Fixes a jaunter runtime. Jaunters now work correctly.
sleep in New() was halting the proc, so it would delete the portal and then try setting its target
See merge request !136
Fixes#4903, one check was accidentally not.
Fixes#4385, C4 is now removed from overlays regardless of success.
Fixes#4902, throwing an offhand now makes you throw the main hand instead.
Fixes#4914, Ian now checks for Adjacency before tucking in.
Tries #5112, spell objects should now remove refs properly.
Fixes#5121, all put_in_hand code now checks that the item can be held.
Fixes#5151, designs with no materials now make their own again.
Fixes#5199, money bags now use cointype instead of stupid path code.
Fixes#5208, the dropped cable coil after a shock is now only 1 long.
Fixes#5278, now only mapped telesci consoles start with a cell.
Fixes#5306, coins on a string are now no longer placed into the coinbox if pulled out.
Fixes#5367, MoMMIs can now have their wires fiddled with and can be deconstructed.
Beacons use none of the advantages of being a radio, they don't send or receive signals in any portion of their code. The only thing they ever use from their inheritance is the variable name 'frequency' and nothing else.
Therefore I've moved them under obj/item and gave them a list (because of course everywhere in the code used IN WORLD to find them).
Requested, you can now spook mining lanterns to flicker them
Flickering mining lanterns is hit and miss (testing doesn't show it
properly going on/off/on/off as expected), but it turns off when spooked
and back on when done, so here's that
Nothing quite as nice and soothing as hanging lanterns while in a mining
base
- Add hanging mining lanterns. Use 1 metal to make a frame, apply frame
to wall, apply lantern to frame
- You can remove lanterns at any time in the same fashion
- Hanging lanterns give as much light as an actual lantern and still
have the same light, and best of all they don't use any power and work
anywhere
- Z-5 (Asteroid) was changed to use them in all outdoor areas. No more
APC shortages 5 minutes into the round
Because it wasn't merged quick enough and lolconflicts happened, #4961
Or how my recent work in the Source Hammer Map Editor has given me some
ideas on how our lights should be set
- Small light bulbs are now considered tungsten lights. The light is a
lot sharper, warmer (orange-ish) but still diluted enough to not look
like it is fluorescent
- A few items should be using that new light value, notably the mining
lantern, candles and cigarette-related items
In-game example :

Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.
Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.