* Renames various reagent IDs to be more descriptive (#35824)
* changes chloral2/beer2 names, fixes chloral2 desc
* reverts chloral2 name/desc, renames ling adrenals
* caPITALIZATION
* Renames various reagent IDs to be more descriptive
* fixes compile issues with Travis
* Black Fedora opens its inventory on-click like the Detective's Fedora (#35891)
* Black Fedora opens its inventory on-click like the Detective's Fedora
Instead of having to drag the sprite to your character to access its inventory, behaves the same as the Detective's Fedora opening its container on click. Considering some dets prefer the black variation for noir flavour rather than the brown standard one they just have to pass his flask from one hat to another.
I had either this in mind or creating a new black detective's fedora variant on the det's cabinet that also had the flask inside it.
The only other item affected by this, if I'm not mistaken, is the improper CentCom hat.
* Update internal.dm
Removed the <priority> line altogether to trim the code
* Black Fedora opens its inventory on-click like the Detective's Fedora
* Merge pull request #35914 from DaedalusGame/every-bomb-is-precious-but-not-diamond-level-precious-did-you-know-that-diamonds-arent-actually-worth-anything
Readjusts doppler array formula for thermonuclear explosions
* Readjusts doppler array formula for thermonuclear explosions
* Fixes negative bodytemp in some cases and shivering not doing anything unless you're already very cold (#35796)
* - Stop subtracting from bodytemp please
- Also fixes shivering
* - Jesus christ why did you make me do this
* - missed one
* Fixes negative bodytemp in some cases and shivering not doing anything unless you're already very cold
* Enables the RPED to construct/replace beakers, igniters and bluespace crystals (#35779)
* - Makes it possible to load the rped with beakers, assemblies and other such parts
* - Fixes cell ratings being not really related to desirability
* - sorry uhhh emp cells need to be slightly better than regular cells
* Enables the RPED to construct/replace beakers, igniters and bluespace crystals
* Holopads have a special animation for an unanswered incoming call (#35391)
* Holopads have a special animation for an unanswered incoming call
🆑 coiax
add: Holopads now flash a green line when there is an incoming call.
/🆑
* Holopads have a special animation for an unanswered incoming call
* New Donkpocket Box (#35835)
cl Jittai / ChuckTheSheep
imageadd: NT has stopped buying re-boxed storebrand Donkpockets and now stocks stations with real, genuine, tasty Donkpockets!
/cl
RIP: #35601
I was asked to throw together some icons for donk baggies, but had some fun making the box.
* New Donkpocket Box
* Makes the morgue beep disable step clearer
cl
tweak: Nanotrasen has begun a campaign to inform their employees that you can alt-click to disable morgue tray beeping.
/cl
If its annoying you literally just alt-click to disable it. There's basically no situation where you would be able to hear it without being able to turn it off, except maybe the one morgue tray in the brig if you don't have access to the windoor (but just fucking ask sec to disable it).
* Makes it more apparent that >>>>>>>YOU CAN ALT CLICK TO DISABLE MORGUE TRAY BEEPING<<<<<<
* Ports Barometers from Yogstation (#35730)
* Ports Barometers from Yogstation
* Ports Barometers from Yogstation
* Added missing barometer_predictable bools
* Gives the atmos analyzer love instead of a new item.
* Moves playsound under cooldown to prevent soundspam.
* Ports Barometers from Yogstation
* Hazard Course
* Hello, and welcome to the Black Mesa Hazard Course, where you'll be trained in the use of a Hazardous Environment Suit.
* Ain't no grave
cl Joan
tweak: The crusher kit now includes an advanced mining scanner.
tweak: The resonator kit now includes webbing and a small extinguisher.
tweak: The minebot kit now includes a minebot passthrough kinetic accelerator module, which will cause kinetic accelerator shots to pass through minebots. The welding goggles have been replaced with a welding helmet, allowing you to wear mesons and still be able to repair the minebot without eye damage.
feature: You can now install kinetic accelerator modkits on minebots. Some exceptions may apply. Crowbar to remove modkits.
balance: Minebots now shoot 33% faster by default(3 seconds to 2). The minebot cooldown upgrade still produces a fire rate of 1 second.
balance: Minebots are now slightly less likely to sit in melee like idiots, and are now healed for 15 instead of 10 when welded.
balance: Sentient minebots are penalized; they cannot have armor and melee upgrades installed, and making them sentient will override those upgrades if they were installed. In addition, they move very slightly slower and have their kinetic accelerator's cooldown increased by 1 second.
/cl
the basic scanner sucks ass and nobody wants to use it, it's actually hilarious
also in those stats: minebot picked a mere 6 more times than the conscription kit, because it's an idiot drone, easy to accidentally hit, and did I mention how much it likes going into melee?
tbh it's quite possible the extra buffs aren't needed, just the passthrough module, but it's better to go a little too far rather than not far enough.
cl
add: Circuits integrity, charge, and overall circuit composition is displayed on diagnostic huds. If the assembly has dangerous circuits then the status icon will display exclamation points, if the assembly can communicate with something far away a wifi icon will appear next to the status icon, and if the circuit can not operate the status icon will display an 'X'.
add: AR interface circuit which can modify the status icon if it is not displaying the exclamation points or the 'X'.
tweak: Locomotive circuits can no longer be added to assemblies that can't use them.
spellcheck: Fixed a typo in the grenade primer description.
code: Added flags to circuits that help group subsets of circuits and regulate them.
/cl
The diagnostic hud addition is meant to allow more counter play to circuits by seeing the assemblies's healths and how dangerous they are. The flags are a useful addition to the code because players shouldn't be able to put circuits in assemblies if the assembly can't use that circuit (this can also be used later for other assemblies which could use unique circuits).
The following circuits are flagged as dangerous:
weapon firing mechanism
grenade primer
thrower
The following circuits are flagged as long range:
NTNet networking circuit
integrated signaler
video camera circuit
possible AR interface displays:
default
alert
move