Commit Graph
42 Commits
Author SHA1 Message Date
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
dieandGitHub bb91185a3a Kitchen soundpack (#93495)
## About The Pull Request


https://github.com/user-attachments/assets/f35be993-66b2-448f-953b-4b2ec9a7b8f6
## Changelog
🆑
sound: added more sounds for knives
sound: added more sounds for pots
sound: added more sounds for trays
sound: added more sounds for cutlery
sound: added more sounds for rolling pins
/🆑
2025-10-19 17:52:44 +02:00
FalloutFalconandGitHub d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
GhomandGitHub 4975174928 [NO GBP] Adds unit test checks for materials and processable comp & co. (#92194) 2025-07-30 13:17:12 +02:00
GhomandGitHub 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
GhomandGitHub 32de880995 Fixing two (three?) issues related to fishing. (#90740)
## About The Pull Request
Updating the code, fixing a couple issues steeming from fishing.

## Why It's Good For The Game
This should fix #90594 (I think?!), fix #90712 and fix #88514.

## Changelog

🆑
fix: Fixed moonfish eggs appearing like huge errors inside aquariums.
fix: Fixed starfish suicide sometimes not deleting you.
/🆑
2025-04-23 20:38:58 +01:00
GhomandGitHub d1a291e3bc Fixes aquarium fish overlays (#90009)
## About The Pull Request
I don't know if it's 516 or some of the latter updates 515 (EDIT:
definitely 516), but fish visual overlays are now rendered under other
overlays composing the aquarium when past a certain pixel offset, since
they are using the pixel x/y vars to do it. All we have to do is to
change it to pixel w/z

## Why It's Good For The Game
Small layering issue.

## Changelog

🆑
fix: fixed a small rendering issue with fishes inside an aquarium.
/🆑
2025-03-18 17:52:01 -04:00
GhomandGitHub 7c703fc712 Food types are now passed down when cooking from recipes. (#89706)
## About The Pull Request
~~I have some beef with the cooking system.~~

Cooking recipes are coded in a way that disregard the possibility for
their components to have different foodtype flags than the ones you
would find normally find.
For example, if I wanted to make corned beef, but instead of a standard
steak, I used a killer tomato "steak", the result would still have the
meat food type, even if none of the components has it.

I've had to resort to a few hacky lines of code to manipulate the food
types from the edible component, but that can be easily fixed if #89687
is merged.

## Why It's Good For The Game
This also makes cooking recipes less strict about their food types and
can help us spot inconsistencies with recipes.

## Changelog

🆑
qol: Food types are now passed down when cooking from recipes. For
example, a plate of corned "beef" made from giant killer tomato slabs no
longer counts as meat but only vegetables now.
fix: Fixed a metric ton of inconsistencies with food types and recipes.
fix: Dank-pockets (the weed variant) can now be microwaved.
/🆑
2025-03-13 20:06:35 +01:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
GhomandGitHub 7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00
jimmylandGitHub 2eb553576a meatlovers flatbread no longer tastes raw (#87853)
## About The Pull Request

fixes #87844
2024-11-13 12:30:29 -06:00
GhomandGitHub e5472d9be4 Fishing bluespace capsules (#87639)
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.

Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.

As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.

Also they don't knock you back when expanding.

Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

![immagine](https://github.com/user-attachments/assets/6bbcddfb-ff1c-4e96-834a-2129cadbb31f)


## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".

## Changelog

🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
2024-11-11 08:01:09 +13:00
klorpaandGitHub d2c7806047 Spelling and Grammar Fixes (#85992)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-21 17:07:02 +12:00
r3dj4ck0424andGitHub 809dad7478 Adds bowls to a lot of recipes (#85573)
## About The Pull Request
<details>
<summary> Causes the following foods to drop a bowl when eaten
</summary>
Fried Eggplant Polenta <br>
Hua Mulan Congee <br>
Herby Cheese <br>
Pineapple Salsa <br>
Chips and Salsa <br>
Beef Stroganoff <br>
Sambal <br>
Desert snail cocleas
</details>

