-Gurgled items no longer drop their invisible pocket space holder thingies while dumping their contents.
-IDs and probably some other special items shouldn't randomly vanish now.
-Transfering contents from gut to another now also transfers their preserved status and cleans up the list entries from source gut.
-Ejection, single and complete, now properly clears the lists from ejected stuff.
-Some other cleanups yadda yadda.
-Added a commented example part hinting that the system is pretty much ready for a trait based item-weak gurgle option.
-All should be well now unless you try to gurgle a synth expecting a preserved brain on borgo gut right now. I just remembered I forgot to steal the posibrain yankage bits from the voreorgan code. Oh well it's not like you could've done that with the old code either :v
Dogborg gurgles should now also dump your jacket/webbing/etc pockets upon gurgles like they do with other storage items.
(On-site edit because too tired for local branch fuckery. Travis can do the testing for now.)
-posibrains do get their individual move since the general loot moving now excludes organs for a reason. (that was such a horrible thing to witness with the loot drop before adding the exclusion lmao)
-Managed to build a vore organ equivalent for the inventory gurgle tweaks I made for dogborg guts.
-This means that gurgled prey now drops their loot into the gut.
-After this, the loot in the gut will slowly gurgle away one item at a time, each giving a trace amount of nourishment, multiplied by the item size.
-All the loot will show up in vore panel. However you need to be bashing refresh to see the progress in real time.
-The forbidden/important items list should still work.
-Not so sure about televore beacons tho. Better keep those in with hold mode and pop em out when you go for gurgles :v
-I just happened to feel so extra again and wanted to use my github dog logo somewhere, which happened to become a custom icon for eggnerd robolimb design disk.
- Reduced trash piles by probably half. There shouldn't be more than one
trash pile in any room.
- Replaced steel beds with comfy beds everywhere.
- Removed syndie ID from trash pile, because there's absolutely no way
to detect it by Security, making it OP.
- Added sizegun to trash piles. Is technically not contraband, so enjoy.
-Gurgled items now give charge based on their size/w_class.
-Gurgled storage items now drop their contents to be gurgled next instead of just vanishing with them.
-Gurgled people now drop their items to be gurgled as well.
-Gurgling IDs now gives them the classic gurgle treatment, ruining them instead of deleting.
-Increases lightbulb fabrication cost in janipup lightreplacer.
-Makes the bellymodules use their respective names in the "sleeper unoccupied" UI message.
-Fixes a bug I just found where refreshing via sleeper UI button made a passive trash filled belly disappear.
-Fixed oties not switching to dead icon when dying in resting pose.
-Made dino/lizard predthings able to survive the outdoors. (they were all slowly freezing to death)
-Took out the minimum oxygen requirement from space oties. They all died outside as oxygen was not one of the gases there.
-Moved guard otie to security category in cargo.
-Moved the collared otie from pred crate to its own crate. Bare one is still in the pred crate chances.
-
* Atmos and mob faction fix
Should reduce lag substantially and stop planetary phoron fires.
* Active Edges
* fuck you Travis you unhelpful shit
* Testing probable problem area.
* Is THIS it?!
* Long shot, but let's try it.
* Just to kick Travis again
* oops
The radio jammer is very obnoxious, and I feel like it should not appear as often as it does. Every shift I have been on since its addition has seen a jammer easily located.