With paper.
Also adds two Southern Cross areas to the lists.
Also makes some global procs for ultra-quick area generation that anything can use and badmins can call.
https://i.imgur.com/wnm3joF.png
Removes a debug message
- Allows for the creation of areas via build mode.
- If an area is made via buildmode, the area will be fully lit. This is the only compromise I could do it as space areas worked fine when turned into new areas, but preexisting areas bugged out massively and were full dark (just like it currently is on live)
- Sanitizes some more things so you can't put HTML into it.
- Utilizes TGUI better to show the user the max they can post.
- Limits some things like circuits so you can't insert 50000 characters.
- Adds in a 'compliance implant'. This is an implant that works just like a compliance disk, in case people want to do law stuff without NIFs. (Also works on NIFs as well as requested.)
- Is able to be found in contraband packs, trash piles, and is contraband in the security vending machine. (Since putting it in the 'gadget' vending machine didn't seem right.)
Works exactly like a compliance disk does but also is a removable implant for non-NIF'd people.
Admins are going to more than likely want to aghost if they slam the ghost button and then the enter key.
Players trying to ghost might not know better, so let's default to 'Stay in body' so they don't slam enter and make a mistake. Make it so they have to consciously click 'Ghost'
🆑
- tweak: Made it so the ghost command defaults are less disruptive.
/🆑
- Makes Basic build mode warn you before you delete the ground and space everyone
- Makes Basic build mode turn the turf you deleted into the base turf for the area. If area is not available, it goes with the base turf of the Z level.
- Makes Advanced build mode start with Null. No more spawning lockers and qdel()ing players!
- Fixes a longstanding bug where if you cancelled selection in build mode and then tried to select something from the list, it defaulted to a locker. Instead, if you cancel it, it defaults back to null and lists work like normal.
Pakkuns now occasionally try to rest!
When they rest, they set their digest mode to unabsorb! So, if you end up absorbed you can still escape eventually.
Resting Pakkun also have their AI set to sleep, so they will not engage, so this may be able to be used to sneak past, or up to them!
Also makes it so that when you help click them while they are resting, they will wake up! and re-enable their AI, if they have one.
They also turn their digest mode back to the default setting when they stop resting.
All of this of course, only happens when they don't have a client.
- 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.