* Mitigates research recycling exploits by minimizing what can be recycled
* Moves the research design check into a new unit test
* Adds unit test for stack material recipes costs and fixes these costs
* Instead of changing recipes the resulting materials are worth less
* Crap fix
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
This shit is just full of issues that keep popping up and frankly I can't be fucked to deal with them.
Note: I'll probably do the same thing again but very simplified later on. This iteration is a mistake in how much of a mess it is, unfortunately.
Now this might actually be the last of the ports before I actually code things I swear.
Ports Baystation12/Baystation12#25773 and adds sprinting by holding the shift key, also adding the option to add more movement intents for species with their own slowdown etc etc.
You can now destroy girders and walls with powerful items. It might take some time, though, and you'll probably be better off deconstructing it unless your weapon is strong.
Two-handed weapons no longer have that awkward Wielded sticking in front of the name when you wield them.
Girders now report their damage status on examine.
-adds the harpoon gun, to the merchant list and as a raider weapon
-adds the foldable shotgun, to merchant list and as a raider weapon
-adds a new sprite and firing sound for the silenced pistol, giving it to the dpra consular as well
-makes harpoons better as a throwing weapon
-tweaks some guns' names
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets
also some more stupid drop sounds
Improved sword parry sounds.
I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.
Additionally, it also adds a var that sets whether the material item uses its material name or not.
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.