I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.
This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.
I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
While I was messing with vitamins and nutrients, I decided to touch up on deep fryers as a separate project. A demo of sounds can be found here, using the looping sound framework added recently. Also, sound quality in the video is kind of terrible; it sounds much nicer in-game.
Fryers themselves now use the cooking oil reagent, which is new and can be obtained by grinding soybeans (for vegetable oil) or meat (for oil derived from fats.) This does include synthmeat, which you can also use for meat anyway! By default it takes about 1.2 units of oil to fry one object.
Also adds oil_use and fry_speed vars that determine how well the fryer does its job. These values start at ~0.04 and 1 respectively, and can be brought to 0.01 and 4 with max-tier parts (each fryer uses one micro laser.)
Cooking oil itself can be heated to 450 K to bring out its latent frying powers. When splashed on object, it will fry them instantly (albeit inefficiently)... and can also fry humans and other creatures rather painfully.
* New sunflower sprite, added inhand sprites, first time messing with git
* Updates sunflower and variant's sprites, adds new growing stage sprites for sunflower variants, new inhands sprites.
* Made the leaves a bit higher. Das it
All uses of "the [src]" have been fixed, as well as other bad string
interpolation directly adjacent to such uses.
In addition to its message, the circumstances under which the tracking
implant locator fails have been updated to use the correct define,
malfunctioning on CentCom rather than on the station.
* Grammar fixes to atom descriptions
- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate
* Remove spaces before newlines and oneline some strings
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes
* Adds missing </span>'s.
* ".name]" --> "]" and
"to_chat(GLOB.admins," --> "message_admins("
and one [name] --> [src]
* Earlier commit was a mistake, lesson learned
* Hopefully all is ok now.
* Revert "Hopefully all is ok now."
This reverts commit 3c95e41b4c13ce96469861e9a97453adf4b56826.
* Revert "Earlier commit was a mistake, lesson learned"
This reverts commit d611af1e4a76690453a7f9808b6e2c429b679f6c.
* Revert "".name]" --> "]" and"
This reverts commit d538b9efef2d7d8be9122bf5ceaf105055059bc6.
* message_admins fix
* Soft crit, except a little bit harder.
* tweak
* 👌
* why was this even in here
* no radios in critical
* fix that too
* keep to original logic
* not very smart, really
* tip: do nothing tgui-side that you can do code-side, because we can't do defines in tgui
* blood trail
* can't do blood trails
* how does this even work
* harsher slowdown and more obscured vision
* it really puts it into perspective; you're fucking dying.
* stat_attack
* stop fuckin whispering into radios or whatever it is you're doing
* more fixes
* fix
* fix
* fix the radio shit
* bikeshed?
* Update kudzu.dm
* Update spacevine.dm
* Update spacevine.dm
* b
* Removes Airlock nerf [why did this work anywho]
* Removes Spacewalking kudzu
* Eh, I'll do this myself
* Ports duplicated slipping code to a component
* Makes metal not slippery
* asdf
* Instead of cherry picking like an idiot I could just copy paster
* OOP
* And blood, don't forget Fry's blood!
* Further fixes
* A more generic fashion
* Use the new system
* Fixes
* Fix cartridge type
* Remove inertia
* Rethemes the Necropolis
* clen
* not clever enough, hmm...
* that's a bug. hello, bug.
* no message
* a terrifying Legion room. full of one (1) Legion.
* some tweaks, inside has actual floor type
* tweaks
* Rethemes the ash walker nest to match the necropolis
* fix some issues with the door version
* whoops
* run mapmerge tgm, does not tgm
* whoops
* whoops, all dirs
* tgm
* The bonfire has a grill
* nah just do what ergo wanted