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Added a new gas type: fungicide.
Added three tiers of fungicide grenades.
Added a fungicide-emitting vent.
Added a new heavy weapon: fungicide pump (acid-powered).
Items you tinker up no longer start with liquids inside.
Energy cells no longer work when broken or rusted.
You can no longer start non-telepathic conversations with creatures who are engaged in melee combat.
You can no longer telepathically trade with creatures who are engaged in melee combat.
Fixed a bug that caused trade goods such as metal nuggets to start fluctuating in price.
Fixed typos in Charge text, psychic glimmer description, and arcwyrk description.
[modding] The element's Blueprint property now supports population targets using the prefix ':'. For example, spawns a gun appropriate to the tier of the wielder's zone.
[modding] The explicit alternative ('#') syntax for the element's Blueprint property now supports meta-specifications. For example, spawns either a musket, an item from the Guns 2 population table, or a zone-appropriate dynamic gun.
[modding] The EnergyCellSocket part's SlottedType property now supports the same meta-specifications as the 's Blueprint. Its default is "#Chem Cell,Chem Cell,:DynamicObjectsTable:EnergyCells:Tier{zonetier}".
[modding] The SolarCell part now supports the ChargeRate property (the amount of charge generated per turn in the sun, defaults to 10).
[modding] Added a new part, EquipChargeCell, with properties ChargeRate (the amount of charge the part restores its parent energy cell per turn the cell is equipped) and WorksWhenHeld (whether the charging behavior functions when the cell is equipped as a weapon, defaults to true).
[modding] Added a new part, LiquidFueledEnergyCell, which converts a liquid from its parent object's LiquidVolume part into charge, using up the liquid as it goes. Its properties are SlotType (same as EnergyCell, defaults to "EnergyCell"), LiquidID (the liquid used, same as LiquidAmmoLoader) and ChargePerDram (the amount of charge extracted from one dram of the liquid).
[modding] Added a newpart, LiquidFueledPowerPlant, which works similarly to EnergyCellSocket, handling TestCharge and UseCharge events. It's powered by its parent object's LiquidVolume part, using up the liquid as it goes. Its properties are LiquidID (the liquid used, same as LiquidFueledPowerCell and LiquidAmmoLoader), ChargePerDram (the amount of charge extracted from one dram of the liquid), and IsEMPSensitive (whether EMPs disable the powerplant, defaults to false).
[modding] The MechanicalWings part no longer uses ChargeUse to determine if EMP affects its parent object. That responsibility now falls to the power supply system.