* 1.All reagent containers are acidproof now and have pin with self reference(to make it more easy to link them)
2.reagent scaner. It's like a beaker. But can give a list of contained reagents.
3.reagent filter. Pump,that can transfer only desired reagents,or all,except unwanted.
4.fuel cell.Converts chemicals to energy.
5.2 pins memory circuit. Sometimes it is very useful.
6.pulse demultiplexers. A lot like regular demultiplexer. But it doesn't distributes data. Just sends pulse to given activator pin.
7.list operations. choose element by index. write element by index. delete element by index search desired element in list. lenght of list.
8.strings: find element in string. explode string by delimeter.
* athsmos sensors back.
* fix
-Hopefully finally yes.
-Got no proper environment to test if it actually fixes the thing, but extensive troubleshooting and pinpointing has eliminated the issue to the rendering of leg icons, which apparently had nothing in it to skip missing ones.
-Thing affects both, living mobs and ghosts alike, and being a cached icon generation also explains why it only happens once and not after the victims have rejoined.
- Adds in code and sprites for high capacity water tanks. 5 times the volume of a regular one.
- [Edit] Uses the regular fuel tank and water tank sprites.
-The most meaning the colorable uniforms, suits, gloves, shoes, headgear, earwear, and accessories.
-Only affects mob icons for now, the inventory/floor icons still in old blend.
-Sort of a framework for possible additional options to come.
-Also messed around with some other stuff such as adding on-ear icons to the rest of the flower pins and bows, and made the base icons for the beanies lighter than the middle gray they were.
-Unathi, Tajaran, Skrell, and Teshari now use mult+add combo blending.
-As do their tails, tail anims, and extra tesh feathers.
-No issues detected on latest test runs.