* Fixes FBP heatsink not working for teshari
The heatsink organ was using a species var that hadn't been defined for teshari so their thermostat was just using human values.
* Also fixes tajara temperature levels.
what a mess
Prevents blood not drawn from a humanmob (such as blood from artifact replenishing bowls or blood spawned in in reagent cartridges) from breaking the pathogenic isolator's interface.
Currently the tesla ball only loses energy until it runs out of orbiting mini-balls, then sticks around forever. This makes it keep losing energy until it dissipates.
It was using the cell's maxcharge instead of actual charge, meaning that even empty cells would give charge and overcharged cells were completely ignored.
Ported from Aurora PR#10205, credit to fernerr
Now you can see all the accessories (within standard equipping logic) you've selected in the character preview.
Addditionally, these accessories will now all be equipped when you spawn instead of filling your backpack unless it's actually necessary.
Makes the lift button immune to being destroyed by mech drills and other stuff. This is just precautionary so you can't get cucked over if lots of buttons get destroyed if this isn't in place. Also a slight perk, since it means admins won't have to spawn any replacement buttons for said lift.
Fixes gurgle damages higher than the item's w_class value giving excess nutrition (like 6+6 damages would give 3 w_class worth of nutrition per cycle, totaling to be worth w_class 6 when taking 2 cycles) and also lets the digestion handle the entire item with one cycle if the damage is sufficient enough. A ciggy butt will no longer be worth 1,5 mining drills on max damage.
Adds the numbing fangs from "Sharp Melee & Numbing Fangs" as a separate trait. Cannot be taken with "Sharp Melee" or "Sharp Melee & Numbing Fangs", but you can still take the latter if you want both. Positive trait, costs 1 point. (Didn't need to explicitly add them as excluded traits of each other, as there's code to automatically detect that they modify the same variable. Tested to confirm.)
Fixes skunk being a wolf subtype and thus going for the wolf fitted taursuits (oops)
Also fixes the taur riding mechanics not allowing non-ridable "taur tails" (aka tails just using the subtype for wider sprites without actually being taurs) to ride.