* buncha things from upstream
* datums globals, onclick
* datums
* game folder, holy shit mirror bot why
* modules
* icons
* dme
* compiles cleanly
* tools purge
* updates maps
* double check just because. and wew lad
* incidentally, this needs more work first
* some things
* weh
* sound cleanup and icons
* reeeee
* compile issues
* oh look, fresh code sync
* cleans up some unused icons
* dirty vars
* reeeeeeeeeeeeeeee
* wew lad. fuck off with this already
* [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
* Removes input/output plates and their last remaining use (#35800)
* - Removes input/output plates and their last remaining use
* - ok fine updates the map too
* - loco loco
* Removes input/output plates and their last remaining use
* Fixes mushroom bowls
Made the mushroom bowl a subtype of the normal bowl, and deleted a
duplicate definition.
Also, adds custom soup and salad support for the mushroom bowls.
Fixes#32471
* Remove a dangling return
* Sake!
🆑 Fel and LeonDuvall
add: You can now drink sake! Can be found in the bar, or made with rice
and sugar.
/🆑
Sprites and idea courtesy of LeonDuvall.
Can be made with 15u rice and 5u sugar at 400k.
* Does the thing
Modularization of vending machines would require a lot more effort than
is remotely worth for such a simple change. Fortunately, not a lot of
new alcohols are added to it often, so it should be fine.
* Adds a few new liqueurs and cocktails
How the fuck in THIS game of all games do we not have Triple Sec.
SERIOUSLY.
* Well there goes a one commit clean PR rip me
reeeeee
* Adds sounds, fixes colors
* Fixes recipies giving eggnog
Don't ask
* Adds space where space should be
* Travis stop stalling reeeeeee
* Fixes spelling mistakes
* Adds some health benefits to sec drinks.
Quadruple sec is mild, but easy to make; quintuple sec is STRONG but
more difficult.
* Fixes merge conflict annoyance
* FUCK
* Updates boozepwr of Quadruple/Quintuple sec
If someone ever adds sex on the beach as a cocktail, I fully expect them
to add in Sex-tuple Sec as well.
* Makes clowntears reagent explicit within food_reagents
Removed hacky solution, introduced better one
* Return of ore stacking, various changes to lavaland bombs to facilitate reduced lag
* really? Like, a dozen fucking map conflicts. this map was fucked entirely
* Merge pull request #35122 from CosmicScientist/you-say-tomaetoe-i-say-tomato-youre-wrong
Tomatoes and other foods found to have girl parts; removed from vegetable piles
* Tomatoes and other foods found to have girl parts; removed from vegetable piles