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верхний поток aka upstream #718
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* Fix RoleLoadout equality Knew it was janky but thought SequenceEqual was better than it is so we just do it manually. * Also implement this
* Don't use invalid defaults for loadouts At the time it made more sense but now with species specific stuff it's better to have nothing. * Loadout SetDefault only applies valid loadouts
* Fix incorrect usage of loc string * Make it so you can no longer ahelp someone who is no longer selected
* CVarify meteor behavior * Cache value to reduce CVar calls, hook into OnValueChanged * _cfg is still null at construction time, fixed by just making it set up on Started instead * Invoke immediately! Learning more every step of the way. * Move cached value initialisation to Initialize call * Add explicit supercall
…29024) * Add a PointLight to firelocks when warnings are active * Remove power requirement for lights
…on (#29037) * make the donk microwave drop the correct board on normal deconstruction * removed the unnecessary SyndicateMicrowaveMachineBoard tag
* Mannequin * rsi license fix * damage container fix * container fix hope this works * layers fix + appearance comp (mb it help?) * maybe fixed? * one day it will work... * can't even understand why test failing... (maybe fix?) * last try?
The TEG used to limit hot-cold energy transfer based on actual power drawn, and had maximum efficiency at whatever temperature difference. This PR adjusts the hot-cold energy transfer to be uncapped, "venting" the excess heat that is not used to generate power, and adds an efficiency curve that limits efficiency at low thermal temperatures. People have been cheesing the TEG by hooking up the hot end to the CO2 miner (which produces infinite, room-temperature gas) and the cold end to a space radiator. With this change, you will actually need to set up a burn chamber in order to get appreciable power out of the TEG (see below). If you build a gas holding chamber, you will have to throttle the gas flowing into the TEG instead of constantly cycling the gas through over and over again.
…instead of the eye's (#29012)
…ork" (#29305) fix(omega): Connect the disposal unit in medbay to the disposal pipe system
… artifact spawn (#29359) * tweak(saltern): Place a red phone in bridge meeting room * add artifact spawn
* tweak(meta): Swap around some of the computers in bridge * tweak(meta): unpause map
* tweak(marathon): Add cargo request computer to bridge * fix everything else
* tweak(medical): Reduce chemist slots * tweak(medical): roundstart chemists slot set to 2 on some maps * tweak(fland): Chemist slots to 3 fland is target to 80-100 players
* fix: Adds a missing defribilator to nukie planet * Fix: unpause nukie map * What changes?
Co-authored-by: Eoin Mcloughlin <[email protected]>
To help out admins, so they can easily fill out datacenter bans and stuff. Supports ban exemption flags and everything. This is for use with SS14.Admin so it's just DB models here.
…#29376) * Garbage Vaporizer 3000 + DestroyGarbage bool property + DestroyGarbage property check when dealing with incoming trash * Update ContainmentFieldComponent.cs Co-authored-by: Tayrtahn <[email protected]> --------- Co-authored-by: Tayrtahn <[email protected]>
* Spawn dummy entities on client for vending machine UI * Asked sloth, and we kinda need this pr --------- Co-authored-by: Vasilis <[email protected]>
Bagels are made by using a rolling pin on a dough slice to make a dough rope, then cooking the dough rope in a microwave for 5 seconds. There are two types: a normal bagel and a poppyseed bagel. The poppyseed bagel requires a poppy and a dough rope and has a small (5u) quantity of Bicaridine inside of it in addition to its nutriment. Co-authored-by: Kevin Zheng <[email protected]>
* Network BaseEmitSoundComponent * high intelligence
…on-14 into upstream # Conflicts: # Resources/Locale/en-US/alerts/alerts.ftl # Resources/Maps/Nonstations/nukieplanet.yml # Resources/Maps/meta.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Maps/box.yml # Resources/Prototypes/Maps/meta.yml # Resources/Prototypes/Maps/origin.yml # Resources/Prototypes/lobbyscreens.yml
… upstream # Conflicts: # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Corvax/StationGoal/StationGoalPaperSystem.cs # Resources/Prototypes/ADT/Entities/Objects/Misc/secretbook.yml
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