Adds some Fish Content (#88213)

## About The Pull Request

Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.

Aquatic mobs can be hooked by fishing rods, even without a jawed fishing
hook installed.

The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.

You can check for a fish's pulse with a stethoscope, which will tell you
its status even without fishing skill.

Refined fish health status checks to be more precise.

Added 'Fishy' Reagent, a version of strange reagent that only works for
fish or aquatic biotype mobs. It's made with omnizine, saltwater, and
carpotoxin or tetrodotoxin.

Added a lifish chemical reaction that creates fish.
## Why It's Good For The Game

Fish content fish content fish content

> Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.

We were really missing this one by now.

> Aquatic mobs can be hooked by fishing rods, even without a jawed
fishing hook installed.

> The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.

I want to reel in fish people. This is going to be hilarious.

> You can check for a fish's pulse with a stethoscope, which will tell
you its status even without fishing skill.

Fish doctor content - also lets you see the exact status of a fish's
health even if you haven't interacted w/ fishing that shift.

> Added 'Fishy' Reagent, a version of strange reagent that only works
for fish or aquatic biotype mobs. It's made with omnizine, saltwater,
and carpotoxin or tetrodotoxin.

A somewhat easier to get version of strange reagent, purely for fish, as
they die very easily and the road to making SR is a large diversion. I
might add this to cargo, maybe?

> Added a lifish chemical reaction that creates fish.

Fish. fish fish fish fish fish.

@Ghommie 
## Changelog
🆑
add: Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.
add: Aquatic mobs can be hooked by fishing rods, even without a jawed
fishing hook installed.
add: The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.
add: You can check for a fish's pulse with a stethoscope, which will
tell you its status even without fishing skill.
qol: Refined fish health status checks to be more precise.
add: Added 'Fishy' Reagent, a version of strange reagent that only works
for fish or aquatic biotype mobs. It's made with omnizine, saltwater,
and carpotoxin or tetrodotoxin.
add: Added a lifish chemical reaction that creates fish.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
carlarctg
2024-11-28 20:42:04 -03:00
committed by GitHub
parent a9fe2fe29d
commit fe7c8e1fde
20 changed files with 166 additions and 30 deletions
@@ -12,7 +12,7 @@
density = FALSE
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
mob_size = MOB_SIZE_TINY
mob_biotypes = MOB_ORGANIC | MOB_BEAST
mob_biotypes = MOB_ORGANIC|MOB_BEAST|MOB_AQUATIC
gold_core_spawnable = FRIENDLY_SPAWN
response_help_continuous = "pets"
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "frog"
icon_living = "frog"
icon_dead = "frog_dead"
mob_biotypes = MOB_ORGANIC|MOB_BEAST
mob_biotypes = MOB_ORGANIC|MOB_BEAST|MOB_AQUATIC
verb_say = "ribbits"
verb_ask = "ribbits inquisitively"
verb_exclaim = "croaks"