Makes it so that certain squiggly mobs can go into mouse holes even though they fall outside what's usually allowed!
These mobs also get the option to eat anything else that might be in the tunnel with them!
The special mobs include:
catslugs
morphs
protean blobs
slimes (which promethean slimes are a subtype of)
The thinking is these are squishy things that could reasonably be made to fit, or otherwise fit thematically!
I would like to make it so snakes could do this too, but we should get some vore enabled snakes first!
- Changes how lights function. Instead of lights being qdel'd when you take them in/out of light sockets, it now holds them _in_ the light socket! (Due to this change things have been thoroughly tested, numerous bugs squashed which arose due to this change, and then tested again.)
- Makes it so overlays update properly on lights
- Makes it so light colors persist, even if you turn an alarm off & on again (previously reset the light to normal)
- Made it so nightshift properly updates the overlays of lights.
- Updated the light replacer to swap lights in a more efficient way
- Makes it so light replacers can set the color of the lights being inserted. (This only affects the daytime lights. For more complex changes, a multitool is required.)
Mouse holes and micro_interact-able things, you need to be inside them to use their interaction prompt, so you aren't allowed to instantly teleport back to a tunnel for leaving the prompt open or whatever!
Adds a var and a proc to all objects in the game!
If an object starts with the 'micro_target' var enabled, then it will obtain the 'micro interact' proc as a verb on initialize.
The 'micro interact' proc, allows micros and other small mobs such as mice, to hide inside of whatever the object is. Additionally, those inside one object can use the verb to move to an adjacent object that has the 'micro_target' var.
Non micros/small mobs can also use the 'micro interact' verb to attempt to extract anyone who might be within the given object.
When you attempted to charge a gun when it didn't have the ability to do so, it had set 'recharging = TRUE', and then kicked you out of the 'recharge' proc and left 'recharging = TRUE' meaning it would see 'recharging = true' and just return TRUE when the recharge proc was called.
This makes it so if you hit a gun and you can't charge it, it just sets the recharging = FALSE and then returns.
Also gives it a better error message
Without a name, nothing but the 'robot plushie' itself was selectable in the plushie menu because there was no names to pick.
This fixes that. I want my medical drake plushie NOW.
- Allows mining to carry items they get from the mining vendor.
- Allows mining to carry any type of /tool instead of just wrenches.
- Allows mining to carry welding tools.
- Allows mining to carry binoculars
- Allows mining to carry ore scanners.
- Allows mining to carry radios.
- Allows xenoarch belts to carry any type of /tool instead of just wrenches.
- Allows xenoarch to carry pickaxes on their belt.
- Allows xenoarch to carry market beacons.
- Allows xenoarch to carry geiger counters (radiation is like...Part of their job.)
- Gets rid of needless /pickaxe duplication in the mining list.
- General cleanup. Sorts everything to look neater.
Hotfix to make items not shoot out runtimes.
The game was checking for a variable that was 'null' to see if it has a length, which is something that doesn't occur.
This fixes that by simply making it check to see if it has a possessed_voice variable.