vehicles can have their speed changed
all floor tiles have random pixel_x and pixel_y (instead of just metal
tiles)
wheelchair #2
wheelchairs can be ordered for 40 bucks each at cargo
medbay starts with a wheelchairs
fixzes
removes debug stuff
stuff
-rename speed var to movement_delay to be more accurate
-rename getSpeed to getMovementDelay to be more accurate
-vehicles have the same speed as they had before
-aliens and monkeys can use wheelchairs
hope
better way to do it
+ changelog
send help
Some of the colors were too saturated, others were way off the mark like
the flare color or the pink color. After a solid hour of tweaking
hexadecimal values, this should look better
RGB mixes have been included in comments for those who want to check.
All colors were tweaked to fall even if possible
Added LIGHT_COLOR_HALOGEN, which is basically white with a very subtle
cyan hue. Currently not used, but can become the color for light tubes
in the future
HasProximity now relies on a flag.
If the moving atom doesn't have the flag, it isn't called.
If the surrounding atom doesn't have the flag, it isn't called.
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.
A lot of code standardising for the way machines handle trying to take money from a user.
All machines can now be set to connect to the accounts database in initialize().
reconnect_database(), connect_account(), and scan_card() have all been moved to the machine level.
Merch computer now reads your equipped ID, not your mind account. Fixes#2854.
All machines getting your ID using get_id_card() now check all your slots, with hands being prioritised over the ID slot.
Removed a pointless human-only proc that was causing befuddlement.
Added the addZLevel proc, used to sanitize map init and generate the accessable_z_levels list, which is no longer hardcoded.
Fixed a couple of maps I ended up using in testing.
Added more debug data to a debug verb for maps.
Added the movementJammed var, which stops a zlevel being reachable by drift.
Added the movementChance var, which controls how likely a zlevel is to be reached by drifting.
Made the maploader add any new zlevels it creates to the map's zlevel list.
Directly from Google, when looking up "Value of R" :
>The gas constant R is 8.314 J / mol. K.
This game is an atmospheric simulation program at its core, so let's
have precise atmospheric simulation
I would change other atmosphere-related things in here, but they would
need more work
Changelog included
Moved gas_mixture gas numbers to a list which is connected to a global gas_datum list, like with reagents.
Modified some maths procs to be more sane, added adjust_gas and set_gas to help with processing.
Added a modular system for gas flags - gases can now be marked as fuel and oxidiser with a flag, logged with a flag, scanned with a flag, etc.
Changed scrubbers to use a list of scrubbing gases rather than a set of vars.
Made miners and xenoarch effects more sensible - they now produce gas by ID, not manually.
Made turfs' starting gases into a list, removed turf gas number vars.
DOES fix#3663 - wrenching and unwrenching now hook into power code. Fixed2work also does something.
SHOULD fix#3670 - forceMove calls the Entered proc, so mobs should have gravity applied properly.
SHOULD fix#2277, 3846 - double agent ought tog fail if there's only one traitor candidate now