Removes server instability, random disconnects, and server crash due to
trap mobs / high player count
Trap mobs are now capped just like normal spawns
- If a trap mob is created that would push the total number of trap mobs
over this limit, the server will remove the oldest trap mob (effectively
replacing it)
Changes health from a list using magic numbers to an associated list for
readability (doesn't make sense to have two vars for what little uses
this)
Converts mob displaying to use the alternate appearance system, to allow
for a per-mob control over visibility
- Only will show for mobs that are holding a PDA with a game client that
is connected to the game server.
- Nanomobs properly are concealed from player mobs after being interacted
with (capture/escape), PDA dropped, or game client disconnection
- Game client will disconnect from game server when you change the active
PDA app (including going to PDA main menu) and/or eject the game cartridge
Also finished my thought in that one comment. It's about time I-
Adds catch modifier support, track wild captures
Adds support for capture modifiers:
- These modifiers adjust the "effective run chance" of the mob,
potentially making it easier or harder to capture a mob based on the
total modifier
- Attempting to capture a mob in melee (running up and smacking it with
pda in hand) now grants a 20% capture bonus (reduces mob's effective run
chance by 20)
- Attempting to capture a mob at range (throwing the pda) does not grant
a bonus
- Support is in place for a client-based catch modifiers, to allow for
possible things such as bonuses or penalties from things like "item
cards" or achieving X number of captures. This is not currently planned
for this PR
Adds tracking of how many wild mobs you have captured to the game UI.
Mobs from trading cards will not increase this value, only mob you
captured from the wild will.
- Bragging rights for now, but could be used for a future "milestone"
system to earn bonuses
More cleanup and fixes
Thrown PDAs now properly trigger capture attempts
Mobs now properly consider their type preferences for spawning (may need
to up whitelist bonus weight)
Mobs no longer will spawn in holodeck areas, since this results in them
sometimes spawning on z2 in the holodeck source "templates"
show_message replaced with audible_message
Spawn area selection cleanup
Mobs will no longer attempt to spawn in the derelict solars,
constructionsite solars, or the unused /area/construction subtypes (the
base type is used, just not the subtypes as far as I can tell)
- Mobs will also avoid spawning on turfs that are not on the station
z-level, in the event an area is mistakenly mapped onto additional
z-levels or something
Changes to spawn selection:
- Elemental types now have a set of area and turf black/whitelists to
eliminate copy-pasted ones for same-type mobs
- Mobs still have their own black/whitelists to further customize their
spawn preferences beyond their elemental type preferences
- Whitelisted areas/turfs now increase weight by 4 per whitelist they
are on
- Blacklisted areas/turfs now decrease weight by 2 per blacklist they
are on (if the ending weight is less than 1, the area/turf is removed
from consideration)
- Creation of weighted lists for area and turf selection moved to
separate procs for readability
- Spawn area selection now uses pickweight
Elemental Types now use the defines instead of hardcoded paths for their
lists
- Fixed a mistake with Rock Type resistances improperly including Grass
and not including Flying
Allows for buckets to be worn as a hat. Déjà vu.

Sprite by FullOfSkittles
🆑 IcyV
add: Buckets can be worn as hats.
/🆑
* adds variants of 10mm ammunition
you can shoot people with it
* ones which work
* third time's the charm
* adds the letter 'u'
* makes armor pen values more reasonable
* rebalanced AP
Previously, the brown rbottles found in chemical lockers were stuck as
brown forever. Now they actually display the chemical inside of them.
The bottles for items such as morphine or toxins that you could get from
vendors always had a specific bottle that never updated based on
chemical or volume. These have new bottles and properly work now.

Much thanks to FullOfSkittles for the bottle sprite and KasproVv for
pretty much most of getting this worked out.
🆑 IcyV
add: Adds new bottle sprite
fix: Fixes many bottles being locked to a single icon
/🆑