Grounding rods that are anchored can be struck two turfs farther away than unanchored. This makes it possible to leapfrog towards a tesla because an unanchored one can be protected in the "shadow" of the anchored one.
* adds fireplace, makes bonfire generate heat
kinda, anyways
* adds sifwood tiles, fixes old blue carpets
old blue carpets are now known as "teal carpets." they still come in the
carpet crate from cargo.
* lets you dig up tree stumps with shovels
* changelogs in the house
* adds a delay to digging up stumps
digging up stumps is easier said than done
Alright the previous attempt didn't quite work as intended, sorry for that.
Anyway I was checking out what sorta things happen to use the legacy support regenerate_icons human proc and found out some of them had connections to circumstances I've heard of causing trouble. Found out all the update calls included in it came with a 0 to prevent each call from doing update_icons on its own before the intended calls at the bottom of the bunch, except for one, UpdateDamageIcon, which also did have the same (var/update_icons=1) skip expectation as the others, causing premature dupe updates in regenerate_icons.
- Reinforced glass windows can be upgraded to electrochromatic by hitting them with a cable coil. The window must not be unpried from its frame to upgrade it (but it can remain anchored).
- Windows can be linked with a tint button by using a multitool on the button to buffer it, then using it on the window to set the ID. The window must be completely unanchored to edit its id.
- Window tint buttons can have thier ID set *once* with a multtool.
- Inspired by Baystation12/Baystation12#20508
- Also adds a "full tile" polarized window type for use by mappers.
* Two organ bugfixes
First, allows FBPs with synthetic brains (posis and drones) to actually die from massive brain damage. Before, although the damage would still affect them, robotic vital organs taking 60+ damage would never actually kill the owner.
Second, stops the zombie organs bug from popping up in normal play. You were able to repair all the damage on an organ, but not the ORGAN_DEAD status, leading to "dead" organs that still functioned (and that you could never die from them taking damage). Now, repairing the damage surgically will remove that.
* Repair for dead undamaged organs too
-Fixes flat white background capitalization error.
-Re-enables tunnel plating and reinforced floor. (turf versions now up to date)
-Adds darker plating, ribbed techmaint tiles, and flat middle grey.
-Tweaks their cycle order to cycle flats by shade, and then tiles by shade.
- The deletion of the circuit board without clearing the circuit variable caused it to be hard-deled by SSgarbage after several minutes. After that point, use of RPD or attempt to deconstruct would runtime.
- Pipes have been deleting themselves in update_icons() This is crazy, don't do it.
- The only real reason they have been doing this is to prevent pipes from disconnected on both ends because no icon states existed for it. So I just made icon states.