- 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