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.
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.
While I was working on kobs I fixed and tweaked a whole bunch of little things. I figured even then that I should separate the fixes, but I never got around to it
Now I have~
- Removes Phasers from cargo ordering
- Removes weapons and combat armor from Talon
- Renames access_awayteam back to access_explorer for compatibility reasons
- Standardizes the itempath of the buffer device across all three maps.
- Makes a special wire reader tool that the CE starts with
- Makes CE blueprints able to add charges to Engineer's blueprints.
- Makes it so CE blueprints don't have the wire legend.
- Adds Engineer's blueprints to the Engineer's lockers.
- Adds Engineer's blueprints.
- Makes it so you can't make a new area in a non 'BUILDABLE_AREA_TYPES' area without CE blueprints. (See global_lists_vr).