Ports an item stack that can be used to mark trails, useful for explorers, miners, and anyone else who doesn't want to get lost or wants to make the room more colorful.
* These aren't supposed to be here!!
* Adds new Security pistol and large capacity magazines
* Removes new pistol from Security spawns
* Removed references of Beretta because it's not one
Creatable at the protolathe. Requires the same tech levels as the NIF, but no exotic materials.
It's a device that accepts nanopaste, and programs the nanite swarms into NIF repair swarms, which are a liquid reagent ingame. It has a 60u storage capacity, and needs to be emptied into any container.
From there, it can be injected via syringe, made into pills, or drank (though the latter two reduce effectiveness by 50%). Each unit nanopaste makes 15u repair nanites, so a full repair from 0% to 100% of a normal NIF requires 7 nanopaste converted to reagents (100u).
* to_chat() replacement.
* Revert calling target.init_dir() before connecting.
* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps. The root cause was /atom/New() not calling _preloader.load(). Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another. Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()
* Rename /obj/machinery/atmospherics initialize() to atmos_init()
* These days `initialize()` is used to handle general object initialization that is moved outside of New(). The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
Makes it properly auto-register your name instead of coming as Unset every time.
Makes messages to Commlinks properly stay in the commlink user's head.
Axes executing a cleaving attack now has a visual effect to show the tiles that can potentially get hit.
Gives hatchets and the energy axe the ability to cleave.