* Fixes gondola meatslab not being able to be placed into infuser (#74173)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/73796 Seems to have made it
so that gondola meat is used in the infuser instead of its body, which
turns into meat on death. The issue with that is the meat slab does not
have the `GORE` flag and so was rejected by the infuser.
As per
afe6ecc353/code/game/machinery/dna_infuser/dna_infuser.dm (L294-L297)
Looking at the code this should fix it right up.
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: fixes gondola meatslab not being able to be placed into the DNA
infuser
/🆑
* Fixes gondola meatslab not being able to be placed into infuser
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Fix missing meat clown food types (#74146)
🆑 coiax
fix: Fixed missing food types for the meat clown, it is now meat and
fruit.
/🆑
Liked by lizards, toxic to moths, and neutral to humans and felnids in
terms of species biases.
The construction recipe is steak + banana, but the resulting product has
no food types, making it blandly suitable for everyone. This is an
oversight. Not everyone will like a mixture of banana and flesh.
* Fix missing meat clown food types
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Audits usage of isanimal() vs isanimal_or_basic_mob() (#74029)
## About The Pull Request
There's a couple of open issues which fix places where only simple
animals were considered, but they are doing it piecemeal.
I decided to just go through every instance of `isanimal` or
`subtypesof(mob/living/simple_animal)` I could find, identify which
should also affect basic mobs, and fix them.
I left out the two others which are already in PR, I'm not stealing your
GBP.
Fixes https://github.com/tgstation/tgstation/issues/68881
## Why It's Good For The Game
Consistency, mostly.
As far as I can tell all of these things _should_ have effected basic
mobs, but didn't.
This fixes a fair number of bugs but also they're bugs that nobody
noticed or reported.
There are a couple of places I did not update which will need updating
in future. These are:
- Dextrousness checks, because basic mobs don't have that yet.
- The Charge cooldown action, because frankly I couldn't tell what it
was trying to do.
alright here goes
## Changelog
🆑
fix: Carp will once again be healed from being near carp rifts
fix: Sepia slime cores and the rewind camera now work on Ian
fix: Sapient ridden carp (or cows) can throw off their riders by shoving
them, or by performing the spin emote.
fix: Giant Spider AI will be disabled by the timestop spell
fix: Ian can eat envirochow
fix: Mice, Frogs, and Cockroaches will no longer set off bear traps
fix: You can put a macrobomb implant into Cayenne (or Ian)
fix: Ian will now recognise that being squeezed by a cyborg is a nice
hug
fix: The player panel will tell admins if you're currently a corgi
fix: The staff of storms deals massive damage to Bileworms and Giant
Spiders
fix: Ian will whimper if forced to scream
fix: Slimes can consume space carp
fix: Mice can be captured in xenoballs
fix: You can use pacifying potions on Giant Spiders
fix: Sgt Araneus can be fitted with a xenobiological radio implant
fix: Sapient corgis no longer count as living players for the purpose of
highlander escape objectives
fix: The random sentience event can now target corgis and sergeant
araneus
add: The random sentience event can target a wider array of farm animals
fix: Petsplosion wizard event can target corgis
add: Petsplosion wizard event will now target farm animals and
mothroaches
fix: The colossus possession crystal can now actually possess the
cockroach it spawns, does not kill you instantly upon ending possession
/🆑
* Audits usage of isanimal() vs isanimal_or_basic_mob()
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* 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.
* Fix lung stirfry to use a bowl and non-cybernetic lungs
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Fixes bread dog butchering producing error bread and adds some warnings to bread that shouldn't appear in-game. (#73783)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73765
Also adds some warnings and description to bread/breadslice so you can
more easily notice that something is wrong.
Not much to discuss i think.
## Why It's Good For The Game
You can get normal bread from butchering bread dog. And potentially less
issues with bread in future.
## Changelog
🆑
fix: fixed butchering bread dog spawning error bread.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fixes bread dog butchering producing error bread and adds some warnings to bread that shouldn't appear in-game.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Refactor egg to chick logic into component (#73537)
Refactored how eggs growing into chicks is implemented, and
how the number of chickens and chicks are tracked. It's now possible for
admins to make anything into an egg.
- Instead of the "fertility" of an egg being whether or not it's
processing (along with the ugliness of adding a variable to a item
defined in another file), fertile eggs are now implemented via
components.
- The number of chickens in the world, and the number of chicks hatched
from egg throwing are now global variables, rather than static variables
on the class.
I've tried very hard to keep these changes completely feature freeze
compatible, any variation in the old behaviour is non-intended (at this
point).
* Refactor egg to chick logic into component
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* Adds checkgrep for improper or missing atom Initialize args (`mapload`) (#72846)
## About The Pull Request
Adds a grep for atom initialize overrides which does not include mapload
Regex used
`^/(obj|mob|turf|area|atom)/.+/Initialize\((?!mapload).*\)`
Also replaced some space indentation with some tab indentation in some
other greps

