* Work on the Bluespace Worm, Again.
Space worms propagate their sprites/tooltips/meat types/segment types from the head back.
Space worms have modified organ lists, only having a brain in their head.
Bluespace worms have a unique sprite done by Sypsoti/Schnayy
Bluespace worms have more xeno-organs in addition.
Bluespace worms convert eaten things to Magmellite, instead of Phoron.
* Target through walls.
Distance traveled when not hitting a solid structure during charge is based on the length of the worm.
Bluespace Worms drop xeno hide.
* can_demolish includes trees and barricades
simplemobs can now actually attack trees
* Truncated version of my Bluespace Worm pr.
Simplemob AI can be permitted to demolish walls, mineral turfs, and other common obstructions.
Simplemob AI can be given vision through walls, to make greater use of wall demolishing.
Spaceworm now has an AI controller with x-ray and demolishing capability to tunnel through rock / into buildings, and a wind-up charge that devours impacted mobs or structures.
* Thermic spiders are demolishers, and able to detect prey through walls.
* Inert.
* Decreased chance for thermic spiders to spawn, matching carriers and webslingers.
* Adjust for continued response & thoughts.
Thermic dropped to only Demolishing by default. Still a barricade buster, not a wallhacker.
Phorogenic bumped to be Demolishing. It's big, purple, and unlikely to care there's a twig in the way of its target.
Thermic now has an xray variant for PoI or adminspawn, similar to carriers having the recursion variant.
* Spiders:
Demolishing Phorogen and Thermic moved to subtypes
AI targeting only loops over range once, typecache manually checked for machines instead of making a new list from range again.
* AI targeting dist check instead of range
== FALSE check is a ! prefix, me.
Worm no longer early returns off its overshoot charge call as it does nothing but end the proc regardless of a successful movement
* Pain in two letters.
* add new, generic decacode crate for POIs
* Update demonpool.dmm
* remove some blood drips, removed brackets
* actually remove the brackets this time
* refactors abandoned crates
-makes loot generating crates a subtype of generic, non loot generating decalock crates for PoI purposes
-updates code and map files for new nomenclature
refactors atom/var/flags to atom_flags and area_flags
moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags
corrects various misapplied flags
Specific to mining turfs, but I imagine others might have this.
The reason we don't directly pull from 'icon' is to allow turf making folk to have some fun to play with it, make the icon change only on update, etc.
If preferred, icon_path var can just be set to grab the turf's base icon path, but I prefer the var imo.
* Begins work on Planetary meteors
* Work, clean meteor code.
* Continues work. Meteors now handle their own movement and launching.
* New meteor types, some added to waves. Large meteor type fully implemented.
* Fix and adjust for comments.
* Adds cold walls & floors
woop
* adds dark ice
weee
* updates snow edges tooo
weee
* adds a temporary ice sand sprite
ver scary
* Fixed a weird one
* But why
* Cleans up footprints
* Adds a brown version of the rock I've made because
* Begins work on the Industrial expansion, ft hidden Lore
* Removed Painite, Quartz, and Void Opal from generation pending their eventual uses. Recipes modified to use them have been reverted of this use.
Fix Fix.
* Reset map to master.
* Add copper to Robotics, R&D, Engineering, and EVA.
* Baseline work for Department Goals. Implements round-end stats, based in 3 categories of roughly-more-interesting to less interesting.
* Active Goal Separation.
* Map.
* Actually does the second half of this in this PR instead of a different one.
Shuttle tiles, default floors are still "regular".
Lava, sand, water, grass, beach, mining turfs all have sounds playing now for each footstep. <3
A small balance note - water tiles slow you down by 4, and 8 for deep/ocean tiles. I'll remove these and put them in a separate PR if requested.
Massive credit to @Arokha for helping me figure out the floor system and sitting through getting it put together. <3 <3 <3
Fixes the bug in xenoarchaeology where there was a significant chance an artifact would break or come out as a strange rock, even when you did everything correctly. Now that only happens if you did the excavation wrong.
* Adds Imperion sprites.
* Adds more Xenoarch sprites (most from Schnayy)
* Adds Precursor tech and Anomaly tech.
* Adds Precursor and Anomaly machine components. Machines tweaked to allow usage.
* Bioprinter can print random-species organs with Precursor tech.
* Adds Verdantium, Lead, and Marble to mining.
* Marble rebalanced to compensate.
* Tweaks Xenoarch find spawning
* Xenoarch can now find Imperion circuits (useless for now).
* Xenoarch can now find boats, and sometimes an oar, of a random material.
* Particle smasher added to make Morphium, Valhollide, and Supermatter.
* Morphium and Verdantium coins added.
* RnD machines can accept more materials. No recipes tweaked.
* Untangle xenoarch from mining somewhat
* professionalism
* sonic jackhammers only for artefact-safe tunnelling
* destroy artefacts code disabled on everything