generated from krampus/template-godot4
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@ -137,7 +137,7 @@
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- [x] tank terminal
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- [x] tank terminal
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- [x] tank animations
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- [x] tank animations
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- [ ] control console & launch button
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- [ ] control console & launch button
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- [ ] door
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- [x] door
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- [ ] counters
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- [ ] counters
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- [ ] coffee machine
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- [ ] coffee machine
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- [ ] [[airlock]] props:
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- [ ] [[airlock]] props:
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@ -166,7 +166,7 @@
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- [ ] regular desk (0.7x1.2x4.0)
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- [ ] regular desk (0.7x1.2x4.0)
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- [ ] wraparound desk
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- [ ] wraparound desk
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- [ ] etc
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- [ ] etc
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- [ ] Make sofa cushions separate physics objects
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- [x] Make sofa cushions separate physics objects
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- [x] Object hold UX
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- [x] Object hold UX
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- [x] holdable object HUD icon
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- [x] holdable object HUD icon
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- [ ] highlight holdable objects?
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- [ ] highlight holdable objects?
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@ -1,3 +1,7 @@
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---
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tags:
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- mechanics
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---
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Does nothing on its own, but increases the [[grunk alert]] when activated by a connected component like a [[tripwire]] or [[listener]].
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Does nothing on its own, but increases the [[grunk alert]] when activated by a connected component like a [[tripwire]] or [[listener]].
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Will activate if the player tries to remove with the spray beam. Can be safely deactivated & harvested with the [[toothbrush]].
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Will activate if the player tries to remove with the spray beam. Can be safely deactivated & harvested with the [[toothbrush]].
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@ -5,5 +9,3 @@ Will activate if the player tries to remove with the spray beam. Can be safely d
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Will be triggered automatically if it stops getting a pulse signal from a [[heart]]. If it doesn't get a pulse in the first place, it won't trigger. Therefore we can make puzzles without pulses by simply not including a [[heart]] in the network.
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Will be triggered automatically if it stops getting a pulse signal from a [[heart]]. If it doesn't get a pulse in the first place, it won't trigger. Therefore we can make puzzles without pulses by simply not including a [[heart]] in the network.
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For flavor, maybe screeches or something when activated?
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For flavor, maybe screeches or something when activated?
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tags: #mechanics
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@ -1,3 +1,8 @@
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---
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tags:
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- lore
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- mechanics
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---
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A little fucking ghoulie!!!
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A little fucking ghoulie!!!
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Summoned when the [[grunk alert]] maxes out. Hunts down the player and grunkifies 'em.
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Summoned when the [[grunk alert]] maxes out. Hunts down the player and grunkifies 'em.
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@ -26,5 +31,3 @@ Unavoidable death. Show cutscene with player grabbed by beast.
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The player can reset the alert level to 2 by returning to the safe zone.
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The player can reset the alert level to 2 by returning to the safe zone.
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tags: #mechanics #lore
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@ -1,3 +1,5 @@
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---
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tags:
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- mechanics
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---
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Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
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Dead-man switch. Emits a pulse every few seconds which travels through the relay network to alarms. If an alarm stops receiving a pulse, it triggers automatically.
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tags: #mechanics
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@ -1,3 +1,7 @@
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---
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tags:
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- mechanics
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---
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Triggers a connected [[alarm]] when the player makes noise nearby. Noises include:
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Triggers a connected [[alarm]] when the player makes noise nearby. Noises include:
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- Jumping
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- Jumping
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- Firing the spray beam
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- Firing the spray beam
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@ -5,6 +9,3 @@ Triggers a connected [[alarm]] when the player makes noise nearby. Noises includ
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- #maybe using the MP3 player, just for fun
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- #maybe using the MP3 player, just for fun
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Grunk can be cleared silently with the [[toothbrush]].
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Grunk can be cleared silently with the [[toothbrush]].
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tags: #mechanics
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@ -1,5 +1,8 @@
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---
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tags:
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- mechanics
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- maybe
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---
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the lookerrrrrrrr
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the lookerrrrrrrr
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A camera basically. If it sees the player it will trigger a connected [[alarm]].
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A camera basically. If it sees the player it will trigger a connected [[alarm]].
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tags: #mechanics
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@ -1,3 +1,7 @@
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---
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tags:
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- mechanics
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---
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Mechanical devices which can be used to control various things, e.g. bulkheads. Disabled when covered in grunk.
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Mechanical devices which can be used to control various things, e.g. bulkheads. Disabled when covered in grunk.
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Associated with [[color_palette]]:
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Associated with [[color_palette]]:
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@ -5,5 +9,3 @@ Associated with [[color_palette]]:
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- Mechanisms which have been cleaned off should glow SUCCESS GREEN.
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- Mechanisms which have been cleaned off should glow SUCCESS GREEN.
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- Should make a distinct sound upon becoming clean enough to use.
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- Should make a distinct sound upon becoming clean enough to use.
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- Mechanisms which are disabled after a one-time use should not glow with any color.
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- Mechanisms which are disabled after a one-time use should not glow with any color.
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tags: #mechanics
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@ -1,5 +1,7 @@
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---
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tags:
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- mechanics
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---
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Rebroadcasts trigger and pulse signals. The backbone "connection" of grunk component networks.
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Rebroadcasts trigger and pulse signals. The backbone "connection" of grunk component networks.
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Visually these should light up when passing along a signal, with red to indicate trigger signals & cyan to indicate pulse.
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Visually these should light up when passing along a signal, with red to indicate trigger signals & cyan to indicate pulse.
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tags: #mechanics
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@ -1,5 +1,7 @@
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---
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tags:
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- mechanics
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---
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You can illuminate dark areas by cleaning grunk off of light fixtures!
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You can illuminate dark areas by cleaning grunk off of light fixtures!
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This is indicated to the player with a brighter "glowing" grunk material.
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This is indicated to the player with a brighter "glowing" grunk material.
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tags: #mechanics
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@ -1,3 +1,5 @@
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---
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tags:
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- equipment
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---
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Power-washer for removing [[grunk]].
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Power-washer for removing [[grunk]].
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tags: #equipment
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@ -1,3 +1,7 @@
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---
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tags:
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- equipment
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---
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Removes a very small amount of grunk, _very slowly_. Comically inferior to the spray beam.
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Removes a very small amount of grunk, _very slowly_. Comically inferior to the spray beam.
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Advantages over the beam:
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Advantages over the beam:
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@ -5,5 +9,3 @@ Advantages over the beam:
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- Does not trigger [[alarm]]
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- Does not trigger [[alarm]]
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#lore: officially the _Advanced Grunk Reticulation System_
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#lore: officially the _Advanced Grunk Reticulation System_
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tags: #equipment
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@ -1,3 +1,5 @@
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---
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tags:
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- mechanics
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---
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The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
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The most basic grunk mechanic. Emits a trigger signal when destroyed, setting off any connected [alarms](alarm).
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tags: #mechanics
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@ -1,3 +1,6 @@
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---
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tags:
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- mechanics
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- maybe
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---
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Triggers a connected [[alarm]] when touched or stepped on by the player.
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Triggers a connected [[alarm]] when touched or stepped on by the player.
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tags: #mechanics
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