## Why It's Good For The Game
See #69107, #61759, #61623
## Changelog
No player facing changes
* Missed by #8374
* Add (mapload) to a //Skyrat Edit so that it passes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* 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
/🆑
* Refactors lizard fake canned food into real canned food
* updates all the modular canned stuff
* desert_
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Fix eating the bowl when eating poke (#73524)
🆑 coiax
fix: Eating fish and meat poke bowls no longer consumes the bowl, just
the food inside.
/🆑
## Why It's Good For The Game
Those bowls are made out of glass in the protolathe, they can't be good
for you to eat. Also, soups leave the bowl behind.
* Fix eating the bowl when eating poke
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* [No GBP] Minor Food Tweaks (#73499)
## About The Pull Request
This PR will tweak some of my foods and others to make them a little
less excessive or to buff them a little.
Meatloaf takes 2 meat slabs instead of 3. It felt pretty excessive to
use 3.
Ribs and meat clown now use /obj/item/food/meat/steak instead of
/obj/item/food/meat/steak/plain. This allows custom downstream steaks to
also be used for ribs, instead of only vanilla upstream ones
Truffles and peanut butter cups use 2 of their filling ingredient
instead of 5. 5 felt excessive.
Moved calzones to the pizza crafting menu
Adds the meat foodtype to meat pierogis and removes the dairy foodtype
(wow)
Increases the nutritional value of french toast
Beef stroganoff uses 2 units of salt/pepper instead of 5
Removes sugar from granola bars to make them less complex to make
## Why It's Good For The Game
Re-balancing certain foods to make them simpler or more worthwhile
encourages people to make them =)
## Changelog
🆑
qol: Tweaked around some foods to make them easier to make
/🆑
* [No GBP] Minor Food Tweaks
---------
Co-authored-by: MidoriWroth <kodyman@att.net>
* 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.
* Fix Tiziran canned goods from being eaten by ants
---------
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
* 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.
/🆑
* Fixes the modular uses of liquid gibs
* Fixes an error that somehow slipped through.
---------
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Mint can gib obese people again (#72970)
## About The Pull Request
Changes minttoxin(a toxin) to mintextract(a food).
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/72969
The chef's mint is intended to gib fat people. Due to
https://github.com/tgstation/tgstation/pull/70764, liver functionality
was reworked so that instead of being purged rapidly, toxin's in a mobs
system with 3 units or less have no effect. Since the chef's mint only
has 2 units of mint toxin, it's intended functionality is impossible
under normal circumstances.
By changing the reagent type from toxin to consumable, it restores the
ability to gib.
## Changelog
🆑
fix: Mint Toxin(a toxin) has been changed to Mint Extract(a food). The
chef's mint can once again gib, fatties beware.
/🆑
Co-authored-by: the-orange-cow <76538214+the-orange-cow@users.noreply.github.com>
Makes a few previously microwave only cooking options also doable in an oven (#72473)
## About The Pull Request
Make the following list of things that can only be cooked in the
microwave currently also able to be cooked in an oven:
Uncooked rice
Raw spaghetti
Wet leather (YUM!)
Aloe
Onion slices
Cheese curds
Eggs, rotten or not
Ready donk
## Why It's Good For The Game
We've already got stuff that's microwave-oven interchangeable (donk
pockets), sometimes you don't have a microwave and you're just locked
out of more than a few recipes because something that could easily be
made in an oven isn't coded to be. The simple solution is just not have
that be the case.
## Changelog
🆑
qol: A few recipes that were microwave only (like boiling rice, heating
ready donk, so on) can now also be made in an oven
/🆑
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
* Modular!
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Fixes pancake stack sprites (#72650)
## About The Pull Request
Pancakes were using inhand_sprite names (with no corresponding inhands)
to get the sprite names for the random stack icons, which is why stacks
consisting of baked pancakes became a pile of errors.
I considered adding six pancake inhand sprites, or GAGSing them, but
decided it does not worth it really, so i have just moved the base name
to a new var, hopefully that is fine in this case. I have made the item
argument of update_snack_overlays explicitly be a pancake, since this is
the only way it is ever used.
## Why It's Good For The Game
Fixes#71158
## Changelog
🆑
fix: pancakes no longer show an error sprite when added to a stack
/🆑
* Fixes pancake stack sprites
Co-authored-by: Profakos <profakos@gmail.com>
* 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?)
* modular foods
* Fixes the first merge skew of 2023 (#72414)
https://github.com/tgstation/tgstation/pull/72232
skews with
https://github.com/tgstation/tgstation/pull/72127
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars
* merge conflicts
* adjust_eye_blur and set_eye_blur_if_lower
* adjust drowsiness overdoses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Replaces a mapped in varedited thing with a subtype (#72521)
## About The Pull Request
Replaces a mapped in VV'd thing with a subtype
Makes it easier to not break maps
## Why It's Good For The Game
VV'd reagents list? For real?
## Changelog
Not necessary
* Replaces a mapped in varedited thing with a subtype
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Basic Mobs can run away (#71963)
## About The Pull Request
That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.
Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.
https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4
Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.
To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.
## Why It's Good For The Game
More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.
## Changelog
🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑
* Basic Mobs can run away
* Modular!
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Add Croissants & Traitorous Baking Techniques (#72232)
## About The Pull Request
This is my Christmas present to mimes everywhere.
First of all this adds Croissants, because I thought they already
existed and was shocked to learn that they did not.

