tips-dataset-133 = Monkeys and kobolds have a rare chance to be sentient. Ook!
tips-dataset-134 = You can tell if an area with firelocks up is spaced by looking to see if the firelocks have lights beside them.
tips-dataset-135 = Instead of picking it up, you can alt-click food to eat it. This also works for mice and other creatures without hands.
+tips-dataset-136 = If you're trapped behind an electrified door, disable the APC or throw your ID at the door to avoid getting shocked!
+tips-dataset-137 = If the AI electrifies a door and you have insulated gloves, snip and mend the power wire to reset their electrification!
shader: unshaded
- state: panel_open
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: ["enum.ElectrifiedLayers.HUD"]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: ["enum.ElectrifiedLayers.Sparks"]
- type: AnimationPlayer
- type: Physics
- type: Fixtures
- type: NavMapDoor
- type: DoorBolt
- type: Appearance
+ - type: GenericVisualizer
+ visuals:
+ enum.ElectrifiedVisuals.ShowSparks:
+ enum.ElectrifiedLayers.Sparks:
+ True: { visible: True }
+ False: { visible: False }
- type: WiresVisuals
- type: ElectrocutionHUDVisuals
- type: ApcPowerReceiver
shader: unshaded
- state: panel_open
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: ["enum.ElectrifiedLayers.HUD"]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: ["enum.ElectrifiedLayers.Sparks"]
- type: AnimationPlayer
- type: Physics
- type: Fixtures
- type: AccessReader
containerAccessProvider: board
- type: Appearance
+ - type: GenericVisualizer
+ visuals:
+ enum.ElectrifiedVisuals.ShowSparks:
+ enum.ElectrifiedLayers.Sparks:
+ True: { visible: True }
+ False: { visible: False }
- type: WiresVisuals
- type: ElectrocutionHUDVisuals
- type: ApcPowerReceiver
map: ["enum.DoorVisualLayers.BaseEmergencyAccess"]
- state: panel_open
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: ["enum.ElectrifiedLayers.HUD"]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: ["enum.ElectrifiedLayers.Sparks"]
- type: AnimationPlayer
- type: ApcPowerReceiver
- type: ExtensionCableReceiver
enum.WiresUiKey.Key:
type: WiresBoundUserInterface
- type: Appearance
+ - type: GenericVisualizer
+ visuals:
+ enum.ElectrifiedVisuals.ShowSparks:
+ enum.ElectrifiedLayers.Sparks:
+ True: { visible: True }
+ False: { visible: False }
- type: WiresVisuals
- type: ElectrocutionHUDVisuals
- type: Airtight
- state: panel_open
map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
visible: false
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: [ "enum.ElectrifiedLayers.HUD" ]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: [ "enum.ElectrifiedLayers.Sparks" ]
- type: Damageable
damageModifierSet: RGlass
- type: Destructible
- state: panel_open
map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
visible: false
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: [ "enum.ElectrifiedLayers.HUD" ]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: [ "enum.ElectrifiedLayers.Sparks" ]
- type: Destructible
thresholds:
- trigger:
- state: panel_open
map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
visible: false
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
- map: ["enum.ElectrifiedLayers.HUD"]
+ map: [ "enum.ElectrifiedLayers.HUD" ]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: [ "enum.ElectrifiedLayers.Sparks" ]
- type: Destructible
thresholds:
- trigger:
- state: panel_open
map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
visible: false
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: [ "enum.ElectrifiedLayers.HUD" ]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: [ "enum.ElectrifiedLayers.Sparks" ]
- type: Destructible
thresholds:
- trigger:
- state: panel_open
map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
visible: false
- - state: electrified
+ - state: electrified_ai
sprite: Interface/Misc/ai_hud.rsi
shader: unshaded
visible: false
map: [ "enum.ElectrifiedLayers.HUD" ]
+ - state: electrified
+ sprite: Effects/electricity.rsi
+ shader: unshaded
+ visible: false
+ map: [ "enum.ElectrifiedLayers.Sparks" ]
- type: Destructible
thresholds:
- trigger: