Re-enables and fixes applying animations upon falling into the chasm, adds wind-up to the teleportation. Balances the damages the Tether applies, including a small amount of time for the player to realize their mistake. Reworks the objects' coding for the center for some edge cases, or for if density is turned back on.
Moves functionality of checking chasm type to Tether, to allow different tethers to protect against different types of chasms, or possibly a list of chasms in future. Also changes the internal radio to possibly save (miniscule) amounts of resources.
General polish, removing equipment power on so that after powerloss it isn't set to off. Bleed_ratio fixes so people with low blood to start with don't have blood ADDED. Random power failure event protection.
Adds a manual!
Fixes a bug with power draw in machines, where if they didn't have an overwritten process procedure they wouldn't draw power. Ex. Chem Masters. This fixes power draw for the safety tether
Safety tether now draws roughly balanced amount of power. draws 1kw default, drains about a fourth the apc cell's charge if unupgraded when teleporting.
-Adds in a wire bulb for the unfinished solar array where the solar tracker would go.
-Adds a safety tether to the designated room in engineering
-Optimizes bungee teleportation
-Removes unnecessary commented code
-Restricts bungee teleportation to cloud chasm tiles.
-Adds flourishes, like having the tether produce blue light
-Ensures the tether's icon is updated depending on whether it's currently powered
- - -
Adds an unstable ruin filled with radiation and xenomorphs to mining.
There's little to nothing of value within, other than two potential alien corpses and a singular living facehugger spawn.
It's more of a fluff area than anything.
Alongside this, it also adds an object that administrative staff can spawn, which is more-or-less just a reactor that has undergone meltdown without the negative effects. Radiation not included in those 'negative effects'. Primarily for event stuff without having to proc call for a meltdown or fiddle with icons.
Ensures silicon flavortext is properly populated whenever a borg mind initializes by creating a new signal for it in mind.dm. Brings savefile code for silicon flavortext in line with standards for OOC and IC flavortext.
Tested and works upon round start, when borgified, or when an AI deploys to a shell.