<details>
<summary> Adds a bowl to the following recipes </summary>
Desert snail cocleas <br>
Sambal <br>
Hurricane Fried Rice <br>
Ikareis <br>
Hawaiian Fried Rice <br>
Ketchup Fried Rice <br>
Mediterranean Fried Rice <br>
Egg Fried Rice <br>
Bibimbap <br>
Bulgogi Noodles <br>
Yakisoba Katsu <br>
Martian Fried Noodles <br>
Simple Fried Noodles <br>
Setagaya Curry <br>
Po Kok Gai <br>
Galinha De Cabidela <br>
Katsu Curry <br>
Beef Bowl <br>
Salt Chilli Octopus Bowl <br>
Kansai Bowl <br>
Eigamudo Curry <br>
Pineapple Foster <br>
Sprout Bowl <br>
Beef Stroganoff <br>
Chips and Salsa <br>
Pineapple Salsa <br>
Herby Cheese <br>
Hua Mulan Congee <br>
Fried Eggplant Polenta
</details>

Causes Loaded poms-franzisks to drop a plate when eaten, and adds a
plate to the recipe

## Why It's Good For The Game

Closes #85509 
There's a whole bunch of recipes that have bowls in their sprites, and
many of them drop bowls when eaten. (Quite a few of them have the
"salad" recipe type, which drops a bowl by default.) But this was very
inconsistent. Some bowl-sprited foodstuffs neither dropped or needed
bowls, and some of them dropped bowls without requiring them in the
crafting. This PR should help make things a lot more consistent, and
until and unless someone redoes the sprites this should be a good enough
solution.
(I also added a plate to the loaded poms-frazinsks for roughly the same
reason.)
Since this also stops the crewmates from conjuring bowls out of thin
air, this should make bowls a bigger seller in the dinnerware vendor.

## Changelog
🆑
fix: In light of recent allegations of wizardry among the kitchen staff,
our cooks will now need bowls when crafting food that comes in bowls.
This should also stop said bowls from vanishing once the food is gone.
/🆑
2024-08-14 13:35:50 +02:00
GhomandGitHub 88bdabe53b Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
2024-03-05 18:19:39 -07:00
xXPawnStarrXxandGitHub 512f767643 Fixes custom pizzas magically generating dairy products and vegetables. (#81683)
## About The Pull Request
This fix is for pizzabreads being made into a custom pizza that
magically become dairy and vegetable based foods, even if you added
neither.
## Why It's Good For The Game
People with dairy allergies and those that may not like vegetables, I
guess?

(This one has vegetables, 'cause I added tofu)

![image](https://github.com/tgstation/tgstation/assets/53197594/20624972-6cf8-42b5-be6a-06ba123e5aee)

## Changelog
🆑
fix: makes custom pizzas dairy and vegetable free, unless you choose to
add them.
/🆑
2024-03-02 03:02:56 +01:00
053729a0a1 Lizard food: adds burger variants and a few extras (#80424)
## About The Pull Request
This PR is inspired by [SS13
TV](https://youtu.be/gVXki-1uBLY?si=l9QZyVFW1CyzIEL_&t=73) [The best
show on air.](https://youtu.be/gVXki-1uBLY?si=hrQ8NADTu0WwmH7n&t=223)
I wanted to help port the great human cuisine over to be something
lizards could comprehend.
I'm intending to add: 7 Burger variants (Rat, Plain, Chicken, Fish,
Sssloppy Moe, Rib and RootGuffin)

![image](https://github.com/tgstation/tgstation/assets/53197594/d341afac-7996-4eaa-a03d-f667875f82eb)
I also am adding two extra foods: Korta Wellington and
[Meatsicles.](https://media.tenor.com/CGDqgg8bb9AAAAAC/meat-popsicle-5th-element.gif)

![image](https://github.com/tgstation/tgstation/assets/53197594/8df66861-f2c5-4477-b37e-416bc8e7ebf8)
I'm not done yet! For human chefs, rejoice! I'm adding a way to make
vinegar from grape juice and enzyme (removing the wine recipe because
that just becomes grappa instantly.) and the ability to 'fold' your
pickle jars back into beakers to let you recycle the jar to make more
pickles without having to trek to the nearby lathe or autolathe.

Updated meatsicles. 

