- Makes the mining satchel pick stuff up a bit differently.
- Adds a failsafe for mining satchels so you can't pick up too many items at once. (set to 100)
- Makes the bluespace ore satchel ACTUALLY bluespace.
- Adds 'current capacity' so ore satchels and mining drills can only hold a certain amount.
Uses the same magical anti-lag lists as the other mining items!
Some mining drill items had incorrect names, such as glass being 'silicates' which isn't an ore, which is essential for this change. This changes that.
This is purely a name change and users won't see anything different.
Also removed rutile as it was duplicated in the list. Presumably due to Polaris adding rutile and it never being removed.
- Makes Ore boxes, ore bags, and the processing machine all use lists.
Previously, ore boxes would constantly add ore to the contents of the ore box.
This meant that if a miner was constantly adding ore to a crate that has thousands of ores in its contents list, the contents list would be updated numerous times in succession.
Updating a list with 10000 ore 25 times in a single tick makes the server cry.
Making it use lists completely eliminates this problem and makes the entire process of ore more efficient. It simply adds the amount of ores to a list and transfers them between satchel/bag/processing machine.
Using lists means the infinite mining satchel can actually be infinite without worries of constantly dropping & picking up ore and lagging the server.
This has been tested and works.
The only problem however is that I need to figure out a way to make mining bags able to know if they're full or not. Currently they can hold an infinite value of ores.
* Add bricks
* Fixes concrete icon spawning.
Polaris uses a different system for spawning turfs than we do. This fixes a bug with concrete spawning.
* Makes it so you have to load PB in a cryo beaker.
Instead of getting it for free.
* no you don't get free reinforcement
* Concrete can make concrete flooring
* Adds concrete tiles. Fixes spawning
* Being plating is boring. Let's make it a floor.
* Able to remove it.
* Allows fun. Fixes infinite tiles.
* Adds Polaris Gun Sprites
- Allows for easier ports.
- Fixes the semi-automatic-shotgun
* Adds the PSGs - Tether. Fixes the sprite in DreamMaker.
- Adds a PSG to the security EVA (Security players mentioned doing this instead of armory, and it makes sense.)
- Adds a PSG to mining equipment room.
* Adds PSGs to SD
- Adds PSG to Security EVA
- Adds PSG to Mining
* Adds PSGs to GB
- Adds PSG to Groundbase Mining
- Adds PSG to Groundbase Security EVA
* Makes the PSG the actual mining version
- Makes low levels of radiation slower and more insidious. (Low levels of rads only have effects every 5 life ticks.)
- Makes high levels of radiation have varying effects and be much more lethal. (When above 600 rads, effects are done every life tick)
- Makes radiation have lingering effects that can be treated with normal radiation chemicals.
- Adds 'Prussian Blue' a chemical made with '("carbon" = 3, "iron" = 1, "nitrogen" = 3)' that temporarily stops radiation effects to allow for medical to treat a patient.
- Makes medical scanners able to give a definitive answer as to how much rads someone has.
- Makes cryopods handle radiation sickness. Maybe now they'll see more use than just genetic damage.
- Fixes battery removal
- Makes an alert when the cell is rigged.
- Gives the user a warning if the cell is rigged.
- Gives people that examine the unit a warning if the cell is rigged.
- Makes it so you're incentivized to turn off your shield against EMP enemies.
- Better process proc that deals with rigging properly and gives detailed warnings.
- Allows you to remove the self charging battery from the shield generator, destroying the battery in the process but allowing you to swap the battery for another.
- Adds ability for modifiers to use a custom _vr sprite file.
- Changes the appearance of the sprite used for the shield overlay.
- Adds ability to color the shield sprite via a multitool.
- More fiddling with numbers...
- Allows rechargers to recharge them to allow for non-recharging variants to recharge.
- Gives shields a default 'cyan' color.
- Adds a mining disk to the equipment vendor to upgrade it.