* Medicine Tweaks
Mostly, these are based off of notes I have been collecting over the past year or so, and I just got the motivation to actually act on those notes.
- Adminordrazine buffed again
- Myelamine buffed slightly, to reduce the chances of a standard clotting injector failing to treat IB
- Bicaridine Overdose slightly more effective at treating IB
- Inaprovaline metabolizes slower, to make it more useful in its role of patient stabilization
- Bone repair autoinjector changed to a 5u autoinjector with 5u of osteodaxon. Considering how osteodaxon works, 10u is overkill and leaves the patient feeling the side effects for longer than they should.
- Clone loss autoinjector added, patterned off the new bone repair autoinjector. 5u of Rezadone to deal with clone loss. Added to uplink as well as random unknown autoinjector spawners.
* Adjusted percentages and comments
* More Tweaks
* Add icons for crablegs and crabmeat
* Build all vending machine inventories on startup (cursed)
* Fix cookie having no icon (convert everything to cookiesnack)
* Remove kabob with no actual definition
* Fix spicy burrito having no icon
* Sideports a couple of init unit tests from Neb.
* Trying to unfuck initialize logic.
* Removing del()s.
* Adjusting return values to Initialize().
* Moving some dangerous object logic from obj onto the two types that use it.
* Rolling back some init changes and commenting out initialized atom unit test.
* this comment formatting is a minor war crime
* Removed sleep() from signaler circuit Initialize().
* Additional Init fixes post-rebase.
* Uncomments subsystem test since that's passing.
* Update spacesuits.dm
* more random stuff
* even more random stuff, plus changelog
* random large, couple more odds & ends
* more tweaks
* More Spawners
Adds a mech vs mech combat system for the toy mechs earned from arcades and found around the station. You can initiate combat with yourself by hitting a toy mech with another toy mech, or fight another player if you attack a player holding a mech with a mech.
Each mech has its own health stat and special ability that they'll use in combat against each other. How exciting!
Also slightly refactors toy locations and changes toy mechs from being JUST prizes to their own proper toy subtype!
Upstream of https://github.com/VOREStation/VOREStation/pull/8665
* Add some work for random mechs
- Add a few variants of worn down, slightly busted mechs, this is specifically intended for mech bay later on.
- Add a random spawner with pretty much every mecho inside of it.
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* Several mecho things:
- Add a comment to mecha.dm
- Add a forgotten comma
- Delete the vague attempt at a marauder cleared thing.
- Correctly change max health on the gygax
* Make it so the Marauder/old doesn't spawn with stuff
* Add a weaker list of mechs without phazon & marauder
* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.
* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
* Ports MREs from Baystation
- Ports MREs from Baystation
- Adds an 'Emergency ration' that contains liquidfood rations
- Two new ration packs that have the new rations.
* Placates travis
* Lynxlog
* Adds liquidprotein rations
* Sacrifice for travis
* Changes desc
* Fixing missing filling in crayon paste
* Fixes missing side for random rations
* Renames Paste Supplypack
* aaaaa minor error
* Slight organization
* Fixes some errors
* Why am I like this
- Turrets and respective controls added to each teleporter room
- Air tank on shuttles switched out with an air canister
- Fix for Dock 2 Transfer Shuttle airlock buttons not working
- Intercoms added to arrivals shuttle
- Fix Bridge Secretary Quarters tint
- Roundstart Tcomms SMES starts fully charged.
- Landmarks for Bluespacerift added
- Large Air tanks on station have the same amount in them as air canisters
- Expanded atmospheric tanks to be 2 by 3 instead of 2 by 2
- Wilderness Shelter Area added
- Wilderness Shuttle landing point shelter updated
- Wilderness Shuttle landing sides should no longer shiskabob shuttles
-Teleporter room hand tele can now spawn in one of 4 places
- Halved the warm up time when the autopilot on the shuttles start at round start from ten minutes to five and nine respectively. Should mean the first shuttle will be taking from the outpost when the second shuttle leaves the station
- Amount of phoron in the outposts reduced
- Current transit time 75 seconds with pilot, 150 seconds without. Reduced to 60 and 120 respectively.
- Reduction of the amount of steel and glass in engineering by half
- Reduction of the amount of steel and glass in EVA by half
- Ground Xenobio and Xenoflora torn down partially
- Elevator can be accessed at centcomm