* Adds support for multiple recipe results.
Makes it so that recipes can have multiple biproducts, instead of just
one. The results list works just like the reagents list.
ex. list("reagentid" = 5, "otherreagent" = 3) where 5 and 3 are the
amounts produced.
recipe on_reaction 'created volume' is the multiplier for the recipe,
not the sum of the volume of the biproducts. Equations have been
adjusted to this change.
A couple of reactions are made slightly more efficient.
Removes a couple of trailing returns and unneccessary variable
declarations.
Scales cfl3 fireball a miniscule amount with created volume. the range
is increased by 1 for every 100 units mixed.
* updates pyrotechnics.dm
* Removes unneccessary comments and unrelated tweaks.
* Changes variable name for phil
* P is for Product. R is for Reagent.
* Adds support for inverse required temp reactions.
Ie. Cooling a mixture to cause a reaction, instead of heating it. Just
set 'is_cold_recipe' to 1 in the reaction.
* Fixes chapel exploding infinite loop.
Fixes weird bug. Adds unused colorless 'powderpile' icon to
reagentfillings.dmi
Makes it so that recipes can have multiple biproducts, instead of just
one. The results list works just like the reagents list.
ex. list("reagentid" = 5, "otherreagent" = 3) where 5 and 3 are the
amounts produced.
recipe on_reaction 'created volume' is the multiplier for the recipe,
not the sum of the volume of the biproducts. Equations have been
adjusted to this change.
A couple of reactions are made slightly more efficient.
Removes a couple of trailing returns and unneccessary variable
declarations.
Scales cfl3 fireball a miniscule amount with created volume. the range
is increased by 1 for every 100 units mixed.
This item changes up the gender var of any gendered mob/living. Including people. There are a few interesting applications of this item, mostly if your into animal husbandry (all generic animals unless programed otherwise are all the same gender) but mostly it's just here to fill the immensely niche gap the loss of gender reassignment surgery left. Also it's 2:30 am.
Also factors out the old human var gender_ambiguous, as that surgery was the only way to ever trigger it.
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑
Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
* adds growth serum, puts it in fly amanita
* changes reagent check to cycle check
* Growth serum now works, and if you have more than 20 units in you at a time, you will pulsate between sizes.
* Update other_reagents.dm
Removes erroneous typecast.
rscadd: Revenant scriptures now announce to all servants and ghosts when used instead of having a visible message.
Accidentally fixes some countdown code to be more simple(coiax what the fuck why was that using an overlay)
Retcons Inath-neq's name to have a lower-case N, so that the regex for it doesn't need to capitalize it.
Redoes the tiny bit of Nzcrentr lore.
I might have fixed a bug or two? It's kind of hazy.
Added dextrous guardians to the code, able to hold and use items and store a single item within themselves.
Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
Added a new plant to the game to encourage the Chef to be a more relevant job, alongside a recipe for a food related to it. Throw a cannabis leaf on a table and check the recipes list to find it.
Makes needed improvements to proposed fireplaces
- Fireplaces now use world.timer
- Fireplaces no longer prompt input() for inserting logs, it just
takes as many logs as possible
- Paper and paper bins can be thrown on the fire, thirty paper is worth
one log of burn time.
- One log gives 15 seconds of burn time, the fireplace can hold up to 5
minutes of fuel.
- Ignitable items now use a /obj level proc to generate their messages,
currently using this are cigarettes, candles, fireplaces
- The fireplace can be put out with an extinguisher
- Cardboard cutouts are now flammable
- The fireplace is only "warm and cozy" when lit
- Paperbins qdel their stored papers when destroyed (probably did that
already, but no harm in making sure)
- Also removed some returns hanging around
* Added new proc for lighting stuff
- Adds ignition_effect(atom/A, mob/user) to obj/item, which is called
when you're attempting to light things with that object. By default it
does nothing and prevents ignition, but if the object is hot, it returns
a message. May do other things for different stuff.
- Eswords now ignite flammable gasses in their area.
* Fireplace is no longer on fire when not on fire
* Gets rid of the 8 patches in the vendor.
* Removes the brute pillbottles from miner gear, replaces with survival medipen.
At the behest of the design lead. New brute patches were ineffectual and giving them a bunch ruins the single get out of injury free card they used to have.