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Shield generator and Long range scanner refactor + Bioreactor fixes (#…
…8514) * Bioreactor updates Now multistructures don't break until rebuild when screwed Bioreactor will now properly check for any breaches in the chamber and it will properly shut down if it spots any breaches Swapped placeholder power consumption for the real one Fixed bioreactor window opacity being inverted Cahors now has a slight anti-toxin effect as it should Bioreactor chamber ritual now updates breached status of bioreactor to restore it * Fix sensors/sheildgen and revert bioreactor fixes Fixed ability to extend shieldgen's and sensor's capacitors while they are unanchored * Everything. * Update food-Drinks.dm Changed effects of Cahors wine * Clearing up proc augments Suggested by SirRichardFrancis And yes, I tested affected procs.
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Original file line number | Diff line number | Diff line change |
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@@ -1,9 +1,10 @@ | ||
//The main hull long range scanner. | ||
/obj/machinery/power/long_range_scanner/hull | ||
/obj/machinery/power/shipside/long_range_scanner/hull | ||
name = "long range scanner core" | ||
|
||
//This subtype comes pre-deployed and partially charged | ||
/obj/machinery/power/long_range_scanner/hull/installed/Initialize() | ||
/obj/machinery/power/shipside/long_range_scanner/hull/installed/Initialize() | ||
. = ..() | ||
anchored = toggle_tendrils(TRUE) | ||
anchored = TRUE | ||
spawn_tendrils() | ||
current_energy = max_energy * 0.30 |
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