Heres the big bug fix and improvement update, first to list improvements and then fixes.
Custom max limit for vore bellies, so can be lower than 100 units.
Mechanical pref window now shows receiving and giving prefs.
receiving and giving prefs are now saved to client and no longer have to be set each shift, beta period is over so no need to make people actively activate the transfer system for fun stuff.
changed reagent rate system, now is fixed settings that allows even 24 hours time from 0 to 10, though there is no persistency system yet as its being reconsider how to implement without causing issues.
Changed up code to be less messy.
Made so attack logs for transfer are certain, to ensure griefers and such can be caught.
Custom name for reagents! Will affect what it is called when transfered and when spilling on floor, doesnt change actual chems name.
Transfer verb as well! So can be things like inject, pump, and other words for how liquid is transfered from a belly.
Custom puddle system! Spilling enough liquid spawns a puddle of that reagents color, with custom name affecting name and description!
Custom sloshing noise system, allows individual bellies to be enabled to slosh louder and more frequently with how much is in them, no worries, made it so the system just bases chance on the highest volume at a given time and not spam sounds, also the sloshing noises are tied to digestion noises preference for those not wishing to hear that stuff. A big thanks to wheatley for supplying some audio files for the sloshing!
bug fixing
made adjacancy check to transfer to avoid long distance liquid transfer, thats silly.
Fixed issue where failed attempt to find a container would result in succesful message even though nothing occurs.
Title. Earlyports fix for Xenoarch bug that wrecks a high number of finds even with the field used.
Changelong Notes:
- Fixes bug that made finding, well, finds get destroyed at a high frequency.
Made a custom max limit for belly, so that people can stop at less than 100
Made it so mechanical vore prefs shows receiving and giving fluids
made receiving and giving fluids save to profile
Changed rate to time, made it so rate of production can take 15 min, 30 min, 1 hour, 3, 6, 12 or 24 hours to fill from 0 to 100
made it so if theres no container selected, there wont be a message with transfer
fixed some runtime errors with apparently lack of fixes I made earlier that I needed to redo.
changed some reagent containers which used the old New() proc instead of intialize
added gelatin and macha latte to dispenser and cartridges, might still have runtime and compile errors, but chompstation2 has the reagents implemented so wont cause issues.
Made casino jukebox music finally only appear on its proper jukebox
made tiles have material variable, allowing recovery of carpets from padding
made carpets give padding different colors
made stools also benefit from colored padding
Made modular sofas able to be made from plasteel and plastic
Made confetti sprite and system
Made a confetti grenade
Made special casino card deck and sprites that doesnt contain joker
made sofa constructible from wood, still needs more work
added new casino card decks to casino map
Ported Sapbeans and Hardlight seeds (not the mobs) Dragonshark has made
Ported Tea plant, matcha recipes and tea recipes still not finished
Ported Meatwheat, Milkdew, Sweet breeze, Solarflower and Voltato
Ported self falling poisonous apple
Wont port mutation system changes, already chances in new code for random reagents, decided to wait with decision making plants randomly produce reagents or not, might have specific plants and/or random ones do it.
Pushing this already since if someone starts to make changes to main map there will be conflicts.
This makes a casino shuttle port on first deck, allowing the casino to dock with southern cross and fully work and interact with station now!
ported all chems of use, even the ones not produced by plants yet (they will be ported)
moved the metaglass sprite entries from metaglass to a new metaglass_ch to easy maintenance, the alt sprite code for metaglass still in original
Ported the drinks and plan on making in the future:
Bookwyrm not be straight up soporific and be something to drink without constantly going to sleep
Make high power stun without using obnoxious newbie solution I came up with a long time ago
Make the flapper and other blood drinks actually give nutrient to blood drinkers
Make Oilslide somehow be broken down and fuel synths
Ported the soy bean mutant chems and their recipes along with the recipe for blood clotting
ported all the fruit tea types, and made macha latte have large teacup metaglass sprite
ported the medical chems: Hannoa and Bullvalene
Ported Serazine made from a lavender mutant (not ported yet) and Alizine made from it acting as a tier 2 brute med.
Ported drinks, added recipes, changed "Sit on my face" (please do) to use the peanutbutter already in codebase.
Made a system so reagents can have their metaglass sprite file be custom and the metaglass will change its own icon pathway dynamically.
Made the old commented out nutbutter cartridge be replaced with a peanutbutter cartridge
Removed '_yw' from the path to use regular projectiles .dmi. It already has a gauss icon in it. The _yw file had 4 dir icon but projectiles only work with 1 static dir.
Medals are fixed now. If you have a medal on the list here, you'll be able to select it in the loadout. I've also taken the liberty to just nix the medals subtype for now. Unneeded spaghetti. Blep.
Changelog notes:
- Fixes modals not being selectable in loadout even with your name and ckey being correct.
Player blobs had hard-coded restrictions for some buildings, preventing all blobs types from using them. This edit changes that, so the blob type restrictions are what prevent a blob from making a building it should not be able to, not a hard coded restriction for all blobs. Nodes, Factories, and Resource buildings can now be used and made by a player blob if their blob type allows it. There are no known balance issues with these buildings, nor any known bugs. The blob resource building was already pre-balanced for a MRP/HRP server, so no action needs to be taken for balancing.