* Disposable turret for uplink
* Adjusted firerate and ammo capacity
* Fix funny yaml mistake
* adjust cargo value
* Fix price for real this time
* Made it buyable for scientist traitors
* Update fireaxe.yml
The syndie 'fire axe' already has a lot of drawbacks and is relatively hard to use stealthily, but on the rare occasions you are say an Atmo tech or engi, it should be vaguely possible. This change makes the sprite and name the same as the regular fireaxe, but lets the examine description remain different.
Blame the sweaty nerds who memorize pixels for making this necessary.
* Clearer syndie fireaxe description
Makes the description detail that the axes are visually distinct.
* Fireaxe Update uplink-catalog.ftl
* secoffs with combat shoes (filled)
* cadets with knives wcgw
* det probably doesnt need em but w/e
* yep yep jackboots storag
* i forgt to add whitelist
* blank line moment
* Adds Bike Horn Implants
* Formatting
* Formatting
* Revert "Formatting"
Did an Oopsie
This reverts commit 62d5d87f2de59fbddf1c31db3668b174727eff0a.
* Revert last push
* Revert "Revert last push again!"
This reverts commit f12a0f597cace7fb47454762223468c597796d8d.
* Adds Advanced ointment and bruisepack recipes
* Changes the sprites to the ones from /tg
* Changed names and sprites, slight tweaks
* Formatting
* Solve Conflict
* Formatting
* Fix issues found in check
* Fix Oopsie
* interrogator lamp
Ultra-bright lamp for the bad cop
* interrogator lamp update
-Reduced energy consumption, improved base energy source for extra thorough interrogation
-The Basic Rights of Sentient Beings have been respected by reducing the number of flash charges. Now they slowly regenerate over time.
-The chief engineer fixed the charge indication, although there was a conscript on the shift. It may not work as intended
* Added component and functionality.
* Fixed ZombieImmune.
* Zombies now have zombie blood.
* Ambuzol plus.
* Ambuzol plus spawns in bundle.
* Fine CBURN get one too.
* Reworked the reaction
* No more magic blood refilling.
* ok CE i fixed it
* Component change.
* Deflate the valid sticker economy
* Include suggestions
* Hint received
* Replace combat gloves with susbox, add outlaw items to group
* Go back on the rename skit because due to LRP being unsolvable
* Ever forget to mirror a change to both loot pools?
* clarity
* Incorrect toolbox
* Make containment field generator non rotatable
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Change physical shape of the containment field generator to a circle
Signed-off-by: c4llv07e <kseandi@gmail.com>
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Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove mob crit states
At least where it was just a dummy mob state. I'm lazy so this will buff mobs where they will remain active until their death state.
* Update Resources/Prototypes/Entities/Mobs/NPCs/behonker.yml
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
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Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>