Thanks @Ricotez
Also tweaks the wording of related verbs, procs, and variables to match
Moves the scope of the ghostimages (now ghost darkness images) var and updatedateallghostimages proc to the global space so other things can access them
more fixes
forgot to commit storage blobs
fixes
Blob Mania 1.5: Storage Blobs and Blob Broadcast
nerfs dark matter
Reagent Blob tweaks and adjustments
Added new blob reagents!
Alters code to require only 1 var instead of 4, alters some cases where blobs of a different colour change.
Fixes the core and shield blobs of the overmind sometimes being a different colour to the rest.
Makes blob spores the same colour as their overmind, but retain the husk icon in zombie mode (These are slightly off colour due to still being orange by default)
Also changes trees and space bats to "hostile" faction because they were copypasta'd carp before that, as well as changing goats to "neutral" and attack_self 1 so that the great mining drone / goat wars end
Changed how the overmind hud was updated so that it was more accurate. Instead of updating every life() it will update everytime the blob core health changes and everytime the resource count changes.
Renamed the expand power to "expand/attack", to make it more clear to new blubbers that you use it to attack people.
A blob tile will light up when it is being pulsed by a core/node, adds crucial visual feedback when placing resources/factories.
New shortcuts for the blob. Expand = CTRL Click - Rally = Middle Mouse Click - Create Shield = Alt Click
Blobs can now talk to each other and ghosts can hear them. Thanks to /vg/ for this code.
Removed the unnecessary AI quarantine code.
Formated the blob code to use the standard.
Made the blob start strong but grow slower, helping stop situations where the blob is instantly caught and gets wiped out and stop the blob from being unstoppable after making 4 resource blobs.
Removed the AI quarantine laws from the blob gamemode.
People didn't like getting instantly KO'd by the blob, reduced the damage output to encourage melee engagements.
Blob overminds can see in the darkness now.
Added the blob to the check antagonists, displaying how many blobs are left to win and being able to show the player panel for the blob.
Gave overminds mind datums which will initialize to give the overmind a blob special role.
Re-worded the BE ALIEN candidate so that it is more abstract and could mean becoming a blob.
Added another message for when the infected crew is about to burst into a blob.
EMPs will now hurt the blob.
Fixed blob spores blocking the blob from expanding.
Nodes will also slowly recharge their health.
Gave a little bit of health to normal blobs so that lasers don't one shot them anymore, barely.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Re-introduced the concept of a player controlling the blob in an RTS fashion, expanding the blob and building structures such as nodes and factories.
All blobs will try to find ghosts, with the BE_ALIEN flag, to be the blob overmind. Even random event blobs will try to get players to play as the overmind.
Added a /mob/camera that is now being used by the AI eye and the blob overmind. It is a mob that isn't dead but acts as a camera for the player, to be controlled by something like the AI or the blob.
There are now a resource currency for the blob to spend it's points on blob expansion and upgrades.
Added a small blob_act to mechs.
Made all camera mobs max invisibility. Because of this I removed the AI best friend button as it would be not working.
Blob mode will send a normal intercept report.