Largely a port of https://github.com/Baystation12/Baystation12/pull/8038
(Credit to Zuhayr for his hard work on botany)
Breakdown of the port:
- Plant traits have been expanded drastically
- You want a bio-luminescent tomato that explodes into a cloud of acid
when thrown or stepped on? Or maybe a corn vine that entangles people
and injects them with mannitol and it's harvests that can be used as a
battery? Totally possible.
- Adds new random seeds! Replaces the egg-plant seed in the exotic seeds
crate from cargo with 2 of these.
- Literally random, they have randomly generated stats, chemicals, and
traits. Great for researching, and/or wasting cargo's supply points.
- Plant analyzers can now print off the last scan they recorded, meaning
you can distribute copies of the report to validate your claims of
having the dankest weed on station.
- Potatoes, carrots, watermelons, soybeans, and pumpkins can all be
sliced/diced/carved with ANY sharp object, such as knives, hatchets,
glass shards, and e-swords.
- This should give the chef a bit more room to make it look like he
actually is doing the work by slicing up fries by hand. The processor
still also works.
- New reagent: Wood Pulp
- Currently has no use in recipes, but any plant with this reagent in it
can be chopped into planks with a hatchet. Did someone order some
Ambrosia Deus planks?
- Also, vines with woodpulp are dense. You have been warned.
Now onto the stuff I did in addition to the stuff from Bay.
- Fixed typos where plasma was mistakenly called "phoron" in the port.
(Sorry bay)
- Replaced bay's botany mutation chances with our tiered mutation
system.
- Re-re-added tobacco, space tobacco, tea aspera, tea astra, coffee
arabica, and coffee robusta.
- Re-enabled the rolling of joints
- Made it possible to hand-roll cigarettes from tobacco / space tobacco.
(A requested / promised addition)
- Just like with joints, it will inherit any chems in the tobacco, has
the same reagent capacity as a joint, but looks and smokes like a cig
(lasts as long as the cigarettes) with a different name/description to
differentiate it from pre-made cigs.
- Corn can now be juiced in the grinder, in addition to grinding it.
Grinding corn will result in it's contained reagents (like corn starch),
while juicing corn will result in corn oil.
- Re-added the additional plant analyzer information when scanning trays
(displays age, weed level, etc)
Also cleaned up the recipes_microwave.dm file, removing the commented
out recipes that were distributed to the other machines during the
Kitchen Overhaul. Shortens the file a bit and makes it more readable.
I probably forgot stuff, so I will add things as I remember them / they
get pointed out.
- Fixes shadowling thralls not showing up on Check Antagonists.
- Also adds vampire thralls to Check Antagonists
- Fixes shadowlings not turning off hardsuit helmet lights.
- Fixes transforming into a shadowling dropping organs.
- Adds job such as blueshield, NT rep, and pod pilot to the list of jobs
that cannot be shadowlings.
- Remove ascended shadowling commune, transfers the shadowling's
languages to the ascendant instead.
- Fixes intercept not being sent to the station on shadowling rounds.
This commit ports the base system of LINDA from TG. This version of linda
is the original version, with none of -tg-'s fixes, rewrites, or other
such improvements attached.
The mob ignite system has been 100% removed, as LINDA does not support
this normally. It may be added back in when the improvements and refactors
to LINDA have been ported.
This adds a new martial arts datum, labeled as Drunken Brawling. This
style is automatically added and removed to people via ethanol,
specifically, 10 life ticks after they start slurring their words.
The style is mostly debuffs, as there is a flat 50% chance to miss any
harm-intent hit, a 70% chance to fail to grab, and disarm is unaffected.
The actual 'features' of this style can be summarized as such:
- Custom attack verbs
- "jab","uppercut","overhand punch",
"drunken right hook","drunken left hook"
- Uppercut has a 5% chance to do 14 damage
- Limit's combat abilities
- 70% chance to fail to passively grab
- 50% chance to miss any harm intent
- Disarm intent is untouched.
- Added by ethanol when someone has had it into their system
for a while
- Removed as soon as the ethanol becomes lower than 3 units
- Makes shadowlings compile, require snowflaking of a few things to the
human Life() proc due to how Bay species works.
- Renames monkeyizing var to notransform, as that's effectively what it
was used for, to prevent transformation. (/tg/ port)
Ports tgstation/-tg-station#8157
This won't compile, needs to be bugfixed and tested. The only reason I
am PRing this right now is so that we don't have multiple people
working on the same thing.
@ZomgPonies This will require PROBABILITY SHADOWLING # to be added to
game_options.txt, and will likely require SQL database additions for the
BE_SHADOWLING antag preference.