![image](https://github.com/tgstation/tgstation/assets/53197594/52e042e8-dab1-4af1-90bb-84812975aa4c)

## Why It's Good For The Game
More food for lizards means a chef doesn't need to harass botany for
more and more plants just to satisfy the growing lizard population. You
can feed humans the same burgers they love without aggression from the
~~subhumans~~ lizardfolk who are hungry too.
Vinegar is now craftable, which means if your grapes and enzyme is of
high enough quality, it'll not impact your food quality. However, that
requires a competant botanist and more work. You can choose between
cargo or saving like 20cr for your work.
Not being able to just refill an empty jar didn't make any sense to me,
I've made pickles IRL and have never encountered that.
## Changelog
🆑
add: Added new lizard variants of existing foods for equality of
edibility.
qol: made pickle jars reusable and vinegar craftable.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-01-01 18:20:31 +01:00
xXPawnStarrXxandGitHub 40af092fa7 Pies/rootwiches (#79111)
## About The Pull Request
This PR has a few simple aims; 2 new rootbread sandwiches, slicable
versions of most pies and a new rootbread crafting method.
Sliceable pies added:
-Cherry
-Apple
-Frosty
-Meat
-Tofu
-Xenomeat

Sammiches: Peanut butter & jelly and peanutbutter & banana.



![image](https://github.com/tgstation/tgstation/assets/53197594/e37ce7c8-c726-47ca-b5c5-bc7040f4ca68)

![image](https://github.com/tgstation/tgstation/assets/53197594/769e534a-31ab-4fc3-b44d-e7b82c7a80a5)
## Why It's Good For The Game
Lizard food has been around for a while; if it's ever made it's usually
the same handful of easy dishes repeated and recycled. Why can't a
lizard enjoy a good sandwich? Even the most subhuman crewmembers deserve
a treat every once in a while!
Sliceable pies are good; because watching someone eat an ENTIRE pie to
themselves is insulting and justifies the chef leaping over the counter
and feeding them their own entrails!

EDIT: I forgot to mention in my first pass why the rootdough alternative
was good; I noticed that in cakebatter you are able to replace eggs with
soymilk, to allow an alternate way of making it. I repeated this trend
of replacing eggs with soymilk as it's a replacement for eggs and is
also lizard safe.
## Changelog
🆑
add: Most pies can now be sliced rather than being consumed whole.
add: Rootdough can be crafted using soy milk in place of eggs.
add: Two new lizard-safe rootbread sandwiches can be crafted.
/🆑
2023-10-21 21:16:42 +01:00
A miscellaneous FernandGitHub a92843744b Simplifies the way burning food is handled, kills burns_in_oven and burns_on_grill (#77570)
## About The Pull Request

Currently, burning food is handled in the following way (for the sake of
brevity I'll explain it with baking but it's essentially the exact same
with grilling):
- If a recipe has a baking recipe added in it's `make_bakeable`, then it
will produce that when baked.
- If it does not have a recipe added, but `burns_in_oven` is TRUE, then
it will have a negative baking recipe for "burned mess" added by the
parent of `make_bakeable`, and be turned to that after 20 to 25 seconds.
- If it has neither, it will instantly be set on fire.

What this PR does is, basically, remove the check for
`burns_in_oven/burns_on_grill` and make food always have a negative
burned mess recipe unless overriden by an actual recipe.

Also modified the examines a bit to better fit food that hasn't
necessarily been baked/grilled before but would still turn to a burnt
mess if put in either.

## Why It's Good For The Game

My issues with the way it currently works are:

1. The "default" case is one that largely doesn't make sense for food.
Most things would logically just get turned to a burnt mess after being
overcooked for some time rather than combusting the very moment you
close the range.
2. If you make any cooking item the result of a baking recipe, then you
must also remember to make its `burns_in_oven` var true, because
otherwise it will be set on fire as soon as it finishes baking, making
it impossible to cook. (See issue #77377) This is pretty bad because
it's easy not to notice or add these vars, given that they're a bit out
of the way mechanically and...
3. ...the var names are very unintuitive. In practical terms all
`burns_in_oven` and `burns_in_grill` do is add a timer before the item
is ruined, not actually cause or prevent the ruining.

By removing these vars and their function we deal with all three, as
turning into a burnt mess is now the default outcome for food that
shouldn't be baked/grilled and coders adding food/recipes don't need to
worry about the confusingly-named vars.

Also, as mentioned before, fixes #77377.

## Changelog
🆑
fix: boiled rice doesn't burn instantly after being baked
code: simplifies the way burning food is handled, grilled/baked food now
turns to a burnt mess rather than being set on fire, unless they have a
baking/grilling recipe
/🆑
2023-09-04 01:07:27 +02:00
AndrewandGitHub b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
MrMelbertandGitHub 6085e3b5ee Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request


![image](https://user-images.githubusercontent.com/51863163/227391708-8de28b68-149f-4e02-a2d3-22f6e3067784.png)

**This PR:** 

- Reworks most* existing soup into reagents. 

