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.
Adds the ability to make a chemical reaction only occur when at or below
a specified temperature.
Adds new reaction for freezing water into ice
- Must be at or below 270K to turn water to ice
Adds two new reagents/drinks: Applejack and Jack Rose cocktail
-Applejack is obtained by freezing cider at or below 270K
- Applejack is slightly more potent than cider, due to it's alcohol
concentration being higher
- Jack Rose is a new mixed drink that is 4 parts Applejack, 1 part Lemon
Juice
Only Ice and Applejack utilize the cold reactions at this time, but the
functionality is in place for future reactions.
- This should allow coders more flexibility with defining new reactions
that may realistically occur at low temperatures.
Renamed the existing "required_temp" variable for reactions to
"min_temp" to better communicate it's purpose and differentiate it from
the new "max_temp" variable for cold reactions.
Fixes the reagent grinder machines not properly grinding tomato into
ketchup and rice into rice
Updates botany code to use qdel over del to help alleviate potential lag
from del calls
Removes the PanDEMIC 2200 board from Tech Storage and the Circuit
Imprinter, as the computer it builds has been commented out for a long
time. Also deletes the commented out code (over 250 lines of commented
out code deleted)
Fixes Food and Pills so that they actually transfer their reagents
properly
- Big thanks to Krausus for helping with locating and correcting the
issue
Fixes IPCs being able to eat pills.
- They have a monitor for a head, where do you think you're going to put
that?
Fixes IPCs being immune to the soothing effects of water
- IPCs that are on fire can be properly doused with a splashing of
water.
Reaction_mob(), which handles things like TOUCH based reactions, now
will properly obey process_flags.
- This means things like Synthflesh won't work on Synthetics.
Changed Golems from PROCESS_DUO to PROCESS_ORG
- This will give them back the ability to be healed via chemistry, since
they don't naturally regenerate.
- PROCESS_DUO remains defined in case someone finds a use for it
(adminbuse maybe?)
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
Changes instances of \red and \blue to use spans as per suggestions in
glass.dm and fishtank.dm
Fixed a mistake preventing the building of one direction windows and
fishbowls (whoops!)
Fixes grammar concerns in multiple messages
Holy water is now (magically?) worth 110% of it's reagent amount when
filling aquariums.
- This is a rather small boost to having the chaplain bless the water
you are going to dump into a filtration system anyways.
Moves the fishwater ingestion method out of the on_mob_life proc to
prevent spam, now will display when initially ingested
Updates the CritterCare vendor's sprite to include the pug and fox, as
well as adjusting the "static" between displays to give it a slight
variety.
Adds fishbowls, fish tanks, and wall aquariums.
- Buildable with glass
- Fish Tanks and Wall Aquariums also have built-in lights that can be
toggled
- Wall Aquariums block atmos just like a full window or wall.
Adds fish and fish/aquarium related items:
- Goldfish, Clownfish, Sharks, and Baby Space Carp
- Eggs can be obtained for each of these fish types and a dud egg type.
- Fish food, fish nets, egg scoops, tank brushes
- These are used to maintain your aquarium
Adds new vendor: CritterCare!
- Sells pet supplies and pet rocks!
- Moved pet collars from the clothing machine into the CritterCare
Adds new room/area: Pet Store!
- Located between the Port Emergency Storage and Auxilary Tool Storage
(across from the Vault)
- Contains a CritterCare machine, 2 fishbowls, a bucket, and a sink
Adjusts some Cargo order options!
- New category: Vending
- Contains all the vending machine refill crates
- Renamed the Bartending Supply Crate to Bar Supply Crate to avoid
confusion
- Removes the coffee refill canisters from the Bar Supply Crate, placed
them into the new Coffee Supply Crate
- Adds new Clothing Supply Crate, contains refill canisters for the
Hatlord 9000, Suitlord 9000, Shoelord 9000, and ClothesMate vendors
- Adds new Pet Supply Crate, contains refill canisters for the new
CritterCare vendor
Makes the ClothesMate and CritterCare vendors constructable
- Using a screwdriver on a vendor circuitboard will now have a chance to
set it to the ClothesMate or CritterCare setting, in addition to the
previously possible settings like Booze-o-mat and Shoelord 9000.
New reagent: Fishwater
- Obtained by using an empty reagent_container on any aquarium that has
some water in it.
- Ingesting fishwater has a 30% chance per cycle to make you vomit (what
did you expect from dirty water and fish poo?)
- Fishwater is good for botany, as it provides both water and nutrients
to hydro trays
ADDITIONAL FIXES!
- Fixes the abandoned bar's misaligned area (mostly a mapper thing, will
also ensure an APC in the area will properly power the entire area (and
not space)
- Fixes a couple instances of piping mistakes where there were manifolds
and straight pipes on the same tile, preventing vent-crawlers from being
able to navigate properly
- One was in security, another was the back room of hydroponics
- Fixed a missing pipe in the AI upload causing the vent to be
disconnected from the pipe network