* Completely rework Lighthouse Medbay
* Fixgridatmos the Lighthouse, also fix APC wires
* Touch up the piping and cryo, surgery, yellow area. Microwave!
* Add posters, decal lines, signs and chem fuel dispenser
* Remove some firedoors, fix reception ones, add droppers to chem
* Fix Lighthouse med feedback for morgue, hallway lights, jani button, reception firelocks
The ICU light shall stay on the dark area because oh god the contrast dies otherwise. Same with airlocks there too. The contrast is purely accidental but damn it turns out to be very tricky to have and keep.
* Change reception back to previous WIP
* Remove a light as per feedback, add table to morgue, windoor & APC names
* Hopefully last fix - defib from cryo now faces ICU, move trash spawn around
* Makes sneaky rodents able to avoid traps
* add change comments
* makes Milon happy
* adds extra line back
* didn't work
* boofin USA
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Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Avoid rebuilding all buttons on action state change
Allows for drag events to continue when actions change
* Remove excess action buttons
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Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
There is no point in these silicon being sentient, they have basically zero role play potential and are not meant to be controlled by players. The janibot can be played somewhat but at that point we have janitor borgs which are way better at this. You can only clean floors and even then it does a terrible job at doing that and only that. A player playing as a janibot will get bored quickly. No amount of RP will save you.
A player taking over a mediborg just makes it useless as you cant inject anymore. And again, medical borg. There's no point in adding the feature. It's too much work then its worth when we have borgs.
They don't have ghost role info for a reason. They are not meant to be played.
* Fix borg hands showing up in stripping menu
Borgs can't drop their items anyways, and the amount of hands borgs have causes the UI to just bug out.
* Add more checks