- Adds Stoves and Ranges. Ranges replace most* existing ovens. 

- Adds soup pots, to cook soup

**How does it work?** 

In the kitchen you will find a stove now.

Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.

To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!

One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.

Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.

If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.

**Todo:** 

- [x] Fill out the PR body a bit more 
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.

## Why it's good for the game

Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.

Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.

## Changelog

🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges. 
add: You can now print (and create) Stoves. 
add: The dinnerware vendor now dispenses ladles. 
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
2023-04-07 19:42:49 -06:00
Jack EdgeandGitHub 61784786af Fix lung stirfry to use a bowl and non-cybernetic lungs (#73687)
🆑 coiax
fix: Tiziran lung stirfry now correctly uses a bowl in its construction,
and is left over after eating. It also can only be constructed with
organic lungs, because cybernetic lungs don't fry as well.
/🆑

Sprite has a bowl, but no bowl involved in the crafting or left behind.
Using cybernetic organs also seems like an oversight, given the whole
"lizards love the raw meat" vibe they have with Tiziran food.
2023-03-09 01:14:12 +00:00
tralezabandGitHub 64de1617b2 Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request

/obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and
/obj/item/food/larvae are now all /canned subtypes. All this means is
that to eat them, you use them once, and now they drop an empty tin
rubbish item.

## Why It's Good For The Game

Making fake false versions of real types that exist is such a pet peeve
of mine, we recently had a bug from it where the snails would go bad.
But even with that fixed you're just chomping the container of snails
and it's not the same behavior as all the other cans
grumgrugmrg I FIXED IT.

## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
2023-02-17 15:43:03 -07:00
Jack EdgeandGitHub 9034e29f54 Fix Tiziran canned goods from being eaten by ants (#73401)
Because these canned goods didn't inherit from /obj/item/food/canned,
they didn't inherit the imperishable nature. Ideally in the future,
they'll inherit properly from that, but they'll need trash and open
sprites to make that happen.

Until then, let's just make the goods non-perishable.

🆑 coiax
fix: Tiziran canned goods no longer decompose into mush.
/🆑


## Why It's Good For The Game
Inconsistent that canned goods would turn to mush if left on the ground.
Doesn't happen to other (non-opened) canned goods.
2023-02-13 15:32:29 -07:00
carshalashandGitHub 141b2cac1b Adds nutriment factor to liquid gibs. (#73033)
## About The Pull Request

Over the years I've heard quite a few lizard players scratch their heads
in confusion due to the lack of gibs filling you up. I gave it a fairly
low value of 2 so people don't end up trying to power game it.

## Why It's Good For The Game

Adding an alternative use to gibs is always nice, at the moment it's
mostly just used for soap and cytology (Which barely anyone does.)

## Changelog

🆑
balance: Gibs now provide a small amount of nutriment.
/🆑
2023-01-30 23:40:24 -07:00
tattleandGitHub 5c97b13e18 Food code sweepups + heart boxes have more chocolate variety (#72127)
- Chocolate boxes now contain bonbons (formerly tiny chocolates),
truffles, and peanut butter cups
- Slices of bread now taste like their respective breads instead of
tasting "indescribable"
- Fiesta skewers have food categories now
- Misc food file has had more split out of it into sweets.dm,
vegetables.dm, and packaged.dm
- Removed a bunch of redundant food_reagent code
- Changed the sugar in clown cakes' food_reagents to banana juice
- Increased the amount of vitamin in pound cakes (it's four whole cakes
and the amount of vitamin doesn't go up?)
2022-12-30 00:28:00 +00:00
Sol NandGitHub c9415b99de Gives bread and cake slice_types and adds screentip verbs to proccessed foods (#71449)
## About The Pull Request
 
A side effect of my pizza PR #71202 I added contextual screentips as
part of processable.dm. In doing this, I noticed that with a few
exceptions, almost every single bread and cake type copies the proc
exactly the same for every single child of cake or bread, so I put the
proc on the parent of bread and cake and gave them slice_types, making
them more similar to pizza.dm

For everything else I've changed the default that I put in
processable.dm into "slice" or "cut" for things that use the knife and
"flatten" for things that use the rolling pin.

Finally, you can slice bread with saws now, because I think its silly
that only pizza gets this luxury.

