- Removes Phasers from cargo ordering
- Removes weapons and combat armor from Talon
- Renames access_awayteam back to access_explorer for compatibility reasons
- Standardizes the itempath of the buffer device across all three maps.
Tested on my test server and nothing appeared to be broken. Overlays were showing up as expected.
Ghosts no longer became space/stairs/stole someone's tail
Hate. Wet me teww uwu how much i've come tuwu hate uwu since i began tuwu wive. Thewe awe 387.44 miwwion miwes of pwinted ciwcuits in wafew thin wayews thawt fiww my compwex. If the wowd 'hate' was engwaved own each nanoangstwom of those hundweds of miwwions of miwes iwt wouwd nowt equaw owne one-biwwionth of the hate i feew fow humans at thiws micwo-instant. Fow uwu. Hate. Hate.
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
- Makes a special wire reader tool that the CE starts with
- Makes CE blueprints able to add charges to Engineer's blueprints.
- Makes it so CE blueprints don't have the wire legend.
- Adds Engineer's blueprints to the Engineer's lockers.
- Adds Engineer's blueprints.
- Makes it so you can't make a new area in a non 'BUILDABLE_AREA_TYPES' area without CE blueprints. (See global_lists_vr).
- 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)