Since we still have psilocybin. removing it from the check entirely was
unnecessary. Fruit with Psilocybin, LSD, or Space Drugs will now all
properly display the "hallucinogenic" descriptor.
Fixes checks for old chems to use ones for new chems. Some of these
chemicals currently aren't in any fruits (like juices) but may appear
once we expand the chem list for random seeds.
Will update the descriptions to account for new chems at such time that
goof's PR is finished if he doesn't include it.
Fixes watermelon slices being empty.
Potatoes, carrots, and watermelons will now properly transfer their
reagents to the new slices when chopped/sliced, divided evenly across
the total number of slices.
Watermelons create 5 slices, carrots and potatoes only create 1 (since
they are a plate/pile of fries/sticks).
- Fixes Diona Nymphs getting a color overlay, which was causing them to
become darker and look terrible.
- They now look like they did pre-#980
- Adjusts the equation for hydroponics trays calculating light level
based on their turf (lid down)
- All trays in hydroponics should now have a light level of 3 or higher,
this is subject to further adjustments to fine-tune
- Fixed messages from the eject tank verb to not say things like "the
the tray (#45)"
- Ports https://github.com/Baystation12/Baystation12/pull/9184 from
Baystation
- Prevents deconstruction of soil and invisible soil
- Fixes#1011
- Adds a verb to eject tanks from hydroponics trays if one is inserted
- Don't think anyone has actually done this, but it has been possible
for a LONG time and will be more useful once I get the atmos portion of
botany working
- Fixes grown items not leaving behind their trash
- Notably banana peels and corn cobs. Clowns and hillbillies rejoice!
- Adds 15% chance for a watermelon to leave behind a pack of it's seeds
when eaten.
- Slicing watermelon will not produce seeds ever
- Replaces the Janitorial ERT members' plant-b-gone sprays with new
Telescopic Scythes!
- Can be collapsed to fit on a belt or fit in pockets/bags
- While collapsed, it loses a large amount of it's damage, is not
considered sharp or as having an edge, and cannot cut vines like a
normal scythe. Extended ones are functionally identical to normal
scythes
- Extending and collapsing a telescopic scythe has some awesome sounds
from Freesound.org
This commit removes code/defines/obj.dm and code/defines/obj/weapon.dm.
These files were only kept for legacy compatibility and do not fit into
the tree system at all. It doesn't even make sense since the base defines
are all that were in these, the actual code for the items was in the right
file.
Any new ports that use this file on a different codebase should be sorted
into the tree system anyways, new files if necessary. A giant defines
file is just wasting space and searching effort.
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.
This commit first adds a new helper proc labeled isAntag(), as well as
adding a check for antags for every instance of msg_admin_attack().
Goals of this commit:
- Make admin ATTACK: logs indicate if attacker is an antagonist.
Note; High probability of merge conflicts, 47 files changed.
- Also adds ABSTRACT and NODROP flags in preparation for removal of
canremove and abstract vars.
- Sorts some of the setup.dm flags so they're in order.
- Replaces 'flags & 2' in policetape.dm with pass_flags & PASSTABLE,
should have the same effect.
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.
Reworked the mutation system for Botany to use a "tier system",
adjusting mutation chances and the potential type of mutation based on
the amount of the reagent(s) added.
Updated handling for Floral Somatoray to work properly with new Botany
Mutation Rework.
Adjusted Floral Somatoray's Yield setting to adjust the yield stat of
the plant instead of yield_mod stat of the tray.
Also added additional information to the Plant Analyzer when scanning
trays. Will now include information such as age, yield modifier, and
toxicity in the report. This will not be shown when scanning harvested
goods or seeds.
Fixed some typos and missing words in podmen.dm in preparation of
planned attempt to reintegrate pod-cloning functionality.
Fixed hydroponics trays setting "waterlevel = maxwater" and "nutrilevel
= 3" whenever RefreshParts() is called, and fixed sanity check for water
and nutrients above previous max levels.
Unreported change from my previous commit (this is for the sake of
documentation): End of round score will factor Hydroponics harvests into
the calculations.
Overrides the generic sounds with more suitable ones where needed.
Weapons that do no damage don't have sound effects.
Conflicts:
code/game/gamemodes/wizard/artefact.dm
code/game/objects/items/stacks/sheets/glass.dm
code/game/objects/items/weapons/melee/misc.dm
code/game/objects/items/weapons/storage/toolbox.dm
code/game/objects/items/weapons/stunbaton.dm
code/game/objects/items/weapons/weaponry.dm
code/game/objects/weapons.dm
code/modules/hydroponics/hydroitemdefines.dm
code/modules/surgery/tools.dm