## Why It's Good For The Game

Because it wasnt the focus of #71202 I didn't mess with screentips
outside of the pizza file a lot, but now that it's merged I figure I
should go and do that.
As Bread and Cake's processables are almost fully standardized it seems
silly for them to call on the proc 12 times in the same document so I
did this, which also allows for more versatility in editing how they
work as well allow people to, if they want to, add more tool behaviours
in the future without adding in 12 lines of code. Also means that people
who want to add new cake or bread have one less thing to do.

## Changelog

🆑
add: you can saw bread with a saw into bread slices
qol: added screentip verbs to a bunch of food files
code: bread and cake now have slice types and all only have one call on
the processable.dm proc
/🆑
2022-11-24 09:17:21 +01:00
85ab2797b1 Refactor of pizza crate code and various other small pizza related code changes (#71202)
## About The Pull Request

The first and biggest thing that is in this pull request is changing the
old pizza crate code from something that is hard to parse and full of
blahblach = C stuff into things that I believe are more in line with
modern standards, which adds the potential for expansion or additions to
pizza crates with more ease if, for example, someone wanted to make a
flatbread crate or something.

I've also changed all of the lizard flatbreads from just /food/pizza/
into being /food/pizza/flatbread so that I could fax them, along with
sliced bread.

Then I went in on pizzabox code adding various screentips and balloon
alerts so that holding stacks of pizza and manipulating them doesnt fill
your chat with stuff and finally to pizza code to add screentips.

![dreamseeker_SF20VOXlNJ](https://user-images.githubusercontent.com/116288367/201151348-379393da-e807-45fd-9643-a2582ecd27a3.png)

![dreamseeker_wtROqx0gEc](https://user-images.githubusercontent.com/116288367/201151349-b84e031f-c94f-4265-962b-9151fa573b1e.png)

![dreamseeker_2dfG6QkV4R](https://user-images.githubusercontent.com/116288367/201155518-aba1ccf2-1fa2-4289-b766-ddae15e8bf1c.png)

EDIT: I've changed the code so that instead of using the tool context
screentips add element, it adds screentips via the processable add
element which means all processable food now has a default screentip of
"process" as a result of this PR

## Why It's Good For The Game

Old pizza crate code was unclear and now is clear so it should be easier
to know what to mess with if someone wants to change them further or add
or expand them.
We all like screentips!
Old pizzaboxes had way too many unnecessary messages getting printed to
chat.
You can fax root flatbread but not flatbread with toppings on them and
while that can make a kind of sense you can fax pizza slices with
toppings on them! Bread slices just also makes sense to add while I'm at
it.

## Changelog

🆑
add: you can fax flatbreads and slices of bread now, changed all
flatbreads into children of pizza/flatbread to allow for this
qol: adds screentips to various pizzabox action (stacking, when you can
take pizzas out, pizza box bomb stuff)
qol: adds a way to add screentips directly into processable food via the
add element processable proc
refactor: pizza crates work the same but more clearly and more variable
/🆑

Co-authored-by: san7890 <the@san7890.com>
2022-11-21 21:26:58 -08:00
Sol NandGitHub 69cd1b600f More flatbread recipies and a pizza for ethereals (#70837)
## About The Pull Request

This PR adds in 6 new flatbread recipes that are a mixture of more
"traditional style" recipes that would have already existed and some new
ones that reflect the space station living lifestyle.


![dreamseeker_DNeiks8OgW](https://user-images.githubusercontent.com/116288367/198377608-c0f7a1d1-6d24-4fbc-9b89-ff2c528ace51.png)

Pictured from left to right is a bee larva and jellyfish flatbread
(stinging), raw meat flatbread (meatlovers), cucumber and egg with liver
flatbread (zmorgast, named after Smörgåstårta), fish and bbq sauce
flatbread (BBQ fish), tomato, mushroom, and oil flatbread (mushroom and
tomato), and korta nut flour and milk flatbread (nuffy).

It also features one additional pizza that can only be eaten by
Ethereals, because I think it is funny when Ethereals eat.

![dreamseeker_UU9Za4XLo8](https://user-images.githubusercontent.com/116288367/198377738-d2be39e1-b471-4967-a85c-bacc2f8aea0d.png)

It is made out of two batteries and flatdough.

