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Woah! Nice Clock(work tools)! #6068
Woah! Nice Clock(work tools)! #6068
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please make macros for the <span>s
They have been made -- however, I have no clue how you call them in the middle of a description, nor as an entire description for a tool. |
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You can use the update_desc() proc (it allows you to use Runtime assignment to desc),
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you generally don't want a space between the = and class and ', because that space is hard to read + gets sent verbatim so that's 2 characters of wasted space, but, yea, good enough for corporate :D
About The Pull Request
While Clockwork content is currently still InDev™, this doesn't mean we can't add a few crumbs from them early. This adds a new loot pool, new tools, and a new crafting recipe.
Clockwork tools: Equal in power (stronger in the welder's case) to the Alien Versions, with different use sounds, and a description for each. In addition: The clockwork multitool has wirevision, equal to the alien multi, and thus, the code has been changed accordingly.
The Replica Clockwork Welder: Looks like the real clockwork welder, but has half the capacity, and .4 use speed, with no eye protection. It regenerates on its own, though, and requires an experimental welder to make. A nice minor upgrade, and not a complete hazard to use.
Why It's Good For The Game
These things were bound to make it into the game one way or another, so why not get that small piece of the bandaid done and over with. We can corrupt them later when Clockwork Content shifts from InDev, to something more tangible.
Changelog
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add: Adds clockwork tools, replica clockwork welders, and the clockwork tool spawning pool. Currently, it's hooked up to the rouge miner generation so they can appear in game, at prob(1)
/:cl: