Added some weights to the vendor spawners, basically so the hotfoods vendor will appear less often than any other, and some of the more powerful/special vendors appear less often than the normal ones.
Also adjusts the bigtrees. They were originally made just for gateway decoration, but with GB featuring them, they needed to be brought into line with normal stuff. They still have more health than normal trees, but it's less. Also they have stump sprites now.
Instead of paintings lasting 1000 shifts before being deleted
Now the system will store up to 1000 paintings, and remove the one at the top of the list (the earliest/oldest one) first when the maximum number of paintings is exceeded.
Additionally, examining a painting that has been stored will move it to the bottom of the list, effectively renewing its lease in the system.
This should make it so that paintings aren't just arbitrarily being removed for being old, and, the paintings that actually get looked at should stick around.
This undoes my fix for the corporate sofas specifically. Their object subtyping is awful, but there is enough redundant code in there to make the layers work correctly for them anyway.
Sofas used to have really weird subtypes, now they correctly inherit from either the base (middle), left, right, or corner, which solves the issue with layers on the non-red corner sofas (which red sofas were exempt from due to them being the base object type).
The announcement only really encourages people to go hunting for it, and usually not in the good way, which can in general ruin the surprise that these roles can employ.
So! I think it would be better if we just didn't announce them publicly, since they aren't a thing we ever want people to go and respond to mechanically, and, I think that announcements like these ought to be reserved for things we want people responding to.