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synced 2026-08-24 20:47:43 +01:00
Removes several ways to know every language
Removes translators from loadout (departments still have them spawn for dealing with their work), removes EAL implant from loadout, remove omni language implant from R&D. (Also fixes bug with soulcatchers that keeps the brains from hearing borgs, so you can still know all the languages while in a soulcatcher. So if you want to understand everything, get a translator in your head :p)
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@@ -8,8 +8,8 @@
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/datum/gear/ears/headphones
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display_name = "headphones"
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path = /obj/item/clothing/ears/earmuffs/headphones
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/* VOREStation Edit - Make languages great again
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/datum/gear/ears/translator
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display_name = "universal translator, ear"
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path = /obj/item/device/universal_translator/ear
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cost = 8
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cost = 8*/
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@@ -101,13 +101,13 @@
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/datum/gear/utility/implant
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exploitable = 1
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/* VOREStation Edit - Make languages great again
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/datum/gear/utility/implant/eal //This does nothing if you don't actually know EAL.
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display_name = "implant, language, EAL"
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path = /obj/item/weapon/implant/language/eal
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cost = 2
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slot = "implant"
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exploitable = 1
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exploitable = 1*/
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/datum/gear/utility/implant/tracking
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display_name = "implant, tracking"
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@@ -115,11 +115,11 @@
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cost = 0 //VOREStation Edit. Changed cost to 0
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slot = "implant"
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exploitable = 1
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/*VOREStation Edit - Make language great again
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/datum/gear/utility/translator
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display_name = "universal translator"
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path = /obj/item/device/universal_translator
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cost = 8
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cost = 8*/
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/datum/gear/utility/pen
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display_name = "Fountain Pen"
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@@ -264,6 +264,7 @@
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var/parent_mob = FALSE //If we've captured our owner
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var/transient = FALSE //Someone who ghosted into the NIF
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var/client_missing = 0 //How long the client has been missing
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universal_understand = TRUE
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var/obj/item/device/nif/nif
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var/datum/nifsoft/soulcatcher/soulcatcher
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@@ -6,14 +6,14 @@
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build_type = PROTOLATHE
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materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 1000, "silver" = 1000)
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build_path = /obj/item/weapon/pickaxe/excavationdrill
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/* Make language great again
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/datum/design/item/implant/language
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name = "Language implant"
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id = "implant_language"
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req_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5, TECH_DATA = 4, TECH_ENGINEERING = 4) //This is not an easy to make implant.
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materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, "gold" = 2000, "diamond" = 3000)
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build_path = /obj/item/weapon/implantcase/vrlanguage
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*/
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/datum/design/item/implant/backup
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name = "Backup implant"
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id = "implant_backup"
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