this resprites some weapons,
namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
Depends on #6743
Adds Lance fatigues, male and female dresses to the game.
Select equipment verb additions:
Adds Lancer
Adds Lance Medic
Adds Lance Engineer
Adds Lance Operative
Misc changes:
Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon
Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.
Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
Adds new flavors of LiquidFood rations based on a list and adjusts the mix to not be overpoweringly chalky. Adding new flavors should be easy, and perhaps could be done for preferred flavors of each species (though note it is all nutriment so Unathi are unaffected). Also sets up a framework for adding flavored variants of other foodstuffs. This should not affect anything other than LiquidFood rations at the moment.
The comments were mostly so I wouldn't get lost, but I just decided to leave them. I screw up something if I don't leave notes.
Some images:
https://puu.sh/Dtjih/9a1d480c33.pnghttps://puu.sh/DtjbU/ee689aceb2.png
Adds dyn, a Skrellian herb. Renowned as a medicine, its juice has mild anti-toxin properties identical to how powerful tea was before Burger nerfed it; lower than tea because Arrow considered old tea to be too OP, and any beverages made from it do too. Seeds are available both in the garden and hydroponics, and the plant may occasionally contain actual dylovene in it.
The new drinks are the raw juice of the herb, a tea (1 juice to 4 water), and an icy/fizzy iced tea thing (1 juice to 2 ice to 2 soda water). The last comes as a soda can in the vendor, and a carton of juice is available at the bartender's boozemat.
This is the first in a series of PRs expanding upon skrellian cuisine/drinks.
This pr adds toothpaste tubes and toothbrushes, you can get them in the loadout and the surface bathroom. Toothpaste works like alcohol to vaurca. A couple of vaurcan drink recipes are also added at the request of their lore writer.
-Adds an aspergillum, which will hold up to 10u of liquids, such as holy water, and spray out out to adjacent squares, such as those occupied by filthy vampires. It also makes a pretty jingle sound when you do so. The sprite was provided by Dronz.
-Removes the buggy null item box, and replaces it with obsidian shards that can be reassembled at will to whatever null item shape you crave.
-Null items can now be mounted on poncho backs
-Some backend updates to spraybottle code that will let you change the sound effect of a spray-object if someone makes one in the future.
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
Prevents this: https://puu.sh/CwRrc/f4d0cbd55d.png
Also slightly expands how much writing you can put on a beaker. As someone that often works with beakers, flasks, and vials, you'd be amazed the amount of information you can shove on even an Eppendorf tube.
Allows chefs to make "steamed crab legs" which is just plain tasty.
Crabs drop crab legs when butchered (testing shows they drop 3 from the gibber).
10u water, 1 spread, 1u salt, 1 crab legs makes steamed crab legs
I made a box of 5 crab legs (in a similar fashion to the clams) that are meant to be orderable from cargo. Crabs aren't exactly common on Aurora, after all.
Sprites for the legs and the dish are thanks to Meowy with minor photoshop editing from myself.
Remapped Chemistry a bit to include more missing equipment, as well as to make it more spacious and less compact. AutoInhalers and autoinjectors were added to the chemistry locker. Most of stuff found in chemistry was added to the chemistry locker for space reasons. Medical belts can now store inhalers and inhaler cartridges. Same with the smartfridge.
Because I'm an idiot I realised that phoron salt bombs are actually impossible because water turns to ice when frozen, and you need frozen water in order to make a working bomb.
I also fixed a few bugs regarding cryo/pyro mixes in reagents. It only took me 5 hours to figure out.
I also made Phoron Salts containers spawn with a stable temperature so admins don't blow up when they mess around with it.
I adjusted the explosion size of phoron salts so that absolute best case scenario, you can make a bomb that has the destructive radius of a screen.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
Makes pumpkins have 'pumpkin pulp' inside of them (a child of nutriment), which can be used with space spice to make pumpkin spice.
This can be used for several drinks, along with the new pumpkin pie recipe, that no longer requires a whole pumpkin be shoved in the oven.
Additionally, added a temporary limited edition seasonal drink and donuts to the vending machines. It's Autumnlicious™!
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.