* Soil is no longer called hydroponics tray when something is planted
- Simplifies tray renaming and reduces the copypasted code by making it a proc
- Removes description changes, couldn't make them work grammatically with the plant name and they don't make sense on their own
- Makes soil PLURAL gender so it's referred to as some soil instead of a soil
- Removes unnecessary setting of a seed's productdesc when planting, it already gets that when customising it with a pen and that's the only time it's relevant
- Updates the tray name when weeds are mutated, which didn't used to happen
* uses a define instead of a proc
This adds two drink ingredients: creme de coconut (a coconut liqueur obtainable in the booze dispenser) and pineapple juice (obtainable in the soda dispenser or via juicing pineapples). It further adds the Pina Colada and Painkiller cocktails & corresponding sprites, and it adjusts the recipe for Bahama Mama. The recipe for pineapple snowcones was also adjusted to require pineapple juice rather than pineapple slices.
Finally, pineapple juice can be found in a carton or craftable juice box, and I've added sprites for this.
Why It's Good For The Game
First off, more drink ingredients equal more realistic drink mixes and more variety, which means more fun for bartenders.
Pineapple snowcones are better off using pineapple juice as opposed to pineapple slices. Previously the recipe called for two pineapple slices; you can now juice those two pineapple slices to produce pineapple juice sufficient for the snowcone.
Regarding the changes to the Bahama Mama recipe: With these changes, the recipe now more closely represents the classic Bahama Mama, which involves coconut, coffee, rum, and pineapple juice as its base ingredients. I removed orange juice to prevent conflict with the Painkiller recipe, but also feel justified in doing so because orange juice is not an essential ingredient of a Bahama Mama, nor is lime.
Changelog
🆑
add: pineapple juice, creme de coconut
add: Pina Colada cocktail
add: Painkiller cocktail
add: pineapples and pineapple slices can be juiced
tweak: Bahama Mama recipe, pineapple snowcone recipe
imageadd: pineapple juicebox sprite, pineapple juice carton sprite, Painkiller sprite, Pina Colada sprite
/🆑
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* Initial commit, wood datum mat. Works on my machine.
* Wait this makes baseball bats worthless nevermind
* Review changes, uses the define now, just don't know how bitflags work well enough for that other bit
* Adds the material dependance check
* FINE
* Replica pods notify ghosts, can show the blood DNA of injected samples
* basically im monky
* h
* removes garbo, adds hints that "blood DNA" is just the UE
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Base
* epic
* bandaid begone
* Documentation
* Bugmash
* Replaces bruise packs and ointment in on maps.
* Fixes for testmerge
* new line
* Dirty web
* Nasty webedit
* med suture is now a chemical recipe, adds cellulose reagent
* Adds new bioluminescent traits and mutations
Because 'puke green' shouldn't be the only light color.
* Adds new bioluminescent traits and mutations
Because 'puke green' shouldn't be the only light color.
* Adds new bioluminescent traits and mutations
Because 'puke green' shouldn't be the only light color.
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
* Switches out the three billion args of electrocute act for flags
* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file
* tries to fix ed209 again
* Fixes 209 hopefully
* Finally fixes that darn file
* one final one to fix the diff
* Or i guess i'll just do it myself
* Doubtful improvement
* Switches out all the magic numbers with defines
* Thanks travis for finally finding a real error
* properly resolves some left over conflict