Merge branch 'master' into upstream-merge-28711
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@@ -1,13 +0,0 @@
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diff a/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm b/code/game/gamemodes/clock_cult/clock_items/clockwork_slab.dm (rejected hunks)
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@@ -539,9 +539,9 @@
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effects and are often crucial. The most noteworthy are <b>clockwork walls,</b> which automatically \"link\" to any nearby Tinkerer's Caches, causing them to <b>slowly \
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generate components.</b> This is incredibly useful for obvious reasons, and creating a clockwork wall near every Tinkerer's Cache should be prioritized. Clockwork floors \
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will slowly heal any toxin damage suffered by Servants standing on them, and clockwork airlocks can only be opened by Servants.<br><br>"
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- dat += "The replica fabricator itself is also worth nothing. In addition to converting objects, it can also create brass sheets at the cost of power by using the \
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+ dat += "The replica fabricator itself is also worth noting. In addition to replacing objects, it can also create brass sheets at the cost of power by using the \
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fabricator in-hand. It can also be used to repair any damaged clockwork structures.<br><br>"
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- dat += "Converting objects is almost as, if not as important as, converting new Servants. A base is impossible to manage without clockwork walls at the very least, and \
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+ dat += "Replacing objects is almost as, if not as important as, converting new Servants. A base is impossible to manage without clockwork walls at the very least, and \
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once the cult has been outed and the crew are actively searching, there is little reason not to use as many as possible.<br><br>"
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dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
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else
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