Added a new variant of the handheld translator that only translates a single language into one that you know. These can be taken from character loadout and currently cost 4 points. They can also be found in maintenance randomly.
Added a new whitelist species, the Hanner. These are the half-offspring of Lleill and share a small number of their abilities. Notably, they are shapeshifters, can drain energy from consenting people, can do basic alchemy and can transform into beasts.
Added the beast form ability to Lleill and Hanner, allowing them to turn into a small selection of simple mobs.
Changed lleill_energy and lleill_energy_max to be a base species variable rather than lleill species, allowing those abilities to be granted to other characters by GMs.
Added a small chance of finding potion materials in maint loot (pretty rare), to allow a little more consistent use of the alchemy ability for lleill, rather than relying on redgates alone.
* Adjusts stationside first aid spawns
Stationside first aid kit spawns should not have combat first aid kits
- Swaps stationside first aid kit spawns on Talon, Stellar Delight, and the V2 Outpost to Tetheraid spawns
* Does some more swapping
* Adds stasis bags to wallmeds
Added a Monster Bait toy item, a fluffy worm thing on a stick! Dangle it in front of a vore-capable mob and it will prompt them to pounce you without needing to make them hostile.
* Mega Nukies
Added a variety of Nukies called Mega Nukies that can only rarely be found in maintenance loot. These super caffeinated drinks come with a warning label about health hazards and may have the following effects:
The ability to see in the dark perfectly, with a small risk to your eyes.
Good healing of brute and burn damage at the risk of damaging your heart.
Putting you to sleep until you've processed all of it.
Repairing your NIF and filling you up, but confuses you if you don't have a NIF installed!
Hyperzine speed, way less addictive but may cause modest burns!
Gets you real high.
Slowly shrinks you.
Slowly grows you.
* Unique colours
Added butterfly nets. These nets can be wafted across a tile, much like a fishing net, to catch butterflies (and people of scale 50% and below)! Using them on themselves either drops the contents, or if the inactive hand is empty, pulls out the contents into the free hand.
They can be crafted from cloth, found in the botanists locker, or rarely found in maintenance.
* Bluespace Crackers
Added a bluespace cracker item. It works similarly to a normal cracker, in that one person offers it to another to pull the cracker together. When pulled, the winner is rewarded with a toy, a joke, a cheap paper hat and a powerful bluespace effect!
The effects include:
Shrinking to 25% scale
Growing to 200% scale
Having a drug like effect colour their screen.
Making them invisible for one minute.
Knocking them over.
Teleporting them into the losers active belly (if prefs allow!)
Or giving them a bunch of money.
They can be found in the bluespace random item pool and rarely as an item in maint!
* Colourful hats
Added random colours to the paper crown hats
* Added the crackers and backfiring sizegun to trash piles
* Can be rigged by VV now
Added a new maint pred ghostpod for redgates. I have added two of these to redgates that I made only (for now). They are normal ghost pods but are always available from the start of the shift. The can be found in the find ghost pod verb and are called creature holes.
Made a lot more mobs in my own redgate maps ghost joinable. Generally one of each type of mod that isn't a humanoid.
Added a 25% chance for each mob to become ghost joinable from the semi-random vore mob spawners used in redgates. This applies to the passive and retaliate spawners only.
Also made the other redgate maps available on the SD again.
Makes it so that nurse spiders can't spawn from any random sources, such as spider egg clusters, spider spawners, and capture crystals.
GMs and map makers can still put nurse spiders out if they want to, but this should stop any UNEXPECTED nurse spiders from appearing, and stop spiders from snowballing quite so hard when the conditions are right.
Added a set of new Nukie energy drinks, each with their own reagent that causes jitters after 30u.
Also added a Nukie vending machine to find these drinks in!
Added a vending machine that stocks all desatti foods. Included in random vending machine choices.
Added rhubarb and custard sweets.
Added pork pies.
Added a sweets crate to cargo hospitality orders.
Fixed desatti jaffa cake crate having only one box instead of ten.
Added a room with a bigger vampire and good fantasy loot behind a locked door that can only be opened with a newly hidden key. Alongside a few turfs, mob and spawner to support this.
Fixed https://github.com/VOREStation/VOREStation/issues/15416 by adding sprites to open dungeon walls, other sprite fix was in a previous PR.
Added a note at the entrance of the redgate asking people to not bring weapons home.
Added a new fantasy redgate map that consists of a fantasy town and a large dungeon beneath it.
Added a selection of fantasy props.
Added a variety of "magic" resprites of existing items. These are intended to be tech disguised as magic and have descriptions to hint at it, along with some papers on the map.
Added an alchemy system that creates potions in an alembic out of an ingredient and a base. If the ingredient and base match, an interesting potion is created, if they don't, a poor quality potion is created.
Added a new reagent that polymorphs the drinker into a random creature.
Added a chest version of crates.
Added wooden wall lockers.
Added random spawners for fantasy items, potions, ingredients and bases for mapping.
Added hedge and wooden fences.
Added an old fashioned resprite of the oven.
Added a cooking pot resprite of the microwave.
Added wall torches.
Added barrel version of water tanks, beer tanks, wine tanks, blood tanks and a kettle resprite of a coffee dispenser.
Added a wooden tub bath.
Added 19 new vore mobs: 2 Catslugs, 6 succubi, 1 cryptdrake, 4 vampires 5 peasants and a bat.
Replaces instances of "iron" pill bottle with the new blood regen pill bottle in containers and maps that are either NanoTrasen or Zorren related. Keeps iron bottles in other maps (mostly specific away mission rewards)
add: Adds Copper pills, Blood regen pill bottles
30 u copper reagent per copper pill. Blood regen contains 9 iron, 5 copper pills now that zorren need copper for treatment
Added two new bluespace collars. They both control the size of the wearer via signalers. The first one allows you to select the size by clicking on it, and is locked to a code and frequency. The second is made by modifying the first, by adding a signaler to it. This one does not allow you to set the size or code on it, and is only locked to frequency. The size you are resized to is determined by the code that is sent from a signaler.
Adds these to various lists, such as trader items, RnD and maint loot.
Also added a new "random bluespace item" random item spawner for mapping use. It is currently not mapped in anywhere.
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.
Minor Fixes
Found some errors while testing. Fixed.
Minor Fixes
Found some errors while reviewing code. Fixed.
Minor Fixes
Found some errors while reviewing sprites. Fixed.
Major Changes
New Cell Charger icon_update system
New Crap Device Cell
Removes Secborg power cell
Minor Fixes
Found some errors while reviewing code. Fixed.