Changes layout of the AI core, see picture in PR.
Moves APCs for core and upload to the backs of the rooms.
Critical APCs can somewhat resist EMP now.
Gives turrets a ten second timeout until they go underneath the turret covers, unless turned off manually or if they lose power.
Adds a new type of turret specifically for the AI upload/core. This type has more health, has a 1/3 chance to ignore EMP, and fires xray lasers, to counter ablative armor.
A new material called Durasteel has been added. It is made from Plasteel and diamonds, and boasts more toughness than Plasteel alone, as well as reflectivity. The inner walls of the AI core are made out of this new material, which makes emitters less helpful.
Emitters can be damaged by projectiles, and will explode if too much damage is sustained. Shooting a Durasteel wall will likely cause you to lose the emitter.
New AI core turrets turn green when on lethal, to show that xray is coming.
Adds a new type of wall, which makes atmospherics pretend there is actually something beyond the wall that has gas to merge with.
I added some presets for normal air, as well as all of the terrestrial planets of the Vir system.
Lowers amount needed for building a reinforced wall from a girder from
four to two sheets.
Gets rid of rod products from dismantling a reinforced wall.
Adds one more extra step for undoing the deconstruction.
For borgs, EMP no longer results in a stun. Instead, they are confused, and their HUD becomes static-y for a moment. Their module items are also forced back into the borg, effectively disarming them.
EMP now drains powercells from current charge instead of max_charge, so two blasts should not empty the cell, for borgs.
Fixed bug where EMP was being applied twice to human mobs, including FBPs, resulting in them literally dying in one hit.
Synthetic organs take much less damage from EMP.
Synthetic external organs also take less damage, but more than their organs.
Bonus: Runtime fix for spawning in as a borg.
This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.
Updates all "shuttle" and "solar" areas to have a base_turf of space.
Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.
Other z-levels may still need updating.
This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
- Super APC installed in Atmos
- Fixed APC, Mining Exterior APC
- Fixed Crematorium button, Installed mass driver button.
- Chapel hallway APC installed
- Gateway plugged in, console installed
- Elevator Console Installed, Bell Hop removed.
- Hazard stripes should be fixed
- Restored missing tiles (Hydro, Cafeteria Neutral, Asteroid exterior) (75% complete)
- Kitchen button restored
- Rec area bathroom lights restored
- Meat is back on the menu, two fridges with meat in the kitchen
- Unneeded wires in engineering maint removed.
- Medical substation wires fixed.
- Locker room maint APC installed
- Chapel maint APC installed
- Installed another light in robotics
- APC central maint installed
- Disposals pipe in engineering workshop fixed.
- Wire in atmos substation fixed.
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.