* adds ruin papers
* updates the paradise dme thingy
* replaces the old with new factory
* fixes icon_dead for the corgis
* minor typo on the paper
* meeras review
* seans requested changes
* windows n dat
* removes all mention of xeno microbes from the code
* xenomicrobes are now just bus
* Update disease.dm
* bro hit me with a 🤨
* Update debris3.dmm
* returns it back to the rare meds list (i thought this was a pill list that spawned it)
* Repair cyberiad maintenance stuff
* Listing fixes:
- Added wall in 4x7 hallway (?) so when grinders get removed, there is still wall for cover.
- Assebly line windows got shaded and electrocuted, they were not intended to be broke down and make walk-trough walk.
- Airlock Assembly used to obscure walking now even if they get unwrenched, you cannot move it, they intended to be broken, not moved away.
- Stacking Machine console got moved on same tile as machine with var edited, so its on wall.
- Added more cables for assembly so they can't easy destroy windows without insulated gloves.
* small changes:
- Now cat in luxary room is named "forsaken cat"
- Forsaken Cat got +10hp, +5 damage upper and +5 damage lower.
- Forsaken cat got removed "purring" speak.
* Changing disposals
- now thanks to bigger area (thanks to S34N for suggestion), disposal belt now got increased in range (one to right) so now, recycler sprite logic match belts under it.
* Batch of small changes:
- NT and BS have now floor under door, stop harrasing me, now i remembered to add it!
- Removed walls from grinders, they are hard to spot okay?
- moved vent, now it dont go on same tile as cable.
- Added light to shutters in maintenance, now there are 2 light blubs.
* MADE CABLE TO SOLARS, now its connected to grid.
* Tiny changes:
- Removed Heater West of bridge, i dont know how it got there (i don't remember placind it there)
- Returned hidden loot to previous loot pool ( so it dont gain +7 more loot, actuall loot is rewarding enough.)
* Changes:
- Create new feral_cat instance for maintenance.
- Moved mouse away from bats, so admins dont get attack admin_logs on start of round.
* Added Back Dresser(s)s
* Fixing Disposal Pipe(s):
- Connected Disposal Pipes, they were lacking pipes under doors.
* Making farragus dirty
- Now maintenances are dirty, and doors leading to them have chance to have dirt near them.
* test
* Changes:
- Remove "rare" dirt spawner.
- Add "maybe" and "often" dirt spawner.
- Fix "often" and "maybe" oil spawners sharing same path [...]/maybe, now they have their own paths.
* Fixing
-It now actually have changes stated before, for some reason it didn't save.
* Fixes Delta:
- Change 2 "rare" dirt spawners to "maybe" spawners, with remove issue.
* I WANT MY COOKIE
* GDN review
* I'll figure out later why this is not working
* Jimkil review
* oops
* ayyyy huds work
* mindslave icon, hijacker icon coming soon™️
* mindslave hijack moment
* NanoMap Auto-Update (Sun Jul 2 02:02:08 UTC 2023)
* Add New Directional Access for Windoors:
- Credits to S34N for helping me with code.
* Fixing spaces
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Co-authored-by: NanoMap Generation <action@github.com>
* Reset camera upon remoteview deactivation (#21465)
Previously, deactivation of the remoteview gene while its effects were
active (thus shifting the camera to center on another mob) would result
in the camera remaining stuck on its centered mob, without any way to
reset the view. With this change, the camera view is reset upon gene
deactivation of remoteview.
* Simplify var assignment in mutation_powers.dm
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
---------
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>