* Distillery For Chemistry
* Synthplasma, Synthblood but not horrifically strong.
* Rectify, I said, damnit!
* Distillery for Chem. Now with STRONG DMM.
* changeling
ACTUALLY fixes problems with borgs permanently breaking their syringes and being able to put modules into potted plants, which causes unwanted fuckery.
Reverts #7560
* Adds Spice Mod to species.dm, Makes Frost Oil COLD
~~Spice Resistance traits in the same flavor as Booze traits.
3x, 2x, 1.5x, 0.75x, 0.5x, 0.25x resistance to the effects of capsaicin and frost oil.~~
^ Above changes inapplicable, but you can add traits yourselves if you're interested. Not sure how Polaris does their traits vs Virgo.
- Frost Oil and Capsaicin will now **lower/increase your body temperature by a random amount** during the ingest step if you're over the danger threshold.
- var/spice_mod is added to the species datums, much like alcohol mod.
- Frost Oil will now remove 5 capsaicin on affect_ingest much like capsaicin would remove 5 frostoil.
Not much else to say.
* Forgot the M.Species.
* Removes IS_ALRAUNE from Frostoil
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!
* species var extension v1
* Update carbon.dm
* sve v1.2
* sve v1.2a
* Update carbon.dm
* Update carbon.dm
* ain't no party like a bitflag party
* assorted tweaks and refactoring
* Update carbon.dm
* further duration & effect tweaks
- Instead of using auto_use_power to re-tally up machinery's power usage every cycle, track the steady "static" load separately from the transient "oneoff" usage. Machines then only need to inform the area when they use oneoff power or *change* their steady usage.
- Remove auto_use_power and stop SSmachines from calling it.
- Add vars to track "static" usage for each of the three power channels to /area
- Rename the existing three vars to "oneoff" so its clear what they mean (and to catch people accidentally updating them directly)
- Update area power procs and APCs to use the new variables.
- Rename /area/proc/use_power() to use_power_oneoff() to make it clear what it is doing.
- Deprecate /obj/machinery/use_power() in favor of use_power_oneoff() but don't delete yet. Can transition gradually.
- Add logic to the update_power procs on machines to calculate the deltas and update static area power whenever their usage changes.
- Add logic to machines to update area power when they are created, destroyed, or move.
- Moved /obj/machinery procs related to area power usage into machinery_power.dm to make them easier to find.
- Added or updated comments in several places to explain what is going on and how to use it.