Adds in a new Bottler machine used to combine a set of three ingredients
into a beverage!
Adds a new line of drinks, branded Paradise Pop, to be made with the
bottler. Currently, the possible flavors are:
- Paradise Punch
- Apple-pocalypse
- Berry Banned
- Blackeye Brew
- Grape Granade
- Meteor Malt
These beverages currently have no mechanical effect, though that will be
added at a later date along with additional recipes
The bottler can dispense empty glass bottles, plastic bottles, or metal
cans as well as fill these containers with the result of a processing of
ingredients. Successful processing requires both careful selection of
ingredients AND proper ordering, or else the entire drink is rendered a
horrible and nigh-undrinkable disaster.
Used cans and bottles, both from the bottler and the vending machines,
can be reinserted for recycling even when crushed, so pick up that can!
Clown stole all your cans and bottles for his latest prank? Simply slide
in some sheets of glass, plastic, or metal to restock the machine's
reserves!
Order your Bottler today from cargo for only 35 supply points, and we'll
even throw in a free wrench to help you move it to its new home! (will
map one into the bar later)
Minor other changes:
Sugarcane and grapes received kitchen_tag values, so they may be used in
the bottler
- Also allows grapes to be properly juiced again in a blender
Water bottles from the vendors now are plastic bottles, instead of glass
Adds 4 new fudge flavors!
Peanut Fudge:
- Made with 5u milk, 5u sugar, 1 chocolate bar, and 3 peanuts
Cherry Fudge:
- Made with 5u milk, 5u sugar, 1 chocolate bar, 3 cherries
Cookies 'n' Cream Fudge:
- Made with 5u milk, 5u sugar, 5u cream, 1 chocolate bar, 1 cookie
Turtle Fudge:
- Made with 5u milk, 5u sugar, 1 chocolate bar, 1 peanut, 1 caramel
Also adjusts the standard fudge recipe
- Now 5u milk, 5u sugar, 1 chocolate bar
- Fixes#4457
- REMINDER: These use chocolate bars made via reaction, not the candy
bars you make / buy from machines
Standardized the spelling of "Cocoa", as this was inconsistent
- One spot refers to it as cacao still, but that is because it is in the
legit latin scientific name. Everything else is now cocoa (not coco).
Chocolate now will provide some nutrition (and make you fat if you eat a
lot)
- Cocoa Powder (the arguably main component of chocolate) provided
nutrition, but that nutrition mysteriously vanished when you combine it
with milk and sugar. Now chocolate provides the same nutrition as the
cocoa powder in it
Merged a number of cases where foods had both chocolate and cocoa to now
have just chocolate
- In the case where both were present, the volumes were combined to
maintain food sizes
Renamed cocoa pile to chocolate pile, as this was wrong
- The cocoa pile claimed to be a pure cocoa powder pile, but was
actually just chocolate that was dumped on the floor.
Removed a fair amount of relative pathing, but there's still more to go.
Botany plants can grow preset items, mobs, or fruit
- Turns out that the code for mob harvestables could be used almost
unchanged to support item harvestables
- Changed some variable names to better reflect this
Re-introduces the Egg Plant!
- Grow eggs to throw at the security officer who confiscated your
ambrosia!
- Mutant species of Eggplants
- Exactly the same as eggs laid by chickens, except they shouldn't hatch
Adjusts code and logic order to avoid a conflict with TRAIT_SPREAD
fruits that can be converted into other items
- Grass, aloe, and comfrey were either unable to be converted or unable
to be planted outside a tray if they had TRAIT_SPREAD due to logic
ordering
- You must now be in DISARM intent to plant spreading fruits
- Being in HELP or GRAB will attempt to convert the fruit into a
poultice or other item as appropriate.
- If the plant does not have TRAIT_SPREAD, you may also use DISARM to
accomplish this
Adds Money Trees!
- Literally grows money-filled fruit called Cashpods
- Fruit contains gold and silver reagents, or can be turned into space
cash by using it in-hand like grass or aloe
- Value of the resulting space cash is related to potency. Higher
potency = higher dosh!
- Eating the fruit doesn't give you money, but may fill you with guilt
(not really).
- Mutant species of lemons.
- When life gives you lemons...
Adds the ability to convert sunflowers and novaflowers into their
"weapon" forms
- Done exactly the same as converting grass, aloe, comfrey, or cashpods
(use in-hand on help/grab intent)
- Sunflower conversion is silent, though the item description changes
- Novaflower conversion is not silent. You'll know when it happens.
- Hitting someone with a sunflower (weapon form) or novaflower (weapon
form) will assault both parties with a green and yellow message. FLOWER
POWER!
- Hitting someone with a novaflower (weapon form) will increase their
body temperature, and may cause burns as a result
- Picking up a novaflower (weapon form) without gloves will cause burns,
but doesn't drop the flower.
COMPLETELY DELETES the code\objects\items\weapons\hydroponics.dm file
- This file was 90% commented out already, and I moved the remaining
code into code\modules\hydroponics\grown_inedible.dm for organization
- This affects the .dme by removing a single line as the file is no
longer included.
