* bugfix 1: autolathes can actually be deconstructed and don't cause runtimes (and also don't eat your crowbars)
* bugfix 2 (forensic techs actually get detective ids/pdas)
* bugfix 3 (accessories no longer do a weird double period)
* bugfix 4 (right foot)
* bugfix 5 (singular/plural stacks)
* bugfix 6 (ghosts can hang up on communicators -- still causes runtimes but it did this before and the runtimes are from the observer bug and not the communicator bug so it's fine)
* i lost count but this one gives the hos an egun because the cynosure hos locker doesn't have a gun at all and i'm not fucking around with balancing the fancy custom guns
* fixes infinite cell duplication exploit with autolathes (flashlights/coolers come empty from lathe now)
* changelog
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* commits changes + fixes retro carpet (red) inventory sprites
* return..()'d
---------
Co-authored-by: Atermonera <atermonera@gmail.com>
* Indescribable! - A Food Flavor Fixing Pass
*You keep using that word. I do not think it means what you think it means.*
- Food will no longer erroneously have double the nutriment it's supposed to.
- Fixed a lot of invalid food nutriment tastes and spruced up some old ones.
- Made all foods use `nutriment_amt` where applicable
- Made those not applicable to the former use `nutriment_desc` when manually adding nutriment
- Moved setting bitesize out of Initialize, because... why
* fixes stragglers
* select_recipe improvement
Removes the call to Timsort and the recipe comparator proc;
uses a handrolled implementation of
`argmax(items + reagents + fruit)` instead.
This reduces the memory footprint of `select_recipe`
as well as the amount of processing needed to select the optimal recipe.
* angelogchay
* Adds new var called "trauma_mod" for downstream
Will not affect anything on Polaris unless someone elects to add traits that can change this, or to use it for species defines.
Makes it that you basically go into paincrit faster or slower.
* Makes use of trauma_mod var from species.dm.
Will not affect anything on Polaris unless someone elects to add traits that can change the variable in a mob, or to use it for species defines.
Makes it that you basically go into paincrit faster or slower.
* Adds changelog for trauma_mod variable addition
* Fixes differences between VOREstation and Polaris
I was dumb and just copy from downstream to upstream, thinking there'd be no differences in the file.
* Make Butchering more modular. Don't tell the demon lords.
* No guts no glory. That was far more work than expected to get organs to just process and work for butchering holy shit.
* Chitin and hides oh my.
* squeak. ..Why did this not fire on local?
* Squelch.
* Seven cubed livers, for the doctors in their sterile halls.
* Changeling
* Prep for Datums
* Fix Broken Broken Guns
* Redundancy
* F l a g s
Prevents blood not drawn from a humanmob (such as blood from artifact replenishing bowls or blood spawned in in reagent cartridges) from breaking the pathogenic isolator's interface.