Fixes mushroom requirements in tablecraft recipes appearing as "snacks" in the requirement lists.
Reduces the chem puff waiting time when spraying at short range, so it takes less time before it reacts with a turf/mob/object.
Reorganizes all flashing to use the same mob proc 'flash_eyes()' (welding tool use, flashbang, flashers, laserpointers, etc).
Fixes making sandstone not stacking the result sandstones on the floor.
Sandstone, grass tile and carpet tile now look for other incomplete stack on their creation location to try to put them all in one stack (exactly like wood planks).
Fix typos.
Remove banglet var from all flashbangs, making flashbangs from clusters behave exactly like the other ones.
Renames eyecheck()proc to check_eye_prot() and moves it to mob/living level, elso creates check_ear_prot() for checking ear protection.
Fixes typo in oat stalks
Fixes Reagent metabolization only calling the reagents on_mob_life procs once every two life().
Moving dizziness, drowsiness and jitteriness natural decreases all inside carbon/handle_regular_status_updates()
Drowzyness now drops faster when resting.
Slight adjustment to mutetoxin effect on mob.
Aliens, slimes and monkeys can climb into disposal but cannot flush it.
Non carbon mobs can no longer climb into disposal by themselves.
Stuffing another mob in a disposal unit is now only done via grabbing.(fixes bugs like stuffing someone while being inside the disposal yourself)
Large mobs no longer fit inside disposal.
Fixes hydrotray growing overlay layer.
Fixes slicing broken pipes dropping a straight pipe.
Fixes typos.
Removing unused var from disposal.
Added special proc to all seeds that give plant anazyler special
information if needed in form of list of strings that will be displayed
to user one by one
Added special proc to seeds that make them have some special chem
interactions on growth if needed
Made vine mutations have quality of either good, bad or neutral
Made some chems remove the mutations of certain quality from growing
seeds
Made some chems tweak potency and production of the growing vine seeds
both ways so you can make unmutatable slowly growing vines if needed
Vine seeds now show mutations on the plant analyzing
Cut some copypaste in analyzer proc
Added bluespace vines that are able to grow through walls, glass and
anything and everything
Added space-protective vines that change the space into "vineturfs"
which are basically resprited floors
Made vines be able to spread into space
Changed some vinecontroller vars, now you can adjust the speed of
spreading both by capping the max vines per tick and new-vines to
existing-vines spread ratio
Made the chance to mutate per spread be dependant on the potency of the
seed
Made the spreading speed be dependant on productivity of the seed(can be
both slower and faster then current one)
Fixed some potential runtimes with calling destroy() instead of qdel()
where needed
Removed the colon added by carn, its all checked in Enter call few lines
later anyway
I like vines