* cleans up some more update Dialog
* .
* pod UI
* .
* modern rcon console
* .
* no dupe tags
* .
* nbeeds a recode
* .
* .
* ice cream as tgui
* ,
* legacy drone fab
* more a POI object
* .
* missing dels
* navbeacon
* eh that is part of the default now
* del useless list
* .
* .
* .
* retail scanner
* better
* finish retail
* .
* be gone
* .
* .
* telescience experiments
* use defines
* fixed up telesci stuff
* non-working bluespace crystal experiment
* allow sec to print basic cells
* allow anyone to make basic power cells
* fix
* medical basic tools
* bad paths
* pathfix
* fixed DA experiments, and clarified proc name
* circuitboards use copper
* changed it back
* lint
* moved signal
* slime deconstructing
* circuits don't give steel
* corrected defines
* correcting designs
* autolathe is not synced yet
* lets just mirror original behavior
* keep procs
* engies get signaler
* no dupe
* destructive borg belly
* unify point generate proc
* Begin clickcode attack_self fix
Begins the work to make everything call back to parent for attack_self so that signals are sacred.
* Makes MORE things call the attack_self() parent
Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.
* Finishes making the rest of attack_self call parent.
As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.
* begone foul demon
* some more cleanup
* These
* GOD this was annoying
* yeh
* Fix this
* fLARES
* Thesee too
* toys!
* Even more!
* More fixes
* Even more
* rest of em
* these too
* Update syndie.dm
* hardref clear
* Update code/game/gamemodes/nuclear/pinpointer.dm
* Update code/game/objects/effects/mines.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/contraband_vr.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/weapons/gift_wrappaper.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* these too
* Update maintpanel_stack.dm
* angry warning
* Fixes packaged snacks.
Fixes improper var default.
* Special handling for these
* proper poly types
* Fixes magclaws
Makes the 'features' it had just part of base magboots that can be adjusted via varswap.
* Fixes jackets
Fixes https://github.com/VOREStation/VOREStation/issues/18941
* Small bugfix
Makes p_Theyre properly capitialize
Makes examine show proper wording
* Update gift_wrappaper.dm
* Begin the sprite consolidation
* med stand
* Library
* kitchen cart
* hydroponics
* Delete hydroponics_machines_vr.dmi
* furniture
* unused computer
* food
* fitness
* fixes the eggs
* Decals
* Drinks, Devices, and Drakie
* Cryogenic2
* combines
* chemical
* card new
* cards
* bereaucracy
* Xenoarch
* compile
* virology
* vehicles
* toys
* Surgery
* stationobjs
* clean these up
* gets rid of some dupes
* bye
* how did that get there
* Unused
* Gets rid of unused ninja dupe file
* Move all these old doors
* this too
* get rid of dupes
* Update airlock_angled_bay.dm
* fixes the map with a prop
* map fixes
* Add a lint to check for hrefs that don't start with byond://
* Regex convert href links
* Regex convert _src_ as well
* Clean up the last few
* Missed a few
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
* Repaths Bluespace crystals from obj/item/weapon/ore subtype to obj/item/weapon subtype.
* Adjusts all code references appropriately
I've looked as far as VScode can let me, and I could not find any actual implementation, reference of mechanic that looked like it was using the /ore/ subtype's special mechanics.
Furthermore, I looked in mine_turfs and mineral outcrops codes to see if bluespace crystals were ever treated as an ore/mineral. Once more, I found nothing there either.
Beyond this, I asked cody if they'd ever encountered BS crystals as part of the xenoarch procedure and they reported no
Therefore, I've come to the conclusion that there is absolutely no reason for bluespace crystals to be an ore subtype. Doing this does lose their ability to be sampled by a core sampler but... There was no turf that'd spawn BS crystals (and ore sampler requires it to have been made by a mineral turf).
As such! I repathed it and all references to it and its artificial subtype.
Testing shows that all techs involving BScrystals function as expected (telepad, telesci computer, quantum pad), with deconstruction and construction alike and their expected functionalities.