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[MDB Ignore] Cherrypickening 2b: The stuff I found harder to port+ extras. #23

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merged 24 commits into from
Oct 13, 2024

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Cherrypickening 2b!

This ports quite a few PRs that are harder to port, as well as a bunch of other stuff. I will for sure TM this one due to the nature of these PRs

The main ones are:
Rkz's Newfood:
shiptest-ss13/Shiptest#3148
Modsuits:
shiptest-ss13/Shiptest#3013
Some TG botany code:
shiptest-ss13/Shiptest#3063

Why it's good for the game

We want more cooking, Modsuits and TG stuff!
There is some other important PRs, for example the Mars poster.

Tsar-Salat and others added 10 commits October 7, 2024 21:24
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This is a port of my beestation newfood pr. It's the culmination of many
months of effort during my free time in university, and my first
large-scale project on bee.

Due to interest from a few shiptest people, I have ported the PR
mostly-as-is from Bee, additional alterations where needed.

Ports from TG:
- tgstation/tgstation#49192
- tgstation/tgstation#53047
- tgstation/tgstation#53225
- tgstation/tgstation#53316
- tgstation/tgstation#53574
- tgstation/tgstation#66257
- tgstation/tgstation#69095
- tgstation/tgstation#71449

Ports from Bee, from yours truly:
- BeeStation/BeeStation-Hornet#8748

A rundown of the plan:
- This is Part 1 of newfood. This is basically the foundational newfood
shit that's needed for the rest of the system we want to work.

- Part 2 will complete all the foundational shit (killing oldfood), with
some minor refactors to ready cooking for the upcoming features. This
will conclude the development of the edible component and things left in
limbo from part 1. It will remove the temporary vars and procs, and
customizable food will be fully reenabled.

- Part 3 will contain the cooking features (Griddle).

Now for the changes:
1. convert bread to newfood
2. convert spaghetti to newfood
3. convert cake to newfood
4. Cleaned up the edible component. It should be a lot more consistent
going forward, and will basically be completely functional as of part
2's merge.
5. Adds Food Storage component, which lets you hide small items in large
food. (Stick a shard of glass inside a cake to fuck over someone.)
6. Adds FOOD_FINGER_FOOD food flag, which lets you eat food whilst
moving. It applies to small food that really shouldnt take your full
concentration to consume whilst walking, like lollipops!
7. Sets PRAGMATIC weights for as many foods as I could. Seriously this
sucked really bad. candycorn and cakes are not the same ducking size.
8. food trash is sane, stuff thats clearly eaten on a plate and has a
plate underneath it, will spawn a plate rubbish when completely eaten.
(you dont eat the plate on cake any more smh)
9. Begins the framework of something called Accidental Consumption. Its
basically if you end up eating non-food related it will cause you
differing effects. This is again very early stages, and will require
wounds, full newfood implementation, and bringing over tg's stomach
metabolism. The proc exists, but its not getting called until part 2 or
3 is merged.
10. Adjusts some nutritional values. Minor, but I will note that I did
so

<!-- Describe The Pull Request. Please be sure every change is
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Newfood seems to be a heavily requested feature here. This is but the
framework. Really, players wont notice the difference besides the
incompatiblity between oldfood & newfood, but once the griddle is
implemented in part 3, it will be glorious.

When discussing with shiptest, I floated my plan and I received overall
agreement. This should hopefully be less painful for me and for you than
a bulk merge.

<!-- Please add a short description of why you think these changes would
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:cl: rkz, benbot(benjamin), Time-Green, SteelSlayer, floyd, Qustinuus,
ArcaneDefence, FlowerCuco
add: Food storage! Hide some glass in the captains cake! Begone
digestive tract!
add: Bread, Cake and Spaghetti to Newfood
add: some smaller foods can now be eaten whilst on the run! (This ONLY
applies to newfood items thus far!)
add: converted edible component to work with newfood
del: oldfood for Bread, Cake and Spaghetti
del: Temporarily removes customfood bread, cake, pasta, and sandwiches
tweak: edited a few messed up values
tweak: food trash is sensible now. Finishing stuff like cake will
actually spawn a plate rubbish. Instead of you eating the plate, biggun,
perhaps properly dispose of it!
fix: Wildly STUPID item weights. Candycorn and cakes are no longer the
SAME size
code: provides some semblance of sorting for signal defines
/:cl:

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---------

Signed-off-by: thgvr <81882910+thgvr@users.noreply.github.com>
Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
Literally four characters. Technically second PR but my first fix.

