Microwave not cooking micros/mice: Fixed
Invalid Recipe datum thanks to /microwave prefix: Fixed
Fryer earsplittingly loud: Fixed
Fryer/Oven continuing to cook even after items removed: Fixed
Oven having 'on' icon state when door closed but off: Fixed
Appliances not scaling cooking time/damage based on size: Fixed
Feature added - Burning Food will set off fire alarms and set off a black cloud of smoke!
Overcook time reduced to allow for less margin of error (IE Actively requires you to pay attention)
Multiple Microwave bugfixes, including multicooking/etc not working, recipe errors, icon state errors, ejection errors.
This ports Aurora Cooking, sometimes called Nanako Cooking, from CitRP, who got it from Aurora originally.
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/608
Pulled from here with updates to to_chat()
Ovens and fryers now work like the microwave, but also have special trays/baskets that can be inserted and removed with things on them. There's also a crapton of new recipes. Note that you can still use the oven to just bake things, or produce variable food items, to my knowledge. This was specifically kept in when it was originally implemented, IIRC.
- Cooking now uses several machines to make recipes. Microwave, oven, deep fryer.
- Recipes have been redone to reflect this.
- Adds a reagent called Space Spice (used in Synnono's food recipes mostly, prevents recipe conflicts)
- New foods! Lots of them.
- You can cook using held mobs. Also, mouse/ratburgers.
I can dump the recipes if you'd like.
https://user-images.githubusercontent.com/40557659/52112070-10165a80-25cb-11e9-9a72-2c919f0033dd.png (From their PR, may not be accurate).
This is WIP, and will not compile just yet.
- Default Minimum penetration for mechs changed to 10
- Default minimum damage for mechs changed to 5
- Ripley and Odysseus have 0 minimum penetration
Just took a double check at the armor changes for mechs and the initial values for these seemed a bit high. So going to tone these down a bit before release.
The drink was set to strength = 0 resulting in a multiply by 0 and infinite alcoholism. You'd literally commit alcohol coma and instant liver death on drinking this.
Upstream port of https://github.com/Yawn-Wider/YWPolarisVore/pull/619
Credit goes to @KillianKirilenko for this, I just ported this upstream and put all the traits in neutral.dm as per admin request!
**Description:**
This uses the universal alcohol_mod to allow for increasing/reducing the effects of ethanol based on the trait you've taken. Basically? You can get drunk more or less quickly. This does not change how fast you die when you start taking liver damage/tox, this only affects how fast alcohol makes you drunk.