Moves a number of kitchen recipes to utilize table-crafting!
- Instead of dumping the ingredients in the microwave, simply collect
them on the table to assemble your dish via the table-crafting menu
- The option to assemble the dish will only appear if all the
ingredients are present on the SAME table section.
Table-crafted foods:
- Sandwich
- Slime Jelly Sandwich
- Cherry Jelly Sandwich
- Slime Jelly Burger
- Cherry Jelly Burger
- Not-a-sandwich
- Egg Wrap
- Herb Salad
- Aesir Salad
- Valid Salad
- Ingredients are unchanged
Standardizes the chef's knife usage!
- Now the chef can use the Cutlet knife (knife utensil), kitchen knife,
butcher knife, or scalpel to cut meat into cutlets!
- Now the Cutlet Knife (knife utensil) can be properly used to slice
cakes, pizza, bread, flat dough, and so forth instead of scooping up a
bit onto the knife.
- If a food object cannot be sliced (no slice_path defined), it will
scoop up a bit as before. Forks, spoons, and plastic knives will always
scoop, regardless of slice_path.
Fixes the Toasted Sandwich microwave recipe not working.
- It was missing a result, meaning it was not being loaded as an
acceptable recipe and causing the microwave to reject sandwiches.
BACKEND CODER CRAP:
- Tablecrafting recipes now can support botany produce and adjusting
chems in the result item.
- New fruit list var is used for botany produce
- New AdjustChems proc is used to handle final chem adjustments, such as
removing or adding chems from the finished product.
Refactors the code for Microwaves, Ovens, Grills, and Candy Makers to
utilize a shared parent which holds the common procs.
- This means any new additions or fixes will only need to be implemented
in one place, rather than 4, to affect them all.
- Also reduces file sizes on the individual machines' files by removing
a lot of the duplicate code
Updated the code for the kitchen machines to be more modular and fixed
some issues.
- Replaced color macros with span classes
- Replaced hardcoded names with src references
- Each machine has a cook_verbs list which is used to create the in use
message (Microwaving in progress)
- Each machine has variables to define the icon states for the different
states of the machine (on, off, broken, dirty, open).
- Changed a few formerly global variables to not be global, as this
would cause issues with the shared code (microwave with candy maker
recipes for example)
Fixed a bug where the microwave would be considered "full" before having
all of the ingredients for a recipe
- Created a new proc to count the number of items and fruits in a recipe
to determine the max_n_items value
Map Edits to Cyberiad and associated Z-levels for pathing changes
(map-merged)
- MetaStation will need to be updated as well, I'll do this in another
PR unless someone else beats me to it.
Some recipes were sorted using paths that resulted in empty recipe types
(for example, /datum/recipe/microwave/human/burger causing an empty
/detum/recipe/microwave/human type to exist). These would be included in
the available recipes, and since their requirements are null, would all
be satisfied by anything in the machine. Since their result is null, a
runtime would occur while trying to create nothing.
This fixes some (all? Too lazy to test them all) kitchen machines never
failing.
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 the bad rainbow cotton candy not actually using a "toxin" as
it's reagent contents.
- - Previously contained Lexorin, now contains Sulfonal.
- Fixes the candy maker "eating" candy moulds and causing a runtime
while doing so.
- - Incorrect recipes still destroy the mould, but successful candy
making will return it's mould as intended.
- You can now only put food into custom food, no more "the fire
extinguisher glass shard telescopic baton personal pizza"
- Fixes nymphs being able to learn hivemind languages.
Fixes all cotton candy flavors/colors utilizing the plain version's
sprite.
Fixes fixing kitchen machines (candy maker, grill, oven, microwave) with
a wrench attempting to unfasten/refasten them to the ground. You can
only unfasten these machines if they are not broken now.
Replaces the Cereal Maker with the Candy Maker.
Replaces the old Grill with the new Grill.
Replaces the old Oven with the new Oven.
Also gives the Candy Maker a description that isn't a copy-paste from
the Cereal Maker (whoops).
MASSIVE overhaul to the kitchen, should make the chef job more
interesting.
Additions:
- Candy Maker!
- - This machine allows the chef to create a variety of sugary treats
for the crew to enjoy.
- Candy! Lots of candy and this is only the first wave!
- - More candy planned / dreamed for the future
- Candy Moulds
- - Craftable from plastic sheets, also available in the kitchen vendor.
Use these to make different candy types
- - These are returned if you successfully make the candy. Screw up and
the mould is destroyed!
- Cardboard Tubes are now craftable from cardboard
Changes:
- Oven and Grill have been updated to work more in line with the
Microwave and Candy Maker.
- - This means that they are also buildable and upgradeable!
- - Boards for the oven, grill, and candy maker are available from the
circuit printer.
- Many recipes moved from the microwave to the oven and grill.
- - For example, bread is made in the oven, and kabobs are made on the
grill.
- Adds "byproduct" var to recipes
- - Allows for the return of an item in addition to the result,
currently used for candy moulds
Fixes
- Adds Grape Juice reagent.
- - This will fix a runtime and also allow people to actually drink from
the purple cans.
Sprite Credits
- Many thanks to FoS for their sprites for a lot of the candies which I
combined and recolored
- - Also thanks for the new sprites which were included, but not all
used (yet!)
- I also edited and created some horrible sprites for a few candy items
and machine states.
- - Hopefully they will be such an eyesore that a real spriter steps up
and provides something nice.
This overhaul should hopefully add a little variety to the chef role,
while keeping it largely unchanged in terms of difficulty.
- The cereal maker, deep fryer, and the grill can only process food
items instead of almost anything.
- Deep frying and cerealizing food add 3 nutriment from 30.
- Ice cream cones have a reagent storage volume of 50 from 300.
names - no more meat, meat and egg sandwich sandwich sandwich type names
- this would now be an egg and double meat triple decker sandwich
commented sandwich.dm out. was almost duplicate code, but if a sandwich
was being made with a shard or customizable food, it was making it a
different object (/food/snacks/csandwich instead of
food/snacks/customizable/sandwich), only thing it processed that the
other didn't was if there was a shard in the food, which is now dealt
with in customizable
rewrite cos damn!
No more spam names... worst they can get is one of each type in a name.
CM won't accept anything that's been cerealized (at any point), DF and
grill will accept things that have been in them before, but you'll end
up with a burned mess, a cloud of smoke, and the chance of a small fire
Fixes various minor issues here and there (including improper items for
chemistry repair), allows coloration of Tajaran, Unathi, and Skrell
hair+facial hair, and adds a few new food items.