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## About The Pull Request
Fixes an error where processing a dough slice in a processor or on a
cutting board would make you get the parent spaghetti item, rather than
the intended one.

The Creation
![Screenshot
(2912)](https://github.com/user-attachments/assets/9a614294-2dcf-45dd-8c73-614835a93313)
The Reaction
![Screenshot
(2913)](https://github.com/user-attachments/assets/3933b953-8c07-4ef5-9e43-dc4f70f90f18)
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
As funny as "The Food" is, I would like to be able to cook spaghetti.
And I don't mean code spaghetti.
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benefit the game. If you can't justify it in words, it might not be
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## Changelog

:cl:Aquidu
fix: Fixed a bug relating to literal spaghetti code.
/:cl:

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## About The Pull Request
novaflowers werent applying firestacks so i ported a ton of botany code.
novaflowers and nettles now use genes for there pickup and attack stuff
clothing traits that only botany gloves use rn

tgstation/tgstation#59107
tgstation/tgstation#56233
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## Why It's Good For The Game
better code c:
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worth adding. -->

## Changelog

:cl: FalloutFalcon, MrMelbert, Coiax
code: ported alot tg botany code along with gene desc and icons to be
used more soon
refactor: moves most plant effects into genetics stuff
/:cl:

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---------

Co-Authored-By: Sun-Soaked <45698967+Sun-Soaked@users.noreply.github.com>
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finishes shiptest-ss13/Shiptest#1785

Todo

- [x] Init icons are broken
- [x] Do afters can be canceled by walking

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:cl: FalloutFalcon, MrSamu99, Fikou
add: a few shipments of MOD control units have found there way to the
frontier, premium versions of existing hard suits with the latest tech!
add: Ported modsuits from tg, no mapped stuff yet
/:cl:

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---------

Signed-off-by: thgvr <81882910+thgvr@users.noreply.github.com>
Signed-off-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: MrSamu99 <anikiforov43@gmail.com>
Co-authored-by: MrSamu99 <98112346+MrSamu99@users.noreply.github.com>
Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
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fixes #2367
also removes the /food/ from the path since it does nothing
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:cl:
fix: condiment packs are no longer invisible and missing names
/:cl:

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---------

Signed-off-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request

**The World Aflame**

![theworldaflame](https://github.com/user-attachments/assets/75b4f565-ab87-48c2-9526-3ef9f7163204)

Molotovs now create turf fires on its own turf and adjacent ones. As
Hearthwine does something similar with a trickier conditional (contact),
it creates turf fires beyond adjacent turfs now.

## Why It's Good For The Game

Molotov's are exceedingly Nothing, and this should ignite An Inferno
within every spacer's heart. Burns much less fiercely and causes less
firestacks than hearthwine in absence of combustible material, but
should be enough to deny people access to chokepoints or to cause a
panic.

## Changelog

:cl:
balance: Molotov cocktails now create turf fires
balance: Hearthwine now create turf fires in a 3x3 area
/:cl:
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## About The Pull Request

Edits ration heaters to be able to be put back inside of ration packs.

## Why It's Good For The Game

It's really, really annoying that you can take ration heaters OUT of
ration packs, but CANNOT put them back in. This fixes this by making
them both the same size as the rations themselves, and adding ration
heaters to the list of accepted items that can be put in ration packs.

## Changelog

:cl:
code: Changes flameless ration heaters to "small" items
code: Adds flameless ration heaters to the ration pack item whitelist.
/:cl:

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…3187)

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Does what it says on the tin. You can now holster guns, ammo and such on
the armor slot while equipping the hardsuit.
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I almost got shot because people got terrified at the fact I had a gun
on my hand, when I couldn't holster due to this oversight. Amazing.
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:cl: PositiveEntropy
fix: You can now store guns, ammunition, and melee weapons on the armor
slot when equipping a SolCon/SolGov hardsuit, and its subtypes!
/:cl:

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Does what it says on the title.

![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/dc713a4f-685f-44d5-a73b-3a4e3cc24da1)

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It was a weird misconception that for some reason SolCon decided to
rename all the planets into their greek counterparts. This is very much
not the case, especially since if it *was*, Terra would've been called
Gaia and the moon would've been called Selene instead of Luna.

This does however mean that Uranus is now called Caelus, though this
will be depicted in a poster in another time.
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:cl: PositiveEntropy
fix: Mars and Venus are now referred to by their correct names!
/:cl:

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@Vect0r2 Vect0r2 merged commit 8ff6d17 into PentestSS13:master Oct 13, 2024
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@Constellado Constellado deleted the cooking branch December 14, 2024 05:44
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