- Guaranteed spawns in salvage
- Triple vein count
- Made it so rocks only drop 1 as it's kinda whacky (I believe they still convert differently to bars).
* Implement device network device shutdown subscribtion
Implement removing devices from device lists when they get deleted
* Improve name and doc comment for DeviceShutDownEvent
* Change ShutdownSubscriber data field tag
* Change UpdateRemovalSubscription name to UpdateShutdownSubscription
* Added Gloves of North Star, no sprite or talking yet...
* Added sprites for the gloves of the north star...
* Replaced more placeholder sprites for northstar gloves...
* Added gloves of the north star to uplink...
* Added speech on hit, not yet configureable
* Not functional yet, but a step in the right direction I hope...
* IT WORKS!!
* Licensing and cleanup
* Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise
* Reorganized some files, final build??
* Changed the adminlog type from Verb to new type ItemConfigure
* More cleanup, fix sprite reference maybe
* Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx
* Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again!
* Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them
* Made it work with the latest changes on Master
* Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click
* Set value to 0 credits, that's all
* Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts.
* Update MeleeWeaponSystem.cs
Iunno why this got changed in the first place, but I'm changin it back
* emptycommit
* emptycommit
* The tiny fixening
The alert for snares will appear again. Previously it was being updated
on the snare itself and not the player.
It is no longer possible to infinitely ensnare someone; the maximum
number is dependent on the target's legs.
Only one snare at a time will be removed now.
Clarified the wording and logic around CanMoveBreakout. It was
inconsistent.
Made multiple snares impose cumulative speed penalties.
It is no longer possible to remove bolas while moving.
* Space sections fractionally slower (1 sec, exponential)
- ExplosivelyDepressurize reduces air pressure by about 20% each pass, sets to vacuum below 20 kPa
- Causes some issues with AdjacentBits on airlock close
* Introduced constants for Spacing in atmospherics
* Limit space wind allowed during spacing to 1000 kPa per tile/sec
- Less tile ripping per tick
- Tiles rip based on wind
- Robustness checks
* Slowed down the spacing a bit
* Slowed down the spacing a bit more
* Better dynamics about high pressure air escaping,
- Reduce air temperature (due to decompression) during spacing
- Make some water vapor for flavor
* Limit temperature loss to >8 Deg.C. No Water vapor
* Update StationSpawningSystem.cs
Web-edit to allow feeding in an existing entity.
* Update StationSpawningSystem.cs
value type moment
* Update StationSpawningSystem.cs
* Oh goddamnit this is a refactor now.
* awawawa
* aaaaaaaaaaa
* ee
* forgot records.
* no records? no records.
* What's in a name?
* Sloth forcing me to do the refactor properly smh.
* e
* optional evac in test.
* tests pls work
* awa
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Cannot stack binary and trinary Atmos pumps and devices
- Filters now have a 5x max volume to compensate for no more stacking
- Add flipped versions of mixers and filters to the list of constructables
* Oi! No anchoring unstackables together!
* Use EntityLookupSystem in Unstackable and Window lookup
- Use static method for AnyUnstackableTiles