* Base Commit
* Forgot the New Chips
* Forgot Chicken Fillet
* Base Commit
* Forgot the New Chips
* Forgot Chicken Fillet
* Conflict Fix
* Oopsie
* Fixes known issues
* Uploads Files for Remote Work
* Small Fix
* Final Commit (hopefully)
* Small Fix
Fortune Cookies had special weird-as-shit code to handle leaving a piece of paper behind, and therefore just getting rid of the special-code seems the best option.
R.type is actually R.id on our codebase, so that was causing runtimes. This fixes those runtimes.
Also removes duplicate recipes from microwave.dm, and fixes the issue with recipes returning burnt mess.
Cooking times are now no longer 10-15 minutes per item, the LARGEST items will take around ~4-5 minutes, 6 at the maximum in the case of the superbigbite (one of the most filling food items in the game).
Cooking oil tanks added
Appliances are now constructible instead of being eldritch black magic
Recipes are now reorganized to either fryer/oven/grill based on where they're made (Although recipes_microwave still needs a LOT more sorting)
Critical time bug with cooking fixed, AND you can now upgrade your appliances for even higher efficiencies!
But also changes a bad design choice and makes spider meat a viable
alternative to recipes requiring Xeno meat.
Now, for those of us who do still use xenos for things, xeno meat isn't
suddenly completely useless, while spiders still produce their own
unique meat that is usable in these recipes.
`/obj/item/weapon/reagent_containers/food/snacks/breadslice` is not a real thing. The only reason the code compiled with references to it is because there was a line at the top of sandwich.dm that defined the attackby proc for it, which willed it into existence with all the default 'snack' values so it was just called 'snack', had no icon, etc.
`/obj/item/weapon/reagent_containers/food/snacks/slice/bread` is the real path for bread slices, and this replaces all mentions of one with the other.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
Sin-Pockets can be self-heated using the future magic of producing heat by mixing chemicals.
Each heated pocket contains: Doctor's Delight - 5 units, Hyperzine - 5 units, Synaptizine - 1 unit.
Overconsumption is definitely possible by the careless.
Makes the concealed cane use non-del methods.