Replaces missing station escape pod area, removes random security office
area in maintenance and replaces it with maintenance area, and splits
research dock off onto it's own area.
AI restoration console now displays ion laws just as the intelliCard does.
Fixes a minor problem with the intelliCard not adding newlines after ion laws.
- tried to merge the upstream and my version for you as best as i could, my version does differs in quite a few places
- reactivates my ID and IP fixes, these are needed so an offline borer or host mob don't cause bans and multikey alerts to fuck up, worst case you perma a few innocent players thanks to lazy coding. also how could they possibly fuck up control transfer??
- fixes the client DC bug properly, caused by spawning the brainmob prematurely in New()
- removed the runtime-error-triggering organ check, all mob restriction checks if wanted should happen on infest
- adds say logging and missing input sanitation
next time please ask me if you have questions, instead of making master file accusation comments that i might never read.
Replaces magic numbers across the code base with proper constants.
Prepares for the ability to have more than one antag channel in the future.
Corrects a lie.
- O2 Primary mode now actually works.
- O2 has to be at least 15% (instead of previous 400%, WTF?) of core composition to actually have any effect on the core, considering all remaining gas is N2 (so realistically it's somewhere around 13-14%)
- Recharge stations now have charge overlay which shows approximate amount of remaining charge
- Recharge stations now don't use use_power() directly, performance increase
- Recharge stations now work even without external power, however their electronics will draw 50W from internal cell, eventually depleting it and shutting down completely.
Before this fix, you could make multiple shackled orange shoes from a single pair
of handcuffs because the pair of handcuffs was never removed from the user's
inventory before it got added to the shoes' contents.
- This solves various issues with cyborg charging
- Cyborg chargers have 15k charge capacity themselves. They charge at 2.5kW when no cyborg is inside and 25kW when cyborg is inside.
- Instead of draining power directly to cyborg's cell, they simply transfer power (capped at 250 charge/tick) from charger to cyborg.
- All is checked, which means no excess power is wasted. This means AFK cyborgs parked in rechargers are no longer power sinks
Balance
- Increased cyborg actuator power usage a bit.
- Adds new standardised proc for power usage as Cyborg
- Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator.
- Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg.
- Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)