Adds a milder painkiller in the form of ibuprofen, made with 3 bicardine, 1 carbon, 1 hydrogen. It has a high overdose threshold of 60 and mild side effects when ODed. Chemfridges start with 5 pills of 15 units each, as do medical vendors. Borgs can use it by default, and borgs can now use morphine when upgraded for painkilling purposes.
Adds check for AI shell borg before setting up a built-in-PDA.
Ensures AIs using their PDA while in a borg shell links properly, and that checks for distance between the built-in pda and the AI using it is bypassed.
Ensures player's custom_body_size is applied to any new clone once they're out of the pod. Custom_body_size is only set once, so acts as 'natural' size, independent of things like normalizer rings
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.
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
Fixes the ability to climb railings by removing the forcemove call that teleports players and instead refactoring the do_climb and climb_structure procedures in structure code itself.
Uses a similar method to tables of briefly turning collision off for the railing when the object is climbed in order to let players climb it, without moving the player into otherwise occupied space.
Fixes the ability to climb railings by removing the forcemove call that teleports players and instead refactoring the do_climb and climb_structure procedures in structure code itself.
Allow players to construct railings of their very own, unfasten them from the flooring, deconstruct them including with RCDs, and all the good stuff from grilles, like electrification. Also solves the bug whereby you could climb over railings into solid tiles.