We got voltato which is a potato mutant that produces 200 V for all, then we have the solarflower which is a sunflower mutant that glows and can be planted anywhere, perfect for mood lights and blackout! Then we have two lavender mutants, milk dew that produces milk and sweet breeze that produces Serazine!
The two new chems are Serazine that is a mild anti toxin that can be used to enhance drugs, which at the current time is bicaridine with some tungsten added in to produce the other new chem called Alizine that is double as effective as bicaridine, though it sadly cant cure internal bleeding when overdosing patients :c
Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.