Freezers will start at T0C - 5 (Which is effectively 268.15), and a new Freezer air alarm subtype has been added that bypasses the TLV hardcoded default to allow for larger cooling thresholds (and allow lower target temps).
TL;DR: Freezer tiles and the kitchen freezer will start cold and actually stay cold, prompting "you feel chilly" in the freezer. Other areas that use /freezer/ tiles may be affected by the initial temp, but this should quickly resolve itself thanks to heat balancing.
To note - the original change was intentional change on Paradise/Polaris's part.
"You might not have been able to actually view the cameras, but you should have been able to open the interface."
Fixes the roof for surface med.
Adds lights.
Changes the hallway disposals to a bin in the entertainment room.
Gives clowns entertainment access.
Fixes a pipe's visibility.
Adds shutter and tint control buttons where they were missing.
No the I'm not moving the goat he's my friend and he's staying in the freezer.
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!
Reverts changes to clowns and mimes, takes away their spawns, and removes the "commedian" and "performer" alt titles, as these are things that pertain more to the entertainment jobs.
Fixes a typo in the xenobot job description.
Changes a capital E to a lowercase e.
Gives clowns and mimes access to the backroom of entertainment like the rest of the entertainers. And gives the secret poker room tintable windows, and the service hall windows.
Microwave not cooking micros/mice: Fixed
Invalid Recipe datum thanks to /microwave prefix: Fixed
Fryer earsplittingly loud: Fixed
Fryer/Oven continuing to cook even after items removed: Fixed
Oven having 'on' icon state when door closed but off: Fixed
Appliances not scaling cooking time/damage based on size: Fixed
Feature added - Burning Food will set off fire alarms and set off a black cloud of smoke!
Overcook time reduced to allow for less margin of error (IE Actively requires you to pay attention)
Multiple Microwave bugfixes, including multicooking/etc not working, recipe errors, icon state errors, ejection errors.
Tries and likely fails to add "Xenobotanist" as its own job. Everything about this job edit is subject to change and staff/community conversation.
But please bear in mind this is a WIP.
This ports Aurora Cooking, sometimes called Nanako Cooking, from CitRP, who got it from Aurora originally.
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/608
Pulled from here with updates to to_chat()
Ovens and fryers now work like the microwave, but also have special trays/baskets that can be inserted and removed with things on them. There's also a crapton of new recipes. Note that you can still use the oven to just bake things, or produce variable food items, to my knowledge. This was specifically kept in when it was originally implemented, IIRC.
- Cooking now uses several machines to make recipes. Microwave, oven, deep fryer.
- Recipes have been redone to reflect this.
- Adds a reagent called Space Spice (used in Synnono's food recipes mostly, prevents recipe conflicts)
- New foods! Lots of them.
- You can cook using held mobs. Also, mouse/ratburgers.
I can dump the recipes if you'd like.
https://user-images.githubusercontent.com/40557659/52112070-10165a80-25cb-11e9-9a72-2c919f0033dd.png (From their PR, may not be accurate).
This is WIP, and will not compile just yet.