* Fixes saving memes, Adds absorbing and OOC escape
Also allows for people to reload from a slot if they fuck up and delete a belly
* makes sure travis won't flip the fuck out
* fixes some sound issues
* cleaning up some extra sounds, also dragon vore sound settings
* fixes resisting out of guts
* BRACKETS
* Prey now become blind after being eaten.
Use the audible subtle message to continue roleplaying with them!
* Actually make bulges show up in examine
* Fixes cases where transfering between bellies would blind twice
Because, y'know, that make sense. Also added self reminders if any changes happen to JSONs
* Sintouched antag datums (#36561)
* Sintouched stuff
* hudz
* These are boring and when they happen they happen en masse so let's just list them
* undefs
* Sintouched antag datums
* April Fools Day replaces the overflow role with Clowns (#36533)
* Refactors overflow job assignment
* Fixes job selection
* April Fools Day replaces the overflow role with Clowns
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl
Fixes#36444
From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.
This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.
I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
* [READY] Several fixes/changes to mood, longterm mood effects, beauty component
* Fixes bug with duplicating rod on removal while lying down, as well as implemented a new force_put_in_hand() proc, and cleaned up some code.
* Merged force_put_in_hand() with put_in_hand() and cleaned up code.
* adds a delay and message to crawling underneath people
* makes eswords take less stamloss to swing around, lays down groundwork for later parts of combat reworks
* FUCK
* Refactors some trauma code, fixes some trauma heals not working (#36093)
* Refactors some trauma code, fixes some trauma heals not working
* that too
* fix indent
* antur comments
* Refactors some trauma code, fixes some trauma heals not working