* ports baycode stack_recipe_list
comfy and office chairs use stack recipe lists
* removed some src. and made list_recipes() into interact()
* /datum/browser for stack menus
* revert unnecessary edit
* Honkbots 0.9.0
Old code, needs testing.
* Honkbots 0.9.1
Small Fixes - Part 1
* Honkbot 0.9.1b
Fixes
* Honkbots 0.9.2
Added sound cooldown, fixes.
* Honkbots 0.9.5
Clown Box & Honkbot Assembly Code
* 0.9.5.a
oops
* Honkbots 1.0.0
Final touches and fixes.
Clown Box finished.
Assembly functioning.
Honkbots tested and ready to go.
Its time.
* Honkbots 1.0.1
Initialize and . = ..()
* Honkbots 1.0.2
Fixes and Changes
====
Nerfed Brute/Thermal Resist
Buffed Health (to avoid 1-shot)
Added HONK_BOT define
* Honkbots 1.0.3
Removed the cardboard assembly from death gibs.
Admin Bwoink removed from emagged soundtrack.
Honkbot now release an evil laugh when emagged.
Fixed strange behaviors on emagged level 1
Added a check against stamping multiple cardboard sheets.
Stamping a Clown Box now plays the bike horn, once.
Clown Boxes no longer get automatically placed in hands.
Various other fixes.
* Honkbots 1.0.3a
* Honkbots 1.0.3.b
Fixes.
* Honkbots 1.0.4
*Added an emote ping upon assembly creation.
*Enabled either Theatre or Robotics for access. ((fixing needing both))
*Honkbots are now more forgiving after being hit.
**Airhorn stun_attack now deals slight ear damage, for about 5 seconds.
**Cardboard no longer drops upon death. Robot arms have 50% chance.
**Using a new get_sfx() list when emagged.
**Optimization and other minor fixes.
* Honkbots 1.0.4.a
Missed it.
* Honkbots 1.0.4.b
use(1) and (client)
* Honkbots 1.0.4.c
Moved proc
* Honkbots 1.0.5
*Code Optimization
*Renaming w/ Pen (how could I even forget this)
*Assembly Defines
I'm afraid I'm simply out of my depth with the suggested use(1) rework.
* Honkbots 1.0.5.c
Reworked cardboard stamping.
It now works in the hands and on the ground, either solo or in stacks, and prevent itself being used in backpacks.
* Honkbots 1.0.5.d
Final
* Honkbots 1.0.5.e
comment
* 1.0.5.f
Optimization
* Honkbots 1.0.5.g
Missed requested stuff
* Honkbots 1.0.6
Requested changes.
* Honkbots 1.0.6a
Oops.
* Honkbots 1.0.6.c
Bugfix - Prevent building in backpacks.
Make sure they spawn on turf.
* Honkbots 1.0.7
one less spawn(0)
flag optimization
else return ..()
* Honkbots 1.0.7.a
Get rids of a lot of client checks at the cost of automatic AI retoration.
* Honkbots 1.0.7.b
Added judgment_criteria()
changed assess_threat to use judgment
* Honkbots 1.0.7.c
final = NONE
* Starting on the rework
* Reworks the Ark
* Work on Reebe
* More Ark stuff
* this too
* Removes ark silliness, remaps Reebe a tad
* Spawning mechanics
* Work on gamemode code
* Finishes up ark stuff
* Removes Judgement, and lots of other changes
* New Ark activation sounds, Ratvar text
* Spawn protection!
* Adds the abscondence bijou
* Bijou stuff
* well, this is it
* somewhat absentminded coder
* Remaps the Reebe z
* replica fabricators now work!
* Guide paper!
* Now they're clockwork floors
* Infirmary, tweaks, numbers
* A new thing!
* this is ok for now
* I was gonna whine but it's actually necessary
* Adds damage scaling to ocular wardens
* I missed a thing
* you can go back too
* New clockwork armor sprites
* Weapons, scripture, oh my!
* no! shoo!
* hey, I forgot about you!
* this looks much better, I'll give you that
* no teleporting into the void!
* we have no need of you anymore
* Conflicteroos
* AUTOMATIC SPINNING CHAIRS
* how many times do we have to teach you this LESSON OLD MAN
* flagged!
* last time, meesa promise
* Conflicts 1
* wood filling
* Kindle is a projectile, and other stuff
* Chameleon jumpsuit, some small changes
* 150 hours of testing
* Curious is the trapmaker's art
* Conflicts 1
* naaah
* Fixes an ark sound
* Removes the prolonging prism
* Adds a delay to warping in
* First steps towards changing the power system
* Removes power from sigils, moves to global
* Conflicts 1
* zoom zoom
* Adds the stargazer, re-adds conversion
* conflicts? more like CLOCK-flicts
* get it? clockflicts?
* Daemon tuning
* Scraps components, 1/?
* A grace period, among other things
* You can't get to reebe from space no stop bad
* Adds some cogscarab shells to Reebe - yes, I get the sounds
* FUCK
* Chairs are very important.
* Clock golems, sound improvement, intercoms
* Sounds, floor fixes, conflicts
* Fixes the conflicts
* Prevents intercom use during non-clock rounds
* Wiki, HUD timer, tweaks, golems
* Components, removes unused structures, rep. fab power
* go-time
* Ending the round is not a good idea
* whoops, forgot about you
* ssh is ok
* this works too
A strange race of bear-like beings consisting of a head placed DIRECTLY on a pair of legs, their fur sells for extremely high prices.
The gondoland asteroid is the last natural habitat for these rare creatures.
* Paper frames, take two
* With entirely new sprites
* and basemap
* no directional doors also smoothing
* changes requested
* woops
* deconstruct -> Destroy
- A used supply talisman makes a pile of ash when it's used up
- Weak supply talismans no longer have a "runed metal" option that
doesn't work.
- The generation of the talisman menu is now dynamic.
Without meaning to split sand and ash (since they are not distinct enough) it is fair to add it to the relevant recipe of sandstone, mainly since you can dig up the turf the patch it over again