Fixes#3062
Also adjusts how plants age (mature)
- Previously was RNG based.
- 30% chance per cycle to age up
- Now more consistent and predictable
- Every 3 cycles for the tray, the plant will age up.
- Average maturation time should be comparable, but will no longer
occasionally result in hyper-growth or snail-speed growth when RNG is
feeling fickle.
Removes a space
Converting a novaflower to it's weapon form now has only a 10% chance to
actually make you shout "PRAISE THE SUN!"
- Rest assured though, that you will still be praising the sun
internally when doing this even if you don't shout it.
Fixes some grammar mistakes on the cashpod results.
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.
HEAVILY nerfs spreading plants!
- Spread chance cut down by 66%
- In general, plants will spread slower, meaning they won't outpace a
goat wielding a scythe and plant-killer grenades.
- Spread distance cut down by AT LEAST 66%
- TRAIT_SPREAD 1 plants (glowshrooms) will spread to a maximum distance
of (TRAIT_POTENCY * 0.1)
- TRAIT_SPREAD 2 plants (kudzu) will spread to a maximum distance of
(TRAIT_POTENCY * 0.6) if they are vines or biomass growth_type (most
common types)
- TRAIT_SPREAD 2 that have the "worms" or "mold" growth_type will spread
to a maximum distance of (TRAIT_POTENCY * 0.3)
Buffs spreading plants!
- Spreading plants with thorns or stinging will now properly attempt to
affect anyone who walks over them!
- Wearing shoes gives you a 50% chance to avoid being affected by thorns
and stings
Rewrites stinging plant defenses and logic
- Stinging plants now will target a specific limb/body part and check
for the appropriate clothing coverage
- Spreading plant stings will only target legs and feet
- Picking up stinging fruit will only target hands
- Being hit with a stinging fruit will target the hit limb
- THICKMATERIAL clothing from hardsuits and biosuits will protect from
stings that target areas they cover
- Clothes will protect their covered areas from stings
- Protecting the head requires covering the eyes and mouth with either
the helmet or glasses/masks
- If you aren't fully protected in the target area, you get stung.
Fruit with thorns and/or stinging now properly apply their effects when
thrown or used as melee weapons
- Still requires HARM intent to use fruit as a melee weapon instead of
feeding it to the target
- Stinging fruit will check the hit area for protection
- Stinging fruit will crumble into dust if it uses up all its reagents.
- Stringing fruit still has a chance to break on hit even while it has
reagents left.
Revival and expansion of #1002 (thanks Iamgoofball!)
Creates a reagent blacklist for use with random chem stuff like pills!
- Currently blacklists admin-only, antag-only, and other bad-times chems
like mutationtoxin.
Creates a SECOND blacklist for further refinement, intended for use with
strange plants in botany.
- Currently just blocks alcohol / alcoholic bar drinks from the random
chems to avoid "watering down" the selections
Creates a new helper proc/get_random_chemical() to return a randomly
selected chemical/reagent that is not blacklisted.
- If passed with no arguments, will only look at the first blacklist.
- If passed with an argument, will also include the second "plant"
blacklist
- Will attempt to select a random chemical, then compare it to the
blacklisted chems to see if it is acceptable
- If the chem is on the blacklist, it will start over until it finds an
acceptable one
Rewrote the random chemical portion of Strange Plants to utilize the new
get_random_chemical proc rather than rely on a hardcoded "whitelist"
Updates Strange Plants to not only contain Nutriment
- They can now contain Nutriment, Plant-Matter, Protein... OR A COMBO OF
THEM!
Hydro trays and soil now recognize Nutriment, Plant-Matter, and Protein
as actual nutrients for plants, as well as (slightly) improving yield
modifiers.
Extension of #2596 (thanks Fox for the temp-fix)
Fixes#2416Fixes#2439 (again)
This commit overhauls a bunch of systems so that buckling works for
any subtype of /obj. This means that space vines and chairs and beds all
use the same system. A lot of stuff has been touched.
This commit overhauls the examine system to baystation's latest system,
including a more efficient verb approach, and a new status panel tab,
which shows more information for pre-defined objects.
This commit does the following:
- Replaces all instances of magic intent words, like "harm" and
"help" with defines, I_HELP, I_DISARM, I_GRAB, I_HARM
- Fixes a few manual grab instances left over in attack_alien, they
will now used grabbedby()
This commit does the following:
- Ports progress bars from -tg- (tgstation/-tg-station#9921)
- Refactors wall attackby code to make it 100% less insane; Instead of
manually checking every little thing, it uses do_after,
consequentially, making the new progress bars affect dealing with walls
as well.
Wall code makes a tiger sad.
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
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 a runtime preventing Diona Nymphs from eating weeds and regaining
nutrition
Fixes fruit attacks checking for "hurt" when they should check for
"harm".
- You can now smack people with fruit on harm intent. If the plant has
TRAIT_STINGS, it will inject them with it's chemicals
- You can now crush a fruit in your hand on harm intent to destroy it
(will not leave trash like banana peels!). This will trigger the same
effects that throwing the fruit would have, except without needing to
throw it.
- Use this to activate that smoke-screen tobacco you spent all round
mutating, or to make a quick escape with your bluespace tomato!
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