-Adds cucumbers as produce
-Adds a few new food dishes (mostly cucumber based and 1 Adhomian dish)
-Returns the randomly generated ingredients spawning in the fridge at
the start of shifts such as condiments, syrups, etc. to spawn in like
they did before the scarcity arc.
-Adds handheld icons to kitchen trays
-Fixed sugar-tree fruit not showing up properly
### What does this achieve?
This overhauls hydroponics to integrate atmospherics mechanics more
heavily, with the hope of establishing the foundations of much more
significant mechanical depth to what has been a very shallow job for a
very long time.
Currently, this is limited to the preferences and tolerances system -
hydroponics is now comprised of five 'reservoirs' of segmented portions
of the pipe system connected to trays, with a gas heater and cooler to
change temperature across the entire system, and you can cut off each
reservoir with valves to separate it from the rest and maintain its
current temperature.
Five tiers, each with a trait, have been implemented for the different
heat ideals of different plants. Plants from Adhomai and Moghes are the
most environmentally extreme, and cannot be grown outside of drastically
low and high temperatures respectively, limiting them to hydroponics
proper, whereas colder and warmer terrestrial plants can be grown at
room temperature but will grow much slower than if they were within
their preferences. **This means there will be plants that outright
cannot be grown in the garden.**
With this, hydroponics becomes an atmos puzzle. If you need to grow
nothing but mushrooms you'll probably send every tray cold, but if you
need a diversity of different temperature ranges you'll have to
fine-tune your setup and routine to have everything within their
preferences. Once you're done growing mushrooms off one reservoir, you
may turn the heat in it up so you can grow citrus, etc etc.
This also solves several bugs and makes a lot of QoL changes, the full
changelog will list everything.
<img width="608" height="320" alt="image"
src="https://github.com/user-attachments/assets/12e53224-d9be-4e69-9c48-6185d3303a14"
/>
<img width="384" height="608" alt="image"
src="https://github.com/user-attachments/assets/1a0c2b0c-8ad6-4f5c-b992-2e78035ab52d"
/>
<img width="640" height="512" alt="image"
src="https://github.com/user-attachments/assets/1cf837d1-3db5-440a-a465-071841febaea"
/>
### What about the mapping?
Atmos has been integrated into every hydroponics tray in the mapping
changes, rather than only on D1 like at present, to support the new
mechanics. I've moved as much stuff up to D2 as I could fit, in the
interest of getting players to the more visible and socially viable spot
rather than hiding in their basement. D1 is now exclusively intended as
a storage area, laboratory, and now has an expanded Hazardous Specimens
unit.
### To-do before review
- [x] Ensure that chefs can still do alien-specific menus without a
hydroponicist, now that they can't necessarily grow their stuff in the
garden - loadout produce box, maybe?
- [x] Remap xenobotany
- [x] Review whether every alien crop can still grow on its respective
in-game exoplanet - Adhomai might be okay? (Adhomai is essentially fine,
Moghes will need work before we go back into the sector)
- [x] Make sure the yield_mod interactions aren't explosive.
### Known issues
1. Yes, the examine on hydroponics trays is huge. In the long-term, IMO
this should probably be a TGUI.
2. The TGUI on seed storage units is clunky, this is also on the to-do
list for the future.
3. The logic for calculating growth is bad, it's very RNG-skewed.
Another thing for later.
4. Atmos mechanics like these can be pretty opaque to players, so this
will certainly require a wiki update shortly after merge describing
exactly what steps you should take to operate the new atmos equipment.
Removes the fruits from taking up valuable space in the produce boxes.
Pastries and cakes are pretty much a luxury item for the most part - and
it isn't too hard to grow them in the minor amounts that they're
actually needed in recipes.
Moves rice from the produce box to just normal-ass bags beside flour.
They're basically as important as flour at this point.
-Adds 8 new food dishes, among them 6 Asian/Konyanger from cuisine (Moss
burger, moss big bite burger, sweet chili chicken, crimson lime,
vegetable eggrolls, and meat eggrolls) and 2 other dishes (dodo ikire
and mozzarella sticks)
-Adds sweet chili sauce
-Adds Macarons to the custom foods you can make with the oven
-Waffles and fries now visually change based on specific syrups or
condiments you pour onto them much like pancakes already do.
-Removed the aspect of batter that makes people nauseous after consuming
it because it was breaking a lot of fried foods.
-Rearranges a bit of code so things are in the right category
-Makes produce boxes more likely to have onions and garlic in them since
there are a lot of recipes that require them.
(NOTE: If/when giving feedback please keep in mind my knowledge of code
is very limited, I may not know some terms you refer to, and some of the
code for more advanced mechanics has been copied and edited from other,
pre-existing bits in the code.)
---------
Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
* so many theengs!
* Let's commit!
because I haven't in a while!
* final commit fo rnow
* added changelog
* Update TOMIXCOMICS-PR.yml
* ugh
i should've known it was a jinx to refer to a commit as 'final'. bleh.
* added new ramen dish to the ramen vending machine in PV
meant to do that before submitting but had issues with it.