Chemistry bags can no longer be carried around in the belt slot, considering the number of chems they can carry they are probably a bit too large for that.
-Adds new customizable carbonspecies for werebeast shenanigans.
-Stats-wise somewhat faster, tougher, and hungrier compared to base humans. Also darksight.
-Added whatever the code needed to make it possible to have taller carbonspecies.
-As a side effect, the forementioned also makes it possible to do long necked species and more.
-The werebeast can use the tail, hair, ear, and markings customization. This will be messy on tails that rely heavily on human silhouette. The hair and ear customization is fully functional using unedited human assets with a coded offset.
-The hair/ears offset is a modifiable var for the species specific head organ subtype, and can be used by other species that use custom headtypes.
-The werebeast has a set of markings as well, restricted to the species. face, belly, socks, and nose.
Currently the werebeast ready clothing is limited to:
-Back: basic backpack, basic satchel, leather satchel, basic courier bag, and basic duffle.
-Belt: toolbelt and security belt.
-Eyes: most sunglasses and sunglass huds, welding goggles, regular and 3d glasses, plain, meson, and science goggles.
-Feet: black and brown basic shoes, galoshes, jackboots, and toeless jackboots.
-Hands: latex/white, nitrile, yellow/insulated, black, and fingerless gloves.
-Head: the entire selection of vanilla headgear.
-Suit: labcoat, regular and white hazard vest, and 4 flavors of varsity jackets.
-Uniform: white pants, white shorts, white, orange, yellow, black, grey, robo, engie, and janitor jumpsuits, swept and nurse skirt.
Everything else will likely not show up at all, but more can be added whenever needed.
- Removes Light Machine Guns, Grenade Launchers, Matebas, and all 7mm battle and sniper rifles
- Adds 5mm Assault Rifles, .45 revolvers
- Reduces the number of powerful weapon types (energy sniper, combat shotgun)
- Replaces the submachinegun with a weaker one, reduces the number, adds extra magazines
- Adds a lot of things to the medical and engineering ERT sections
- Replaces weapon power cells with self-charging weapon power cells
- Adds a few recharging high capacity power cells (Reskin of slime power cell), and a bunch of hyper capacity power cells
- Adds some miscellaneous devices (Translocator, shelter capsule, binoculars) to the hardsuit section
- Replaces the hardsuit section's grenade launchers with two sprint modules and a micro pharmacy
- Adds LMGs to Zulu's armory
* Adds the Biopsy Scanner to the Surgery Kit
Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it.
* Added a missing comma
Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker.
- Chaplain PDA bug: Caused by the chaplain custom preview calling equip. Disabling it seems to have no issues with the preview and stops it making a new PDA every time it generates a new preview.
- Atmos Tech Dedupe: All engineers start with a T-Ray in their right pocket. Atmos techs also had one in their toolbelts. And now the extra one in the toolbelts is gone.