Allows hydroponics trays to be filled from buckets, bottles, beakers,
etc. as well as fixing Pest-spray (plus the unused Weed-spray) and
Plant-B-Gone being unusable on trays.
TL;DR: Botany is now less tedious and makes more sense.
Cures on a chance based on volume of ryetalin injected, on_mob_life.
TURNS OFF ALL MUTATIONS!!
// 1 volume = ~2% chance
// 10 volume = ~17% chance
// 30 volume = ~38% chance
Returns SE to mob creation values (now set in dna2.dm)
Needs live testing, should fix the problem of the mask only being able
to track a cultist's first body, and not being able to follow them if
they've been cloned.
Talismen made from starting cultist stack now equip to backpack, pockets
or hands. Will not use up a paper of the stack if the talisman cannot
be equipped.
Both internal and external organs are a mess, which is making
maintaining and updating them nasty, so I'm cleaning them up, this is
the first stage
mechanical and assisted internal organs are now an object type rather
than a var in the organ which makes it much cleaner and easier to adjust
removed duplicate list of internal organs as there's no reason to have
the same objects in 2 separate lists
made New() a lot cleaner and more robust
External organs will be next
now uses a couple of new procs, allowing for per-suit tweaking of time.
You now cannot equip eva helms without first attaching them to the suit
(target head use helmet on suit)
There was an issue, when APC with removed cell in area was powered at power_restore() proc, making area allways powered despite APC was not working.
Removed part of code which unpowers area directly, bypassing the APC process code. This makes grid_check event less laggy and smooth. Downside is lights not being shut down immediatly.
AI SMES still not being affected after this fix.
Conflicts:
code/game/gamemodes/events/power_failure.dm
Fixes issue with getting target in remote talk, remote view and empath
Fixes Empath not recharging
Fixes inability to cancel remote view
Fixes Grays not starting with remote talk
Allows tray scanner range and pulse duration to be controlled by vars.
Added three upgraded tray scanners, with increased range, increased
pulse duration, and both of these features.
mixers and filters no longer have density = 1, so mobs can walk over
them.
new item: pipe freezer, can temporarily freeze pipes to allow
unwrenching when over the threshold internal pressure
note: has a temporary skin of hand labeler, needs a new sprite really.