* Fixed a few bugs with clockwork proselytizers
* condensed
* formatting
* proselytizer.
* i need more sanity checks I think this crashed something
* proper!
* better desc
* sanity! SANITY!
`/turf`, `/turf/open`, `/turf/open/space`, `/obj` should now no longer have an `init[]` proc in byond.
This mostly abuses the fact that `for (var/thing in null)` works exactly the same as `for (var/thing in emptylist)`
`atmos_adjacent_turfs` is lazy init'ed and set back to null when empty. `GetAtmosAdjacentTurfs()` will always return a list for code that doesn't want to care.
`atmos_overlay_types`, and `proximity_checkers` lazy init and reset back to null when empty.
`armor` is now init'ed in `/obj`'s `New()` if it's blank. This could also be set to some lazy init system if somebody is feeling masochistic enough.
`/obj`s that both don't call parent in `New()` and don't set their own armor will have a null armor list. This might cause bugs so this change may get removed if that becomes an issue.
Minor slightly unrelated change that made doing this change easier, `add_overlay()` now *technically* works properly if given a list
Adds hardlight bows and hardlight quivers.
Does 12 brute and 18 burn on hit.
The quivers regenerate one arrow every few seconds and is worn on the back.
Arrows disintegrate on hit and are destroyed after 20 seconds if it is dropped to prevent spam.
ADDED TO UPLINK AT 7 TELECRYSTALS FOR A BOW AND QUIVER. Can be included in surplus crates.
🆑
* moves black shoes recipe to be just below grey jumpsuit recipe
adds recipe for fingerless gloves
* added black gloves recipe
* black gloves require 3 rolls of cloth instead of 2
reduced botanist's leather gloves to only need 150 biomass
* Added in a neckslot. Moved some tie items over to said neckslot.
* Changng some stuff to fix the new neckslot items.
* no message
* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.
* no message
* Changed the number for this.
* Fixed jaws of life not having a category, thus they only would show up when searched.
only took me 6 months and phil saying I can't make any new PRs until it's fixed
foam now only divides by 7, and it won't apply the reagent's effects unless the lifetime is a multiple of 7
* Input-based teleportation paper no longer allows you to abuse the delay in inputting a location
* why do we CARE if we can't move there normally we're fucking teleporting
* Not as restrictive
Adds a log with an admin message for when spiderlings are spawned by a
botany user adding mutagen or adminordrazine, it also adds a helper
method for spawning atoms that supports a callback post spawn to
modify variables specific to the atom
* Plane master handling + new chemical Rotatium
A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.
Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20
Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.
No pictures right now, I'll get some later. Sorry.
* Pay no attention to the commit behind the curtain
* Updates travis to 1346, the stable version for 510 for linux
* Replaces OBLIGATION_DRINK with a much more appropriate fiddle reference
Attempting to clone soulsellers no longer works. Fun things happen if you try.
Fireproof paper no longer becomes unreadable on burning.
Made a generic "Conjure item" spell as a superclass for the summon pitchforks. These spells summon/unsummon an item directly into your hand.
You can no longer spam ghosts with the infernal revival contract.
* Adds the sprites for the golden violin
* Fixes compile error.
* Small changes for AnturK
* I speel gud.