* Add fix-vacuum-markers to atmos miner chambers
* Add gas miners to atmos chambers
* Fix pump pressures and o2/n2 ratio
Makes O2 and N2 pumps output at a normal, human pressure.
Fixes distro mixer to use normal, human air mix
* Add a missing LV cable outside mime room
* Lock botany maintenence doors
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* multi-node xeno artifacts
* refactor existing artifact effects
* more tweaks to generation
* more shit plus fix tests
* more generation stuff plus threat levels
* doink
* now make it build
* defer the artifact activation to not cause errors
also pricing
* some changes
* all of the yaml + ui stuff for artifact analyzer
* machine linking and starting to make the ui functional
* artifact analyzer display
* a shit ton of artifact analyzer stuff
* more changes; making destroy work properly; progress bar tweaks
* getting shit going!
ALL RIGHT
* small tweaks that didn't help much
* Komm susser todd: the end of analysis
* recipes and hints and ui, oh my!
* add some in-game sources
gotta prepare for day 1 launch
* node data + ditch random seed in place of id
* bunch of triggers
* finish off the last few triggers
* implement machine examine verb
* knock, flicker, blink, throw
* shatter, foam, shuffle, heat
* fix all the shit i broke
* *some* of these have to be good, no?
25 effects
* callin' it there for effects
* comments + reword some trigger hints
* don't mind this little commit here
* byref event
* fix brokey node entry
* fix low pressure trigger
* mirror review plus fixing 0x40's bug
also the throw artifact threw incorrectly
* randomize the event message a teeny bit
* Cleanup box station
- Remove dummy physics / fixtures for cables.
- Removed banana launcher that had interesting yml.
- Removed the custom legal stuff mapped into the legal closet.
- Removed EntityStorageComponent.
Dropped filesize by 500KB so now it's almost the size of pillar.
* More box