* SNPC Updates
* SNPCs now use their custom processing by default, with a few tweaks. This is a temporary fix to ensure they work appropriately until @MrStonedOne's MC is in place.
* SNPC custom processing will now watch for a failed loop and restart itself.
* Verb added for debugging SNPCs easily, must be enabled.
* SNPC customization now has three quick options, as well as the original choices.
* Spawns removed from laggier parts of doProcess(), now using waitfor instead
* Security SNPCs will target people set to arrest.
* Chefs, Botanists and Bartenders should now function more appropriately.
* Removes commented code
* Fixes an invalid loop
* REALLY fixes it this time
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
In addition:
- Added an admin notification when dragon blood causes the dragon
transformation.
- Fixes#18275, lava staff can no longer turn transit tiles to lava.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
🆑
bugfix: Clicking the (F) link when an AI talks in binary chat will
follow its camera eye, the same as when (F) is clicked for its radio
chat.
/🆑
FOLLOW_LINK is a define that creates the clickable (F) link, so it
doesn't have to be typed painstakingly out every time we want to give
that link to an observer.