Added an overlay for the AI when she tries to spawn a robotic factory so
the user gets some feedback of where they are building.
Fixes numerous exploits to spawn several factories.
Fixestgstation/-tg-station#1259
Light tiles (item) can now have their color changed by attacking them with a
multitool. These colors have special sprites and glow a color similar to
their sprite.
Adds in the new Botany Belt, a belt designed for handling all sorts of
botany-related tools.
Adds the Botany Belt, Security Belt, Medical Belt, Janitor Belt, and
Bandolier to the Biogenerator's list of products.
Re-arranges the biogenerator's product listing to have a new "Belts"
section, dedicated to (you guessed it) belts.
- Moves the Utility (tool) into the Belts section, previously was in the
Leather section
- The new belt listings are also in this section.
All belts in the biogenerator have the same base cost of 300 points.
Increasing the efficiency of the machine will lower the costs
appropriately.
Adjusts some code related to the security belt so they won't magically
have a seclite in them when created via biogenerator.
- The belts in the sec lockers will still have their light
- The ERT belt no longer needs to clear contents during its New() proc
to remove the seclite.
Fixes the Biogenerator only giving one point of biomass per product
inserted.
The biogenerator previously calculated the points based on the amount of
the nutriment reagent in the products inserted.
Now the biogenerator will calculate the points based on the combined
amounts of the nutriment and plant-matter reagents in the product.
Overall, this just restores the values back to their pre-Nutrient
Changes levels, as nutriment in plant products was replaced with
plant-matter for nearly every plant that had it.