Changes to Syndicate Beacon
Created by: dylanstrategie
- Singularity beacon is now named singularity beacon. We're not Bay, everyone knows what that beacon does
- When activated, the singularity beacon now glows red. This means the singularity beacon will be obvious even in dark places or in a 1x1 wall-in (Protip : Try any fire closet and put it in the middle)
- The Singularity Beacon now has a battery. It is a hyper battery with 30k W charge that is intended to last one minute. The Singularity Beacon will fall back to this battery if it has no cable to drain power from. The battery can charge from the powernet if there's excess power (much like APCs, except that it will drain all the excess power it needs in one go)
- The Singularity Beacon uses 1000 watts (down from 1500 and no longer hardcoded). It also now uses said power, physically
- The Singularity Beacon now uses a wrench for anchoring and no longer requires a cable. If there is an exposed cable under the beacon, you will run it through the device on first interaction (all further interactions will toggle the device)
- Snazzy examine proc, visible messages
Discussions go below. This has seen testing to make sure everything works properly, scrutiny is welcome