-Foods give their nutriment content separately from their reagents.
-Reagent and nutriment gain from prey's snack stashes reduced to 0.3x in order to reduce unintended overdose risk.
-Gurgled prey drops all their loot, but the gut will still act on the stuff over time one by one.
-Instead of gurglin the items, it only gurgles foodstuffs.
-However once picked for handling, the nonfood items get contaminated if applicable. You probably shouldn't wear/use the gear someone just got digested in unwashed :v
-All of this is just commented out for an example in case the required var gets made into a trait/gurglemode.
-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.
-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.
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-Figured out a more likely cause for the passive oties. (code had it stop looking after checking target mob's faction.)
-New attempt at trashborgo feeding.(same testing chances as with the previous attempt lmao so no guarantees here either.)
-Added a pixel offset reset to otie grabs.
-Added a new light replacer type for trashborgo.
--Half capacity, able to fabricate replacement bulbs with charge cost.
--Mostly because normal charger refill is slow as shit and removes all the cyberfat gains you worked so hard for!
Got reports of unaggressive ferals.
Checked the code for anything suspicious.
Found an oddly placed space in the "Found" part.
No idea if it has anything to do with it. It was the only thing I found though.
Also added a couple of the new friendlyactions to the automated mob part.