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Tweaks and tidying
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
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@@ -184,7 +184,7 @@
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/obj/random/outside_mob/item_to_spawn() // Special version for mobs to have the same faction.
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return pick(
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prob(50);/mob/living/simple_mob/animal/passive/gaslamp,
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// prob(50);/mob/living/simple_mob/otie/feral, // Removed until Otie code is unfucked.
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// prob(50);/mob/living/simple_mob/vore/otie/feral, // Removed until Otie code is unfucked.
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prob(20);/mob/living/simple_mob/vore/aggressive/dino/virgo3b,
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prob(1);/mob/living/simple_mob/vore/aggressive/dragon/virgo3b)
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