cl MMMiracles
add: Botany can now grow cotton to produce cloth for various jumpsuits.
add: Cotton can be mutated into a much more durable strand, allowing for the production of crude armor.
add: Rainbow flowers, an alternative for clothing dyeing, is obtainable through cargo's exotic seed crate.
add: A loom can now be crafted with some planks so you can actually weave that cotton into a usable fabric.
add: Fannypacks, softcaps, beanies and scarves are now craftable with cloth and dyeable.
/cl
[why]: A way to produce clothing and naturally obtain cloth past ripping up other stuff seemed useful and with the economy aspect, might actually have some extra use.
* Adds fancy box types to cardboard recipies
So now with co-operation the chef can mass stock eggs & donuts, while the chaplain can hold reserve candles.
* Tidies up syntax
Missing comma threatens derail, oversight fixed.
* Adds UE & flour sacks to biogen designs
Adds universal enzyme (reagent transferred into biogenerator container) & flour sacks to the biogenerator designs.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
(THE CODEX ASTARTES CALLS THIS MANEUVER: STEEL RAIN) [New sprite!]
* file
the boy
asdh
beacon overlays
first pass complete bring out the drinks boys
fixes!
fixes!
whups fix name
speed
makes coffin a crate to prevent runtimes
sprite fuckup:the musical
whups more fixes
why tf was screengen modified???
TO THE FILE
devices
changes things
p[omf pomf
uhg
alright fuk it
issue fix pt 1
in which i make merge conflicts my bitch
by fixing devices.dmi and tgui.js
oh shit
forgot about the items repath
hm
nah
merge conflict a
then all ya gotta do is whip
* shiv review me code reeeeeeeeeeeeeeee
* rebase conflict
* anturk
* asdf
* wooooeeeeeeh makin bacon
* dont forget about lil old me
* id like to give a shoutout, to my man spacemaniac. on the soul plane. rip in peice, my bugs. rip in peice
* spacy man what is ur spacy plan
* 1st
* 2nd
* organization also a thing
* so i figured out why defines didnt work sometimes across files. this fixes the last issue rn
* forgot to cop the commit
* fuck how am i so stupid
* adds comments and agrees with spacemaniac
* asdfghjk
* use titanium/plastitanium on unanchored reinforced fulltile window to make shuttle/plastitanium windows
* updates titanium/plastitanium sprites, adds titanium glass and plastitanium glass, fixes material amount in mineral glass
* small changes
* Adds a use_tool helper and changes some tools to use it
* Ports most tool operations to use_tool
* Converts more tool operations to use_tool and tool_act
* Changes some things to default_unfasten_wrench
* Improves tool_behavior support in mech construction
* Code review memes
* Fixes all instant use_tool calls failing
* Code improvements
* merge fixes
* Ore Stacking
* honk
* honk
* component memes
* honk2
* fix overlay off-by-1, sheet singular names
* Give the ores more descriptive names since sheets also have
* whoops debug memes
* atom editor memes
* fixes
* snowdin fix
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.
This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.
I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
* removed typetext and icontext vars from door assemblies, airlock painter no longer works on door assemblies
removed 'anchored = TRUE, state = 1' copypasta from door assemblies
door assemblies update their name more regularly during construction
added new airlock types to airlock painter on airlocks, and to the RCD
airlock assemblies built with metal are now in a list, you can build many more airlocks
vault door assemblies can be built with 4 plasteel
added a solid version of station2 airlocks, renamed to "public airlock"
glass and mineral sheets are now able to be welded out of door assemblies
* find n replace airlock/glass to airlock/glass_public in maps
door_assembly_glass to door_assembly_public
* made highsec airlocks built with 6 plasteel, removed from RCD and airlock painter
vault doors built with 8 plasteel
removed redundant vars in airlock_types.dm
reverts the dumb rglass 'replacement' addition in door assembly construction
* moved airlock assembly defines to construction defines file
fixed incorrectly named shuttle airlock glass_closed and maint panel protected closed overlays
improved examination message for glass/minerals present in assembly
* airlocks take their dir from the assembly when built from assembly
removed "vertical" variant of survival pod airlock, unneeded
survival pod airlock assembly can have glass applied
solid and glass overlays for survival pod airlocks
* OOPs some airlocks, removes a duplicate door assembly, removes some var edits on maps for a new glass type
* turn copied door assembly code into a proc
some feedback during door assembly construction
door assembly created airlock takes name from base_name if no custom name
moved plasma airlock proc to airlock_types.dm
* Add caltrop component for spikey floor objects
The caltrop component now can be added to any crossable atom, and it'll
act like a shard of glass, or a d4. Additional flags are possible for it
to bypass shoes or ignore people who are walking.
This means d4 don't reimplement shard logic, and also open the window
for caltrop grenades later.
Also, it taught me how components work.
* Code review I
* Caltrop damage is 4
* Cactus hurts
* Whoops
* Ignore restraints = true
* Adds the Eminence
* New abilities and a command system
* More stuff
* I did something in this commit but I dunno what
* Beginning work on trap setups
* This is good for now until arm gets his sprites
* I did something here!
* Manacle sprites
* R.I.P. R&D
* Maintainer review
* QoL, slabbin' it up
* Conflicts
* Conflicts
* <
* Now it compiles!
* TGUI
* TGUI, again
* 🥝
* that should be all, but I'll do some quick testing...
* aha!