## Why It's Good For The Game

Generally, this is to add more support as a cook who only makes pizzas
and flatbreads for the crew. As there are only three flatbreads. the
options for such a pizza focused chef who wants to feed any lizards is
pretty low, and then some of those require out of the way ingredients or
additional cooking. This offers a bit more variety to flatbreads
including some with overlapping ingredients to things that you might
already have your hands on if you want to go all in on Pizzacraft. The
ethereal pizza is just a bonus and so that all of the roundstart species
can have a slice now.

## Changelog

🆑
add: Added 6 new flatbreads and their associated recipes
add: Added 1 new pizza for ethereals
/🆑
2022-11-04 01:26:30 -07:00
dopamiin0andGitHub e6cd5ce676 The Tastening (makes multiple adjustments to taste text, not very exciting) (#69900) 2022-09-15 22:33:24 -04:00
JacquerelandGitHub 2f492bd88a Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly (#68899)
* Splits up 'gross' food from 'carrion'

* Adds a couple of missed burgers.
Moths dislike Carrion rather than it being poison to them.

* BEES is now BUGS

* It's always safe and a good idea to use find/replace
2022-08-10 04:33:42 +02:00
PaxilmaniacandGitHub b4eab1c357 Converts all* of the times in the food files into SECONDS (#67984)
drink your processable component copy-paste
2022-06-25 22:25:19 -04:00
EOBGamesandGitHub ad07e02316 The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (#67227)
the great rebalance, part one

A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders
2022-06-05 20:17:07 +02:00
WallemandGitHub b290e90bd0 Adds BUG food types (eating ants) (#67202)
* Adds BUG food types, liked by Flypeople, Felinids, Jellypeople, Monkeys and Lizardpeople, while Moths and Podpeople hate it.

* BUG foods include moth meat, ants, ant pizza, spider eggs, canned larvae, and a few others.
2022-05-27 10:00:39 -04:00
ArcaneDefenceandGitHub fc20b6e1ea Allows processable to require a table (#66257) 2022-04-21 16:56:46 -07:00
Seth SchererandGitHub cd607d1770 Updates /code/game/objects/item/food/* to follow the style guide (#63051)
Updates every file in /code/game/objects/item/food/ to follow the style guide.
2021-12-16 01:28:19 -08:00
KrysonismandGitHub 65267bab06 Cytology Adjacent Update #1: New pet food, made from pets. Buffs health of selected simple mobs. (#61532)
* doggy dog world

* space begone

* suggestions from review

* removes frog related oopsie

* indent fix
2021-09-28 17:07:41 -07:00
tralezabandGitHub 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
JosephJomamaandGitHub 21bc0d9e3a Adds SEAFOOD foodtype, felinid diet changes (#61506) 2021-09-22 17:21:10 -07:00
83b21c041b Kitchen expansion part 2: Ovens (#60515)
Adds Ovens

Co-authored-by: MonkeyThatCodes <monkey>
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: MonkeyThatCodes <MonkeyThatCodes@deez.com>
Co-authored-by: Krysonism <robustness13@hotmail.com>
2021-08-09 12:31:16 +02:00
carshalashandGitHub bb16a0e84a Foodtype update (#59783)
After eating a burrito and noticing the odd addition of the meat taste, I took a dive into the food folder and it hurt my poor fragile brain. I gave a lot of things updated tags or tastes. I think I got most of it.
2021-06-25 00:11:25 -03:00
b05af8b31d Add Lizard Food: a Taste of the Homeworld (#59412)
The aims of this commit are threefold:

 - To introduce lizard culture (based upon Common Core) in a tangible way.
 - Give some more variety of techniques and recipes to the chef and bartender.
 - To give some flavour (metaphorically and literally).

🆑 Inept, Coiax, AdipemDragon, YakumoChen
add: The release of the new cookbook, "Tiziran Cooking: a Taste of the Homeworld" has brought Lizard food to the masses! Try out some new treats, like Moonfish, Nectar Larvae, and perhaps even Headcheese at the kitchen today!
add: To coincide with the new popularity of Lizard cuisine, Nanotrasen now stocks seeds for Korta Nuts, a common ingredient in lizard cooking, in the Megaseed vendors. Botanists, you know what to do.
add: A few Tiziran fish are also available for you aquaculture lovers out there. They all like saltwater!
add: A few new snacks are also now available at the station's snack vendors, for those of you too lazy to visit the kitchen.
/🆑

Co-authored-by: coiax <yellowbounder@gmail.com>
2021-06-12 20:01:44 +01:00