cmss13-devs / cmss13-devs/cmss13

Sticky-Napalm not working

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Bug
Dominant language
DM
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Forks
940
Avg merge
5d 16h
Merged PRs (30d)
61

Description

## Testmerges
#7703: 'Hivelord Strain: Designer [Ver. 0.9]' by Venuska1117 at commit 716057dd1f
#7023: 'Research Rework Part Two: The Contract System.' by kiVts at commit dd2764717f
#8876: 'make mag harnesses always prefer the slot it usually snaps to, ports sticky slots from tgmc' by jupyterkat at commit 6938352314
#7242: 'WIP Yautja Clan TGUI Menu' by realforest2001 at commit ba93dc064c
#9040: 'New In_hands and On_mobs (IDs, Backpacks, Belts, Swords and Knives)' by LC4492 at commit 9b891563ab

## Round ID
27793

## Description of the bug
sticky napalm is inert, not igniting in demolitions simulator or in game, also it shows no explosive power when using the demolitions scanner. Also you can't fill incinerator tanks with it.

## What's the difference with what should have happened?
It should ignite and be able to fill incinerator tanks

## How do we reproduce this bug?
Make sticky napalm
Check demolitions scanner or something/ test sticky napalm ignition

## Attached logs
```
N/A
```

## Additional details
- Author: Loryi
- Admin: Detective Google
- Note: unable to recreate the issue with admin tools, research rework testmerged.

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