This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
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Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
The appearance editor can now change organs and limbs into
prosthetic/nymph/amputated versions.
As ghostroles can now edit their own limbs, the Tarwa Conglomerate
ghostroles no longer have random nymph limbs.
Height and speech bubbles no longer need the user to be able to change
their species to modify them
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Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
All knives (including the trench knife, which was previously a sword, and now has lost its ridiculously low chance to parry) have been moved to the knife datum, which are defined by their ability to eyestab, and be concealed in boots. The butcher's cleaver and the meat hook are no longer considered knives - the cleaver is now a hatchet, and the hook is a regular weapon.
The tactical knife has been buffed, and deals 18 damage, to be superior/equivalent in power to the steel bat, considering that it's an illegal/hidden item.