* Supermatter splinter/fragment/chunk/core
- Adds supermatter fragments to the asteroid xenoarch finds.
- - Try to pick it up or kick it or bite it, it ashes whatever you touched it with
- - Throw it at some supermatter, it upgrades it
* from 8 shards required to 4
* well now, I knew there'd be an easy way to transport them but I didn't expect something that easy.
* S
* .
* Makes the crystal lose power more slowly than the shard. Turns related magic number into vars.
* Raise power_loss_modifier on crystals to 5x the shard.
* Allows glowing ghouls to be used as power generators
* Better naming
* Tiny amount of power generated by radioactive humans
* Nerf it
* Buff a bit maybe
* sneaky coding
* radiation rework 2 electromagnetic boogaloo
* adds the on_irradiate event, geiger counters listen out for this
* adds feral ghouls and glowing one, adds recipes for lithotorcrazine, adds roaches to infestation events
* accidentally tinied
* changing a define is a pain
* checking to see if the user is still holding the damn thing, rather than just running away at the first sign of radiation
* Changes plasma to phoron
Because plasma has been coopted to mean the 4th state of matter, we're rebasing to the new bay naming standard of phoron
* Fixes maps and filenames
* Whoops forgot to change test box!
* Initial Commit
All CanPass replaced with cross, all CheckExit replaced with uncross
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #3
All move code has now been unhacked, all of it is functional except for border objects which still retain none of their original functionality
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc (reverted from commit fdee8c8b687a4d1f305bdc5f5e1a59ebeacb4702)
* Fuck me
* Okay Redo
* Hello, I am finished
* theoretical holomap base code
* Sprite
* Holomaps!
* changelog
* fucking changelogs
* Stuff!
* Optical Material Scanner rework.
Makes optical material scanners work as auto-updating holomap on your
eyes.
Abstracted mesons and materials scanners to a
/obj/item/clothing/glasses/scanner subtype.
Kept typed loops.
* Changelog update.
The super singularity originally created by /vg/ and adopted by everyone has gone commented out for too long, too long I say!
A stage 5 singularity will expand into a super singularity (without ending the universe) when it eats a supermatter crystal, but the full crystal creates the super singularity along with the usual supermatter cascade.
Fixes#4768Fixes#7657
Humorous flavor text and they explode, I think that satifies everyone's wishes for it. Personally I couldn't care less, what are the chances of this even happening if someone isn't looking to do it intentinoally.
Makes windoors spawn electronics correctly and also spawn electronics when bashed to destruction
Mech clamps cant pick up supermatters - ones that are currently melting down that is, they can still pick up regular ones.
Mech clamps cant pick up objects that a mob snuck its way inside between the do_after time.
You can already close the crate on the supermatter, you can also already move the supermatter onto the crate's tile and close the crate on the supermatter.
The only problem I can think of is that the crate collides with the supermatter when moved onto the supermatter's tile, now it wont and you can move it onto the supermatter's tile.
- You can now put supermatter crates onto tiles where supermatters exist
- This allows you to put a supermatter back into a crate and close it, AS LONG AS THE SUPERMATTER HAS NOT TAKEN DAMAGE
- Also fixes a GC issue with ventcrawling