Cooking times are now no longer 10-15 minutes per item, the LARGEST items will take around ~4-5 minutes, 6 at the maximum in the case of the superbigbite (one of the most filling food items in the game).
Cooking oil tanks added
Appliances are now constructible instead of being eldritch black magic
Recipes are now reorganized to either fryer/oven/grill based on where they're made (Although recipes_microwave still needs a LOT more sorting)
Critical time bug with cooking fixed, AND you can now upgrade your appliances for even higher efficiencies!
This PR lets you tip over medbots which prevents them from moving or healing, and they'll slowly get more and more distressed and desperate asking for help from people around them. After a few minutes (currently moments, but can be tweaked), if no one helps right them, they'll manage to right themselves up and snitch on whoever tipped them over to medical so the psychologist can keep an eye on them.
* veymed voidsuits upgrade
* unathi streamlined suit polish
* link to #7301
removes the specific checks from SSU.dm and adds no_cycle
* teshari subtype
* Fixes prommies passively chonking it up
Fixes prommies passively gaining nutrition on every tick to reach the maxcap within minutes by just standing around regardless if they're even standing on dirt or even standing on a turf at all.
* Update prometheans.dm
* Update prometheans.dm
* Fix a typo in a verb.
* Add straffing to mechs. This took my entire morning goddamnit.
You now have a straffing verb. Very convenient to shoot while firing back.
Thanks to @drexample even if i didn't use all that much of the original code i stole.
* Change straffing to strafing.
* Correct an oversight.
* Add a variable that determines whether or not you are in a mech or fighter at the moment.
* Rework a lot of mech code backend and add clickable buttons.
- Gygax overload, Durand defence mode, phazon phase, marauder smoke, zoom and thrusters have been made into modular things. Just put the 'smoke_possible' var to get those actions.
- Move most abilities that aren't for default mechs to 'Mecha_actions.dm' for less huge of a file. Marauder abilities to be moved shortly.
- Lot of verbs have been broken into procs such as toggle_lights() now being a verb refering to a lights() proc for easier work later on.
- Delete some movement code duplications.
- Changed the smoke system to be more up to date, inspiration taken from the cooking machines.
* Space out some things for ease for reading.
* Improve the damage readout for mechs on examine
* Improve speed boost code to an easier to modify version.
* Deleting a couple few forgotten debug messages.
- Replace changes from 8c7371c5d4
- Removed debugging prints in skybox generation
- Reverted change to GetConnnectedZLevels to avoid the chicken-or-egg initialization issue of find_z_levels() requiring knowledge of a sector's z-levels during the attempt to determine a sector's z-levels.
- Make find_z_levels() always called again so that lazy open space initialization works on landable ships again.
- Instead, allow static configuration of sector map_z to override the default behavior of calling GetConnectedZLevels()