* Fixes a ton of typos, inaccuracies, poor grammar, and confusing weirdnesses from the descriptions of almost every integrated circuit.
For example, the reagent filter:
Before:
"This is a filter which will move liquids from the source to the target. It will move all reagents, except those in the unwanted list, given the fourth pin if amount value is positive, or it will move only desired reagents if amount is negative. The third pin determines how much reagent is moved per pulse, between 0 and 50. Amount is given for each separate reagent."
After:
This is a filter which will move liquids from the source to its target.
If the amount in the fourth pin is positive, it will move all reagents except those in the unwanted list.
If the amount in the fourth pin is negative, it will only move the reagents in the wanted list.
The third pin determines how many reagents are moved per pulse, between 0 and 50. Amount is given for each separate reagent."
* fixed, ready
* Actually fixed and ready.
* Reverts the name of the coordinate pathfinder circuit back to "coordinte"
* Fixes a few missed, or poorly rewritten parts.
* Update smart.dm
* patch-2
* does everything on the TODO list
FUCK YEAH
*breaks up the engineering node design ID's for readability
*linking the device via multitool is possible
*The machinery construction "recipes" are less shit and make a bit more sense
* coil
* did somebody say RUNTIMES?
*fixed runtimes when there is no link on the stacking machine console
*added feedback for unlinked consoles
*it's -> its
*proper typecheck
* achieved with [src]
The experimentor is less likely to produce food when it transforms an item
The experimentor no longer breaks when the toxic waste malfunction occurs multiple times and isn't cleaned up
The experimentor irridiate function actually chooses what item to make properly rather than picking from the start of the list
The food weight change is because the probweight var wasn't effective because food was added to the list before anything that would increase the var, it's so low because there's a ton of food and it should be possible to get other things. I tested it in game and food is still the most common thing to get, I could bump up the prob for non-food things if needed.
The toxic waste runtime would make the experimentor unfixable except for reconstructing, and that resets the experiments.
The previous method of picking was broken and pretty poorly coded, I moved it to an associative list and the existing and non-broken pickweight function (not sure if this is also a code change).