-Fixes reagent implants being utterly bricked.
-Fixes backup implants not showing up in AR huds.
-Both issues were caused by implants now going way deeper into the bodyparts than before.
Pathfinder special equipment, currently spawns in the Pathfinder's locker.
It is a backpack radio that functionally works similar to a defibrillator, that can send and receive messages from anywhere regardless of telecoms. Is still susceptible to the usual methods of signal disruption such as jamming.
Removes the override on first aid kit spawning preventing combat kits from being spawned, but adds a new 'Tetheraid' first aid kit spawn to prevent combat kits from spawning on the Tether, but allows them for expedition sites which still use random spawns.
Also changes the obj/random/maintenance randomly generated item to also only spawn 'Tetheraid' first aid kits, since it shows up twice on the Tether.
TL;DR, it splits first aid kit spawns into one for use on the Tether, which do not have a combat first aid kit, and one used outside the tether (such as POIs) which do have the possibility of spawning a combat first aid kit.
- 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