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[MIRROR] Completely deprecates reagents in protolathe/circuit imprinter/techfab designs #235
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…er/techfab designs [MDB IGNORE] (#24467) * Completely deprecates reagents in protolathe/circuit imprinter/techfab designs (#78939) A long time ago, it was common for designs to cost reagents in addition to normal materials. Every circuit board used to require sulfuric acid, for example. However, these designs have slowly been whittled away, and only two remain: the death syphon PKA modkit, which costs blood, and paint remover in the service lathe, which costs acetone. Although these two designs still use the old system, it is very outdated, and it shows. TGUI doesn't take reagent costs into account at all. Reagent costs aren't displayed on mouse over like material costs, and the design won't be greyed out if there necessary reagents aren't present. If you try and fail to print one of the two designs, the protolathe will tell you that reagents are missing, but it won't say what reagents. In fact, there is not way to find out what reagents are required without code diving. In light of how outdated and unsupported this system is, I think it makes sense to deprecate it almost entirely.* Now, protolathes, circuit imprinters and techfabs will no longer take reagent costs into account at all, even if a design does define reagent costs. The machines also no longer need beakers to be built, and reagents can't be transferred into them. The two remaining designs that did use reagent costs now don't, and I've updated the designs unit test to fail if any non-limbgrower design does set any reagent costs. *Limb growers are the exception, as they're fully functional and work fine. :cl: del: Protolathe/circuit imprinter/techfab designs costing reagents is now totally deprecated. /:cl: * Completely deprecates reagents in protolathe/circuit imprinter/techfab designs * medigun reagent removal --------- Co-authored-by: GPeckman <[email protected]> Co-authored-by: lessthanthree <[email protected]>
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* Lizard food: adds burger variants and a few extras (#80424) ## About The Pull Request This PR is inspired by [SS13 TV](https://youtu.be/gVXki-1uBLY?si=l9QZyVFW1CyzIEL_&t=73) [The best show on air.](https://youtu.be/gVXki-1uBLY?si=hrQ8NADTu0WwmH7n&t=223) I wanted to help port the great human cuisine over to be something lizards could comprehend. I'm intending to add: 7 Burger variants (Rat, Plain, Chicken, Fish, Sssloppy Moe, Rib and RootGuffin) ![image](https://github.com/tgstation/tgstation/assets/53197594/d341afac-7996-4eaa-a03d-f667875f82eb) I also am adding two extra foods: Korta Wellington and [Meatsicles.](https://media.tenor.com/CGDqgg8bb9AAAAAC/meat-popsicle-5th-element.gif) ![image](https://github.com/tgstation/tgstation/assets/53197594/8df66861-f2c5-4477-b37e-416bc8e7ebf8) I'm not done yet! For human chefs, rejoice! I'm adding a way to make vinegar from grape juice and enzyme (removing the wine recipe because that just becomes grappa instantly.) and the ability to 'fold' your pickle jars back into beakers to let you recycle the jar to make more pickles without having to trek to the nearby lathe or autolathe. Updated meatsicles. ![image](https://github.com/tgstation/tgstation/assets/53197594/52e042e8-dab1-4af1-90bb-84812975aa4c) ## Why It's Good For The Game More food for lizards means a chef doesn't need to harass botany for more and more plants just to satisfy the growing lizard population. You can feed humans the same burgers they love without aggression from the ~~subhumans~~ lizardfolk who are hungry too. Vinegar is now craftable, which means if your grapes and enzyme is of high enough quality, it'll not impact your food quality. However, that requires a competant botanist and more work. You can choose between cargo or saving like 20cr for your work. Not being able to just refill an empty jar didn't make any sense to me, I've made pickles IRL and have never encountered that. ## Changelog :cl: add: Added new lizard variants of existing foods for equality of edibility. qol: made pickle jars reusable and vinegar craftable. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Lizard food: adds burger variants and a few extras --------- Co-authored-by: xXPawnStarrXx <[email protected]> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: NovaBot <[email protected]>
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git cherry-pick во что-то уткнулся. Не ставить вручную, только для бота
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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24467
Original PR: tgstation/tgstation#78939
About The Pull Request
A long time ago, it was common for designs to cost reagents in addition to normal materials. Every circuit board used to require sulfuric acid, for example. However, these designs have slowly been whittled away, and only two remain: the death syphon PKA modkit, which costs blood, and paint remover in the service lathe, which costs acetone. Although these two designs still use the old system, it is very outdated, and it shows. TGUI doesn't take reagent costs into account at all. Reagent costs aren't displayed on mouse over like material costs, and the design won't be greyed out if there necessary reagents aren't present. If you try and fail to print one of the two designs, the protolathe will tell you that reagents are missing, but it won't say what reagents. In fact, there is not way to find out what reagents are required without code diving.
Why It's Good For The Game
In light of how outdated and unsupported this system is, I think it makes sense to deprecate it almost entirely.* Now, protolathes, circuit imprinters and techfabs will no longer take reagent costs into account at all, even if a design does define reagent costs. The machines also no longer need beakers to be built, and reagents can't be transferred into them. The two remaining designs that did use reagent costs now don't, and I've updated the designs unit test to fail if any non-limbgrower design does set any reagent costs.
*Limb growers are the exception, as they're fully functional and work fine.
Changelog
🆑 GPeckman
del: Protolathe/circuit imprinter/techfab designs costing reagents is now totally deprecated.
/:cl: