diff --git a/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs b/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs
index 98f33b84244..2398f7c11ef 100644
--- a/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs
+++ b/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs
@@ -171,7 +171,7 @@ private AmeControllerBoundUserInterfaceState GetUiState(EntityUid uid, AmeContro
coreCount,
currentPowerSupply,
targetedPowerSupply);
-
+ //TODO: make this more fucking readable
return new AmeControllerBoundUserInterfaceState(powered,
IsMasterController(uid),
controller.Injecting,
@@ -280,9 +280,9 @@ public void SetInjectionAmount(EntityUid uid, int value, EntityUid? user = null,
{
if (_gameTiming.CurTime > controller.EffectCooldown)
{
- _chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
+ _chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount} smite this bozo");
_audioSystem.PlayGlobal("/Audio/Misc/adminlarm.ogg",
- Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-8f));
+ Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-3f));
controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration;
}
}
diff --git a/Content.Server/Animals/Components/EggLayerComponent.cs b/Content.Server/Animals/Components/EggLayerComponent.cs
index a0f7de676e5..ba7e2ad0a67 100644
--- a/Content.Server/Animals/Components/EggLayerComponent.cs
+++ b/Content.Server/Animals/Components/EggLayerComponent.cs
@@ -19,19 +19,19 @@ public sealed partial class EggLayerComponent : Component
/// The amount of nutrient consumed on update.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
- public float HungerUsage = 60f;
+ public float HungerUsage = 55f;
///
/// Minimum cooldown used for the automatic egg laying.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
- public float EggLayCooldownMin = 60f;
+ public float EggLayCooldownMin = 10f;
///
/// Maximum cooldown used for the automatic egg laying.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
- public float EggLayCooldownMax = 120f;
+ public float EggLayCooldownMax = 30f;
///
/// Set during component init.
diff --git a/Content.Server/Animals/Components/UdderComponent.cs b/Content.Server/Animals/Components/UdderComponent.cs
index 620f4572a71..8bbc7cfe5c4 100644
--- a/Content.Server/Animals/Components/UdderComponent.cs
+++ b/Content.Server/Animals/Components/UdderComponent.cs
@@ -36,13 +36,13 @@ internal sealed partial class UdderComponent : Component
/// The amount of reagent to be generated on update.
///
[DataField, ViewVariables(VVAccess.ReadOnly)]
- public FixedPoint2 QuantityPerUpdate = 25;
+ public FixedPoint2 QuantityPerUpdate = 100;
///
/// The amount of nutrient consumed on update.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
- public float HungerUsage = 10f;
+ public float HungerUsage = 4f;
///
/// How long to wait before producing.
diff --git a/Content.Server/Animals/Components/WoolyComponent.cs b/Content.Server/Animals/Components/WoolyComponent.cs
index c09c6f5e089..d9569da2021 100644
--- a/Content.Server/Animals/Components/WoolyComponent.cs
+++ b/Content.Server/Animals/Components/WoolyComponent.cs
@@ -42,7 +42,7 @@ public sealed partial class WoolyComponent : Component
/// The amount of nutrient consumed on update.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
- public float HungerUsage = 10f;
+ public float HungerUsage = 3f;
///
/// How long to wait before growing wool.
diff --git a/Content.Server/Arcade/SpaceVillainGame/SpaceVillainGame.cs b/Content.Server/Arcade/SpaceVillainGame/SpaceVillainGame.cs
index ae4c15f2db3..538d4202f56 100644
--- a/Content.Server/Arcade/SpaceVillainGame/SpaceVillainGame.cs
+++ b/Content.Server/Arcade/SpaceVillainGame/SpaceVillainGame.cs
@@ -68,17 +68,17 @@ public SpaceVillainGame(EntityUid owner, SpaceVillainArcadeComponent arcade, Spa
PlayerChar = new()
{
- HpMax = 30,
+ HpMax = 45,
Hp = 30,
- MpMax = 10,
+ MpMax = 15,
Mp = 10
};
VillainChar = new()
{
- HpMax = 45,
+ HpMax = 50,
Hp = 45,
- MpMax = 20,
+ MpMax = 25,
Mp = 20
};
}
@@ -109,8 +109,8 @@ public void ExecutePlayerAction(EntityUid uid, PlayerAction action, SpaceVillain
_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
break;
case PlayerAction.Heal:
- var pointAmount = _random.Next(1, 3);
- var healAmount = _random.Next(6, 8);
+ var pointAmount = _random.Next(1, 4);
+ var healAmount = _random.Next(6, 12);
_latestPlayerActionMessage = Loc.GetString(
"space-villain-game-player-heal-message",
("magicPointAmount", pointAmount),
@@ -123,12 +123,12 @@ public void ExecutePlayerAction(EntityUid uid, PlayerAction action, SpaceVillain
_turtleTracker++;
break;
case PlayerAction.Recharge:
- var chargeAmount = _random.Next(4, 7);
+ var chargeAmount = _random.Next(5, 15);
_latestPlayerActionMessage = Loc.GetString(
"space-villain-game-player-recharge-message",
("regainedPoints", chargeAmount)
);
- _audioSystem.PlayPvs(arcade.PlayerChargeSound, uid, AudioParams.Default.WithVolume(-4f));
+ _audioSystem.PlayPvs(arcade.PlayerChargeSound, uid, AudioParams.Default.WithVolume(-2f));
PlayerChar.Mp += chargeAmount;
_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
break;
diff --git a/Content.Server/Armor/ArmorSystem.cs b/Content.Server/Armor/ArmorSystem.cs
index 915210419bb..11c06c0fd24 100644
--- a/Content.Server/Armor/ArmorSystem.cs
+++ b/Content.Server/Armor/ArmorSystem.cs
@@ -22,7 +22,7 @@ private void GetArmorPrice(EntityUid uid, ArmorComponent component, ref PriceCal
foreach (var modifier in component.Modifiers.Coefficients)
{
var damageType = _protoManager.Index(modifier.Key);
- args.Price += component.PriceMultiplier * damageType.ArmorPriceCoefficient * 100 * (1 - modifier.Value);
+ args.Price += component.PriceMultiplier * damageType.ArmorPriceCoefficient * 100 * (1.2 - modifier.Value);
}
foreach (var modifier in component.Modifiers.FlatReduction)
diff --git a/Content.Server/Audio/Jukebox/JukeboxSystem.cs b/Content.Server/Audio/Jukebox/JukeboxSystem.cs
index 3535f6b2382..14b0422befe 100644
--- a/Content.Server/Audio/Jukebox/JukeboxSystem.cs
+++ b/Content.Server/Audio/Jukebox/JukeboxSystem.cs
@@ -119,7 +119,7 @@ public override void Update(float frameTime)
if (comp.Selecting)
{
comp.SelectAccumulator += frameTime;
- if (comp.SelectAccumulator >= 0.5f)
+ if (comp.SelectAccumulator >= 0.4f)
{
comp.SelectAccumulator = 0f;
comp.Selecting = false;
diff --git a/Content.Server/Bed/Sleep/SleepingSystem.cs b/Content.Server/Bed/Sleep/SleepingSystem.cs
index 47966c4814f..e44da0b2df7 100644
--- a/Content.Server/Bed/Sleep/SleepingSystem.cs
+++ b/Content.Server/Bed/Sleep/SleepingSystem.cs
@@ -232,7 +232,7 @@ private bool TryWakeCooldown(EntityUid uid, SleepingComponent? component = null)
}
///
- /// Try to wake up.
+ /// Try to wake up. Wait, is this in the actual game?
///
public bool TryWaking(EntityUid uid, SleepingComponent? component = null, bool force = false, EntityUid? user = null)
{
diff --git a/Content.Server/Cargo/Components/CargoPalletComponent.cs b/Content.Server/Cargo/Components/CargoPalletComponent.cs
index cdfd0a3874f..23b2d5b3e32 100644
--- a/Content.Server/Cargo/Components/CargoPalletComponent.cs
+++ b/Content.Server/Cargo/Components/CargoPalletComponent.cs
@@ -3,7 +3,7 @@ namespace Content.Server.Cargo.Components;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
///
-/// Any entities intersecting when a shuttle is recalled will be sold.
+/// Any entities intersecting when a shuttle is recalled will be sold. (What?)
///
[Flags]
diff --git a/Content.Server/Cargo/Components/StationBankAccountComponent.cs b/Content.Server/Cargo/Components/StationBankAccountComponent.cs
index fe9be19b19a..881e95cbbf0 100644
--- a/Content.Server/Cargo/Components/StationBankAccountComponent.cs
+++ b/Content.Server/Cargo/Components/StationBankAccountComponent.cs
@@ -9,11 +9,15 @@ namespace Content.Server.Cargo.Components;
public sealed partial class StationBankAccountComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("balance")]
- public int Balance = 2000;
+ public int Balance = 4000 / 1.23;
+ //Buffed with wacky balance so it feels random without me having to actually have to fucking code randomness
+ //todo: actually code in randomness so station starts with anywhere from 2k-4k :P
///
/// How much the bank balance goes up per second, every Delay period. Rounded down when multiplied.
///
[ViewVariables(VVAccess.ReadWrite), DataField("increasePerSecond")]
- public int IncreasePerSecond = 1;
+ public int IncreasePerSecond = 10+1;
+ // LOADS OF MONEY!
+ // Todo: tone it down if its too much ig
}
diff --git a/Content.Server/Cargo/Components/TradeStationComponent.cs b/Content.Server/Cargo/Components/TradeStationComponent.cs
index 0422470cc90..b7dc8ab9ce1 100644
--- a/Content.Server/Cargo/Components/TradeStationComponent.cs
+++ b/Content.Server/Cargo/Components/TradeStationComponent.cs
@@ -8,3 +8,4 @@ public sealed partial class TradeStationComponent : Component
{
}
+//What is this?
diff --git a/Content.Server/Cargo/Systems/CargoSystem.cs b/Content.Server/Cargo/Systems/CargoSystem.cs
index 6e0c274570b..ba483a52433 100644
--- a/Content.Server/Cargo/Systems/CargoSystem.cs
+++ b/Content.Server/Cargo/Systems/CargoSystem.cs
@@ -86,6 +86,7 @@ public override void Update(float frameTime)
}
[PublicAPI]
+ //The cargo buff is... not here.
public void UpdateBankAccount(EntityUid uid, StationBankAccountComponent component, int balanceAdded)
{
component.Balance += balanceAdded;
diff --git a/Content.Server/Dragon/Components/DragonComponent.cs b/Content.Server/Dragon/Components/DragonComponent.cs
index 80461e156af..fb7fff2e54f 100644
--- a/Content.Server/Dragon/Components/DragonComponent.cs
+++ b/Content.Server/Dragon/Components/DragonComponent.cs
@@ -20,8 +20,9 @@ public sealed partial class DragonComponent : Component
///
/// When any rift is destroyed how long is the dragon weakened for
///
+ /// Being weakened sucks, so I made it shorter.
[ViewVariables(VVAccess.ReadWrite), DataField("weakenedDuration")]
- public float WeakenedDuration = 120f;
+ public float WeakenedDuration = 80f;
///
/// Has a rift been destroyed and the dragon in a temporary weakened state?
diff --git a/Content.Server/Dragon/Components/DragonRiftComponent.cs b/Content.Server/Dragon/Components/DragonRiftComponent.cs
index fa49b1f1f18..6eaa433746f 100644
--- a/Content.Server/Dragon/Components/DragonRiftComponent.cs
+++ b/Content.Server/Dragon/Components/DragonRiftComponent.cs
@@ -27,13 +27,13 @@ public sealed partial class DragonRiftComponent : SharedDragonRiftComponent
/// Accumulation of the spawn timer.
///
[ViewVariables(VVAccess.ReadWrite), DataField("spawnAccumulator")]
- public float SpawnAccumulator = 30f;
+ public float SpawnAccumulator = 45f;
///
/// How long it takes for a new spawn to be added.
///
[ViewVariables(VVAccess.ReadWrite), DataField("spawnCooldown")]
- public float SpawnCooldown = 30f;
+ public float SpawnCooldown = 25f;
[ViewVariables(VVAccess.ReadWrite), DataField("spawn", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string SpawnPrototype = "MobCarpDragon";
diff --git a/Content.Server/Dragon/DragonSystem.cs b/Content.Server/Dragon/DragonSystem.cs
index 6a7d2d840cb..f5c8bb186d6 100644
--- a/Content.Server/Dragon/DragonSystem.cs
+++ b/Content.Server/Dragon/DragonSystem.cs
@@ -36,14 +36,14 @@ public sealed partial class DragonSystem : EntitySystem
///
/// Minimum distance between 2 rifts allowed.
///
- private const int RiftRange = 15;
+ private const int RiftRange = 10;
///
/// Radius of tiles
///
- private const int RiftTileRadius = 2;
+ private const int RiftTileRadius = 3;
- private const int RiftsAllowed = 3;
+ private const int RiftsAllowed = 5;
public override void Initialize()
{
diff --git a/Content.Server/Mindshield/MindShieldSystem.cs b/Content.Server/Mindshield/MindShieldSystem.cs
index bfca6c008ea..6613bd3ef5b 100644
--- a/Content.Server/Mindshield/MindShieldSystem.cs
+++ b/Content.Server/Mindshield/MindShieldSystem.cs
@@ -58,7 +58,7 @@ public void MindShieldRemovalCheck(EntityUid implanted, EntityUid implant)
if (_mindSystem.TryGetMind(implanted, out var mindId, out _) &&
_roleSystem.MindTryRemoveRole(mindId))
{
- _adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(implanted)} was deconverted due to being implanted with a Mindshield.");
+ _adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(implanted)} was deconverted due to being implanted with a Mindshield. Bozo :P");
}
}
}
diff --git a/Content.Server/Silicon/Charge/Systems/SiliconChargeSystem.cs b/Content.Server/Silicon/Charge/Systems/SiliconChargeSystem.cs
index 444b65530b2..a1dbaea91d2 100644
--- a/Content.Server/Silicon/Charge/Systems/SiliconChargeSystem.cs
+++ b/Content.Server/Silicon/Charge/Systems/SiliconChargeSystem.cs
@@ -114,17 +114,18 @@ public override void Update(float frameTime)
// Maybe use something similar to refreshmovespeedmodifiers, where it's stored in the component.
// Maybe it doesn't matter, and stuff should just use static drain?
if (!siliconComp.EntityType.Equals(SiliconType.Npc)) // Don't bother checking heat if it's an NPC. It's a waste of time, and it'd be delayed due to the update time.
- drainRateFinalAddi += SiliconHeatEffects(silicon, siliconComp, frameTime) - 1; // This will need to be changed at some point if we allow external batteries, since the heat of the Silicon might not be applicable.
+ drainRateFinalAddi += SiliconHeatEffects(silicon, siliconComp, frameTime) - 0.9f; // This will need to be changed at some point if we allow external batteries, since the heat of the Silicon might not be applicable.
+ //Change the above back to 1 if silicons break btw
// Ensures that the drain rate is at least 10% of normal,
// and would allow at least 4 minutes of life with a max charge, to prevent cheese.
- drainRate += Math.Clamp(drainRateFinalAddi, drainRate * -0.9f, batteryComp.MaxCharge / 240);
+ drainRate += Math.Clamp(drainRateFinalAddi, drainRate * -0.9f, batteryComp.MaxCharge / 220);
// Drain the battery.
_powerCell.TryUseCharge(silicon, frameTime * drainRate);
// Figure out the current state of the Silicon.
- var chargePercent = (short) MathF.Round(batteryComp.CurrentCharge / batteryComp.MaxCharge * 10f);
+ var chargePercent = (short) MathF.Round(batteryComp.CurrentCharge / batteryComp.MaxCharge * 11.67f);
UpdateChargeState(silicon, chargePercent, siliconComp);
}
diff --git a/Content.Server/Silicon/EmitBuzzWhileDamaged/EmitBuzzWhileDamagedSystem.cs b/Content.Server/Silicon/EmitBuzzWhileDamaged/EmitBuzzWhileDamagedSystem.cs
index 161a912d061..bfcf6253de5 100644
--- a/Content.Server/Silicon/EmitBuzzWhileDamaged/EmitBuzzWhileDamagedSystem.cs
+++ b/Content.Server/Silicon/EmitBuzzWhileDamaged/EmitBuzzWhileDamagedSystem.cs
@@ -33,7 +33,7 @@ public override void Update(float frameTime)
{
if (_mobState.IsDead(uid, mobStateComponent)
|| !_mobThreshold.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholdsComponent)
- || damageableComponent.TotalDamage < threshold / 2)
+ || damageableComponent.TotalDamage < threshold / 1.9)
continue;
// Check update time
@@ -49,7 +49,7 @@ public override void Update(float frameTime)
emitBuzzOnCritComponent.LastBuzzPopupTime = _gameTiming.CurTime;
_popupSystem.PopupEntity(Loc.GetString("silicon-behavior-buzz"), uid);
Spawn("EffectSparks", Transform(uid).Coordinates);
- _audio.PlayPvs(emitBuzzOnCritComponent.Sound, uid, AudioHelpers.WithVariation(0.05f, _robustRandom));
+ _audio.PlayPvs(emitBuzzOnCritComponent.Sound, uid, AudioHelpers.WithVariation(0.04f, _robustRandom));
}
}
}
diff --git a/Readme.txt.txt b/Readme.txt.txt
new file mode 100644
index 00000000000..5ea2ab462c7
--- /dev/null
+++ b/Readme.txt.txt
@@ -0,0 +1,5 @@
+Hey you stealthy bastard looking at loonders code.
+
+If your a fed from WD kindly fuck off, we aren't getting involved in drama unless you pull us in.
+
+Cheers
diff --git a/Resources/Audio/Announcements/Alerts/Varso_Declaration.wav b/Resources/Audio/Announcements/Alerts/Varso_Declaration.wav
new file mode 100644
index 00000000000..e69de29bb2d
diff --git a/Resources/Audio/Announcements/Alerts/Wizard_declaration_of_war(1).wav b/Resources/Audio/Announcements/Alerts/Wizard_declaration_of_war(1).wav
new file mode 100644
index 00000000000..d0ba78f9469
Binary files /dev/null and b/Resources/Audio/Announcements/Alerts/Wizard_declaration_of_war(1).wav differ
diff --git a/Resources/Audio/Announcements/Alerts/Wizard_declaration_of_war.wav b/Resources/Audio/Announcements/Alerts/Wizard_declaration_of_war.wav
new file mode 100644
index 00000000000..6a7576f59d2
Binary files /dev/null and b/Resources/Audio/Announcements/Alerts/Wizard_declaration_of_war.wav differ
diff --git a/Resources/Audio/Announcements/Alerts/sam.wav b/Resources/Audio/Announcements/Alerts/sam.wav
new file mode 100644
index 00000000000..91767890a3f
Binary files /dev/null and b/Resources/Audio/Announcements/Alerts/sam.wav differ
diff --git a/Resources/Locale/en-US/alert-levels/alert-levels.ftl b/Resources/Locale/en-US/alert-levels/alert-levels.ftl
index a0aed776207..2f7517f64f9 100644
--- a/Resources/Locale/en-US/alert-levels/alert-levels.ftl
+++ b/Resources/Locale/en-US/alert-levels/alert-levels.ftl
@@ -38,3 +38,12 @@ alert-level-delta-instructions = Crewmembers are advised to listen to heads of s
alert-level-epsilon = Epsilon
alert-level-epsilon-announcement = The Epsilon alert level is now in effect. Consider all contracts terminated.
alert-level-epsilon-instructions = Crewmembers are advised to make their way to an accessible location for efficient termination.
+
+alert-level-test = Test
+alert-level-test-announcement = Err, what the hell? How did you fucking find this? This isnt supposed to happen! I'm not happy! Perpare to die!!!!!
+alert-level-test-instructions = you're fucked, you know that?
+
+alert-level-varso = Varso
+alert-level-varso-announcement = Warning, your station is about to become a new front for the war with Varso. Security is to arm and command may choose to arm crew members. Prepare for an all out assault on the station. Arrest anyone suspicious. Glory to NT.
+alert-leve-varso-instructions = Prepare for battle.
+
diff --git a/Resources/Prototypes/AlertLevels/alert_levels.yml b/Resources/Prototypes/AlertLevels/alert_levels.yml
index db15dc13885..ece720233a1 100644
--- a/Resources/Prototypes/AlertLevels/alert_levels.yml
+++ b/Resources/Prototypes/AlertLevels/alert_levels.yml
@@ -69,3 +69,23 @@
emergencyLightColor: DarkViolet
forceEnableEmergencyLights: true
shuttleTime: 1200
+ test:
+ announcement: alert-level-test-announcement
+ selectable: false
+ sound: /Audio/Announcements/war.ogg
+ disableSelection: true
+ color: Black
+ emergencyLightColor: Black
+ forceEnableEmergencyLights: true
+ shuttleTime: 1
+ varso:
+ announcement: alert-level-varso-announcement
+ selectable: false
+ sound: /Audio/Announcements/war.ogg
+ disableSelection: true
+ color: Red
+ emergencyLightColor: DarkRed
+ forceEnableEmergencyLights: true
+ shuttleTime: 1500
+
+
diff --git a/Resources/Prototypes/Recipes/Construction/structures.yml b/Resources/Prototypes/Recipes/Construction/structures.yml
index a80ac9a3ebf..ec920c8321a 100644
--- a/Resources/Prototypes/Recipes/Construction/structures.yml
+++ b/Resources/Prototypes/Recipes/Construction/structures.yml
@@ -113,7 +113,7 @@
startNode: start
targetNode: woodWall
category: construction-category-structures
- description: Keeps the air in and the greytide out.
+ description: A basic building block for a colony, or thats what NT tells us anyway!
icon:
sprite: Structures/Walls/wood.rsi
state: full
@@ -131,7 +131,7 @@
startNode: start
targetNode: uraniumWall
category: construction-category-structures
- description: Keeps the air in and the greytide out.
+ description: Keeps the air in and the greytide out, with radiation!
icon:
sprite: Structures/Walls/uranium.rsi
state: full
@@ -765,7 +765,7 @@
startNode: start
targetNode: FirelockEdge
category: construction-category-structures
- description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished!
+ description: This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get :3d!
icon:
sprite: Structures/Doors/edge_door_hazard.rsi
state: closed
@@ -782,7 +782,7 @@
startNode: start
targetNode: Shutters
category: construction-category-structures
- description: This is a shutter - connect it to a button to open and close it.
+ description: This is a shutter - connect it to a button to open and close it. meow
icon:
sprite: Structures/Doors/Shutters/shutters.rsi
state: closed
diff --git a/Resources/Prototypes/Recipes/Construction/tools.yml b/Resources/Prototypes/Recipes/Construction/tools.yml
index a6d9e33f4c1..5c793883708 100644
--- a/Resources/Prototypes/Recipes/Construction/tools.yml
+++ b/Resources/Prototypes/Recipes/Construction/tools.yml
@@ -5,7 +5,7 @@
startNode: start
targetNode: torch
category: construction-category-tools
- description: A torch fashioned from some wood.
+ description: A torch fashioned from some wood. Helpful for colonists trying to find the way back home.
icon: { sprite: Objects/Misc/torch.rsi, state: icon }
objectType: Item
diff --git a/Resources/Prototypes/Recipes/Construction/utilities.yml b/Resources/Prototypes/Recipes/Construction/utilities.yml
index 82c16de7b6a..031289725ee 100644
--- a/Resources/Prototypes/Recipes/Construction/utilities.yml
+++ b/Resources/Prototypes/Recipes/Construction/utilities.yml
@@ -6,7 +6,7 @@
startNode: start
targetNode: camera
category: construction-category-utilities
- description: "Surveillance camera. It's watching. Soon."
+ description: "Litrally 1984."
icon:
sprite: Structures/Wallmounts/camera.rsi
state: camera
@@ -35,7 +35,7 @@
startNode: start
targetNode: station_map
category: construction-category-structures
- description: A station map.
+ description: Helps clueless people find places.
icon:
sprite: Structures/Machines/station_map.rsi
state: station_map0
@@ -54,7 +54,7 @@
startNode: start
targetNode: apc
category: construction-category-utilities
- description: "Area Power Controller (APC). Controls power. In an area."
+ description: "Area Power Controller (APC). Controls power. In an area. (Dont overload it, it hurts its feelings)"
icon:
sprite: Structures/Power/apc.rsi
state: base
@@ -69,7 +69,7 @@
startNode: start
targetNode: solarpanel
category: construction-category-utilities
- description: "Can be turned into a solar panel or solar tracker."
+ description: "Can be turned into a solar panel or solar tracker. The owner has no idea how trackers work."
icon:
sprite: Structures/Power/Generation/solar_panel.rsi
state: solar_assembly
@@ -117,7 +117,7 @@
startNode: start
targetNode: generator
category: construction-category-utilities
- description: "A wallmount generator for compact spaces. Make sure to place cable underneath before building the wall."
+ description: "A wallmount generator for compact spaces. Make sure to place cable underneath before building the wall :P."
icon:
sprite: Structures/Power/Generation/wallmount_generator.rsi
state: panel