* 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.
* 3 space indent at start of line jumpscare
* _leftShuttles -> ShuttlesLeft
* stuff
* RequireDead override for the future
* fix 50% logic
* rouge
* pod 1984
* technically more "difficult"
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* 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>