Here's a croissant and an unbaked croissant.
In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly
simply from sugar, dough, and butter.
Secondly it adds this pack of traitor gear, exclusively for Mimes and
Chefs.

The contents of this pack are:
- One combat baguette, indistinguishable from a regular baguette. If
wielded as a sword it gains a 50% block chance (equal to the Captain's
sabre) and does 20 damage.
- Two throwing croissants, which do 20 throwing damage and return to
your hand like boomerangs.
- A cookbook which teaches you the secret to turning croissaints into
deadly boomerang weapons.
You make a croissant into a throwing croissant simply by inserting an
expertly bent iron rod into it.
The chef can't make any use of the baguette unless they also gain the
ability to mime, but they can use it to make food.
https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4
Watch me here struggle to use them to kill an ape (they don't return to
your hands if thrown at an adjacent tile).
## Why It's Good For The Game
It's insane that croissants aren't already in the game.
This gives mimes an "invisible" sword to go with their invisible gun (it
announces to everyone nearby when you're about to use it, but they can't
know if it's just a _regular_ baguette).
It's funny to throw bread at people.
## Changelog
🆑
add: You can now bake croissants to add to your breakfast.
add: Traitorous chefs can bake dangerous throwing croissants, Mimes can
do this and gain the additional benefit of a deadly combat baguette.
/🆑
* Add Croissants & Traitorous Baking Techniques
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Frying an egg doesn't make it have twice more nutriments (#71829)
## About The Pull Request
Essentially, right now a single fried egg is more filling than a steak.
Current egg conversion:
Raw egg - 4 white, 2 yolk
Boiled - 3 protein, 1 vitamin
Fried - 6 protein, 2 vitamin, 2 yolk
I made fried have 3 protein, 1 vitamin, 1 yolk.
This was probably forgotten when fried egg stopped being crafted from
two raw eggs.
On this image you can see how nutritious fried egg is compared to other
dishes made of raw eggs:

## Why It's Good For The Game
Only chicken are allowed to dupe eggs.
## Changelog
🆑
fix: Fried egg reagents halved to meet the raw egg reagent amount
/🆑
* Frying an egg doesn't make it have twice more nutriments
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Crab Rangoon knows where its sprite is again (#71743)
## About The Pull Request
fixes#71736
someone moved the crab rangoon sprite out of the huge food dmi into meat
but didnt change the code
crab rangoon doesnt feel like a meat dish so i didnt move it into there
but if thats what would be better its pretty trivial to do that
## Why It's Good For The Game
missing sprites bad
## Changelog
🆑
fix: crab rangoon is not invisible
/🆑
* Crab Rangoon knows where its sprite is again
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* [NO GBP] yield is no longer bread (#71609)
## About The Pull Request
yield is no longer bread and cake
## Why It's Good For The Game
yield is no longer bread and cake
## Changelog
* [NO GBP] yield is no longer bread
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional. (#71551)
## About The Pull Request
Refactors deepfrying, removing the gross Deep Fried Foods Holder Object
and replacing it with the edible component.
Now, deep frying a food will simply make the item edible directly. This
means it's still functional and doesn't become a dead item.
This follows the same method that grilling uses when applying its
effects. Tweaks grilling a bit so they line up better. Also, silver
foods can make grilled items.

I swear this is unrelated to the other 2 fried foods related PRs. I
started this a few weeks ago.
## Why It's Good For The Game
Tangibly better code (doesn't have to copy a million vars! Less
abusable!) at the price of removing a soulful piece of code. Also means
that deep frying an item doesn't irreversibly make it unusable / dead.
This is sad, but... damn the holder object sucks.
Unfortunate side effect is that anything that overrides `attack` to not
send signal will *not* be edible when deepfried. Maybe this encourages
better signal use?
Either that or fried foods can override `pre_attack` to hook directly
into eating. I can do that as well.
## Changelog
🆑 Melbert
refactor: Refactored deep fried foods. Deep fried foods are still
""usable"" as their normal item, but are just edible.
qol: Silver Slime stuff can spawn grilled as well as fried.
/🆑
* This kills the deep fried foods holder. Refactors deep frying to just make the thing edible but still functional.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* 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
/🆑
* Gives bread and cake slice_types and adds screentip verbs to proccessed foods
* sco'ish
* fuck me ig
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Fix curd cheese being burned in microwave (#71448)
## About The Pull Request
Fixes#71391
## Changelog
🆑
fix: Curd cheese can be microwaved again into cheese curds
/🆑
* Fix curd cheese being burned in microwave
Co-authored-by: disappointedButNotSuprised <57324037+disappointedButNotSuprised@users.noreply.github.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* 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.

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.

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
/🆑
* More flatbread recipies and a pizza for ethereals
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* Adds springrolls (#70119)
The chefs have come up with a new use for rice and made these delicious vegetarian spring rolls to add to their menu.
* Adds springrolls
Co-authored-by: SomethingFish <73157400+SomethingFish@users.noreply.github.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>