Fixes mutant plants not properly inheriting preset icons
Fixes preset icons incorrectly having a color overlay applied
- This was most noticeable on berries, as the color overlay would render
most of the icon black or red, instead of the intended multi-color icon
Returns emote capabilities to diona nymphs
- Accidentally removed by #1171
Returns Moonflowers, Novaflowers, Ghost Peppers, and Koi Beans
- Accidentally removed by #980
- Sunflowers can mutate into Moonflowers or Novaflowers
- Novaflowers contain pure welding fuel
- Moonflowers contain plantmatter and moonshine
- Chili peppers can mutate into Ghost Peppers or Ice Peppers
- Ghost Peppers contain plantmatter, capsaicin, and condensed capsaicin
- Soybeans can mutate into Koi Beans
- Koi Beans contain plantmatter and carpotoxin
Returns Hydroponics Harvests tracking for End-of-Round score
- Accidentally removed by #980
Updated the descriptions for plants to account for moonshine, welder
fuel, and carpotoxin
- This is to maintain consistency with other reagent-based descriptions
for the plants
Removes modular sprites from nearly all pre-defined seed products.
- The following plants still utilize modular icons:
- Random Seeds (Strange Plants)
- Grass
- S'randar's Hand leaves
- Messa's Tear leaves
- Telriis Grass
- Thaa'dra Lichen
- Jurl'mah Reeds
- Amauri Plant
- Gelthi Plant
- Vale Bush
- Surik Vine
- Test and Test 2
Added a new plant, peanuts!
- Seeds available from MegaSeed vendor in hydroponics
- Will be included in future kitchen recipes in a separate PR
Re-enables botany's interactions with atmospheric conditions and gases.
Seeds can now consume and exude gases as part of their growth process.
Most seeds do not have this functionality, however it can be found on
random seeds.
Random seeds will occasionally require a gas to grow, or will produce a
gas while planted. Possible gases are Oxygen (O2), Nitrogen (N2), Carbon
Dioxide (CO2), or Plasma gas.
If a plant that affects a gas is planted, it will attempt to interact
with the environment differently depending on conditions as detailed
below:
- Tray lid down: Will always utilize the air of it's tile for atmos
interaction.
- Tray lid up, nothing connected/inserted: Will utilize the air of it's
tile for atmos interaction.
- Tray lid up, tray connected to a connector port pipe: Will attempt to
utilize the air of the pipe network the connector is part of, allowing
you to utilize canisters or direct feeds into the station's piping. If
there are no gases at all (0 total moles) in the network, it will create
an empty gas_mixture at 20C (standard room temp) in the network before
attempting atmos interactions.
- Tray lid up, tank inserted into tray: Will attempt to utilize the
contents of the inserted tank for atmos interaction. If the tank is
completely empty (0 total moles), it will create a new empty gas_mixture
at 20C before attempting atmos interactions.
- Tray lid up, tank inserted AND connector port: Will attempt to utilize
the contents of the inserted tank for atmos interaction. If the tank is
completely empty (0 total moles), it will create a new empty gas_mixture
at 20C before attempting atmos interactions. (Pretty much just ignores
the connector port)
In case it wasn't apparent from the above mentions, you can now insert
any portable tank (emergency oxygen, plasma tank, pretty much any tank
that could be hooked up to internals) into a hydroponics tray. You can
remove them with the previously added eject internal tank verb. There is
currently no visual indication of whether or not there is a tank
inserted (the tray icons are already cluttered with the sheer number of
overlays, and I didn't want to sprite another monstrosity like my past
spriting attempts yielded)
When utilizing an inserted tank for the plant's atmos interactions, it
will attempt to use distribution pressure set on the tank for the
atmospheric pressure inside the closed lid. If the tank's internal
pressure drops lower than the distribution pressure, it will use the
tank's internal pressure instead.
The alter temperature trait is now functional, and will heat/cool the
air used for the plant's atmos interactions. This means it can heat/cool
the surrounding air, inserted tanks, or the contents of a connected pipe
network.
Plant analyzers have had their readouts updated to report what (if any)
gases the plant consumes or produces during it's life. Also edited the
alter temperature trait's message on the plant analyzer to not
incorrectly refer to the change in "degrees Kelvin".
There may be a bit of wonkiness with open-air atmos interaction and gas
redistribution, which would be an issue with LINDA's processing and not
the changes in this PR.
Also, a major reminder that atmos grief is a bannable offense, and
releasing plasma-producing vines into the halls will be considered equal
to causing an atmos flood from atmospherics and dealt with accordingly.
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.
Reverts the changes to Reagents and Recipes introduced with the initial
Botany Plant Additions commit.
All ground tea is created equal, as is coffee. Tea Astra and Coffee
Robusta no longer will give special versions of tea and coffee powders
and drinks.
> Reintroduced a number of previously removed plants:
+ Tobacco
+ Space Tobacco
+ Tea Aspera
+ Tea Astra
+ Coffee Arabica
+ Coffee Robusta
+ Moonflower
+ Novaflower
+ Koibean
> Fixed a typo preventing the mutation of Blood tomatoes into Killer
Tomatoes.
> Added an additional version of both tea and coffee powders and drinks.
> Added additional tea and coffee recipes to make and utilize the new
versions.
> Added coffee arabica, tobacco, and tea aspera seeds to seed vending
machines.