* Add Major Slobberer trait
* Add a mode addon to bellies that lets you wetten prey with them
* Add tooltip
* Fix this
* consistency
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* limits belly contetns to 200 items
* there too
* this too
* don't strip blacklisted things
* .
* sometime later
* no remains if belly is full
* this
* just warn for now
* .
* .
* .
* .
* .
* -
* .
* .
* linter
* faster
* .
* .
* optimize
* fix that
* 20 should be ok
* nom atom
* .
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* we gots this
* removes verb implementation
* no clue why that was such a mess
* clean up the rest
* implementation
* cleanup
* .
* hide it otherwise
* quick fix
* missing stackitem
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* selection target
* ugh
* fix deadmin
* larger
* fix paper icons
* those are inverted
* don't miss that
* fix all
* point transfer
* add nostrip flag to items
* un.... teppi
* .
* end life proc after qdel
* this could be null in very rare cases
* this has a lot of sleeps, someday should be refactored and check for qdeleted
* needs to be an object
* qdel check this
* use the rsc properly
* wtf?
* .
* fix narrate
* .
* push
* inform user, null it
* .
* can be null
* fix maint lurkers
* .
* spans
* .
* fix that too
* urg
* fix distillery
* don't wrap them
* needs usr
* Update cash_register.dm
* quick hook cleanup
* lots of fixes
* .
* clean that up for reasons
* Improved AI Vore
- AI bellies are moved into their holograms when formed
- Moved to their core when hologram dissipates for any reason
- AIs can holonom anyone next to their hologram into their selected vore
belly
* Add a log when belly objects move with ckey'd prey
* Make AI unable to holonom when in a belly
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* no more self callbacks on update fullness
* fix missing code
* Belly test
* import type
* full partiy
* .
* fix preview
* in belly to late join
* robot nutri
* .
* .
* update export
* finish open todos
* code cleanup
* fix some old slacking
* move this to a define
* fixing
* ,
* .
* Creates a Consume Belly Reagents pref (#10)
* Creates a Consume Belly Reagents pref
Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended.
* These changes at least do not cause any problems
* Missed this one
* Reverts reagent_names
* _BELLY versions
* Fixed typo
* .
* fix admin spawn mobs bellies
* also fix that bug
* hints
* fix that
* .
* initial
* should be all
* that is no longer needed
* fluids into hand items
I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted.
ARC = active-hand reagent container. IRC = inactive-hand reagent container.
* some stuff
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Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Fix for Digest Pain not loading preference
Fixed Digestion Pain preference not loading from saved preferences, causing it to reset every shift.
* Belly Mode Addon: Spare Prosthetics
Added a new Belly Mode Addon called Spare Prosthetics. With this active, when prey (that has leave remains turned on) is digested, they will drop any prosthetic arms and legs into the belly.
Changed Belly Item Mode: Digest (Food) to not digest robotic body parts such as prosthetic limbs. These can still be digested using the Item Mode: Digest.
* Added Post-Drain belly modes
Added "Drain Finishing Modes" that kick into effect once a drain belly has extracted all of the nutrition that it can out of a prey character.
These modes are currently:
Normal: Current behaviour, just stops when it runs out of nutrition to extract.
Sleep: Slowly increases the prey's tiredness until the fall asleep. Be warned that they won't be able to post or see posts when they fall asleep.
False Sleep: Slowly increases the prey's tiredness until just before they fall asleep, darkening their screen but NOT preventing them from posting and reading posts.
Weight Drain: You're done draining their nutrition? Well, time to start taking their weight directly and adding it to your own body. Is dependent on the prey's weight loss % chosen in character setup.
* Added a knockout process option
* I forgot eject all on the previous commit
* Update tgui.bundle.js
Adds some vore stats to the end of round trivia thing.
Includes number of times any mob with a ckey was eaten, digested, or absorbed.
Also includes number of items digested.
Fixes oxyloss compensation having been turned into a multiplier of the total nutrition gain as opposed to its original purpose as an addition. Also makes the digestion finisher bonus scale according to the mob's max health so dead mice don't end up being as filling as dead crew members.
Makes fancy vore sounds use the same volume as the classic ones. No idea why they were doen by 25% while also being more quiet in the files,
Fixes sub-preds inside the main pred not making any sound at all.