Just shove it directly into their face. Make sure it's a bioadaptive one though otherwise it won't do anything.
Target head, click, wait a while. They ARE slime people or whatever so... makes sense :V
Why do we have a robot that literally does the entire job. Basically people leave it and it becomes a lag generator forever. Removes farmbot harvesting and removal of dead plants, plus adds an idle timer for 150 process cycles without a target causing it to turn itself off. So basically it will tend the plants and keep them alive, but you need to come harvest them sometimes.
-If prey 1 is too small to show up, ya get no visible bulge.
-But if you eat another prey also too small to show up, but take enough space together with the first one, ya get bulge.
-Also if you eat a small person, and then a big person, ya now get bulge too. (unlike before)
OwO
-Makes digestion modes "finish" once everything unprotected is gone.
-This also means your guts will no longer permagurgle fruitlessly while nothing but a shitty ID in there.
Ghosts now have a verb "Join Into Soulcatcher" that lists all players, and they can pick one to ask them if they can join into their SC. If they don't have one, it notifies the ghost (this is less expensive than trying to crunch who has a soulcatcher and shortening the list. You can just deal with it okay??). You cannot get backed up if you joined this way, like there's no way to move from being a ghost to being in someone's head to being in a mob. You'd need to ghost and respawn normally. (This is intentional... no sneaky no-manifest people getting in).
And various other SC QOL things:
- Adds NMe and NSay verbs when you get a soulcatcher installed so you can use them in the text parser at the bottom of the window or click them in the verb list like a crazy person. The older emotes also still work.
- Prevents 'loop of madness' where both pred and prey have soulcatchers and it floods your log as it tries to decide who catches who
- Removes minds if the client is disconnected for a long time, or if the player ghosts out of the NIF
This improves the issue of player mobs using excessive CPU every Life() tick.
* Testing determined the worst performance was actually the manipulation of the "healths" HUD doll's overlays.
* Switching to using a mutable_appearance helps quite a bit for little effort.
Wow, this ran out super fast. You get like 2 minutes of use, jeez. This makes it much longer. You also get a % heat sunk thing next to it in the NIF menu so you can see how far along you are.
Or how Woodrat spent too long on something that was supposed to be simple.
- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions
Tested, seems fine. At least in short tests.
* Fixes human HUD init so we still get all HUD variables filled. - TODO - Make our own versions of synthetic HUD for other hud categories if we ever feel like it.
* Re-removed gameticker sound code, this time marked it as VOREStation edit (wasn't marked before)
* Removed duplicate mutable_appearance type now that it is moved to mutable_apperance.dm