I've made it so mirrors can be set as not required for some makeup. Right now this applies to nail polish, but the code change can affect other make up created in the future.
These allow production of items based on the parentage. So if you say it can produce all children of Generic Smokable Drug, any child of that will be producible. This can sometimes be bad, as there may be items under that parentage you don't want to be produced. I have added a new prop to drug rigs -> .excluded_from_production which can be set to items that should be excluded from production. In this case, the recently created tobacco pipe will be excluded and thus not producible from a drug rig.
I've pruned some old bugs from @bugs. If these bugs recur, you can @Bug them again, but bugs from 1-2 years ago are less relevant as they may have been fixed by other things and are hard to investigate. I've kept ones around that I know are still issues or that I can investigate without player help.
Please feel free to resbumit bugs as you see them if I closed one that still occurs.
(Edited by Slither at 8:22 am on 12/12/2024)
I think, not 100% sure, but pretty confident, that I have resolved all of most of the issue where @voice was getting added to things like knocks, gunshots, etc. Had to do some open heart surgery on $you:say_action and a bunch of other verbs to make it happen. If anyone see's @voice added somewhere it SHOULD NOT be, please @bug it so I can fix.
With help from a player and several hours of debugging, I've made some significant changes to how shotguns work. There were bugs with how ammo was processed when consumed, how loading/unloading worked, and how combat reloading worked as well as inconsistencies between using 'unload' and 'pump', which can both eject a shell. There were several other issues, the code was kinda messy because we revamped how shotguns worked several years ago and made them auto pump in some cases, and also added drums/magazines to reload them from and this added a lot of complexity. They could use a refactor overall, but for now, hopefully they are working better and are consistent.
I've tested sniping, loading from magazines/drums, a few different shotguns, loading, unloading, loading again, firing it, loading after firing, etc. And it seems pretty solid. If you encounter issues, please @bug them.
(Edited by Slither at 7:59 am on 12/20/2024)
(Edited by Slither at 8:35 am on 12/20/2024)
I've updated the book of law and the WJF Tac-Comp to bring the names of crimes in line, and clear up some wonkiness with crimes in the tac-comp that aren't in the Book of Law. There is no actual change to the city's laws, just rationalizing the names and including a few crimes that were missing from the Book of Law in an appendix. All existing books of law will be auto updated.
I've removed the limitation on shopkeepers stocking items from their inventory. Previously they had to be holding the item, a change we made in 2016, which I've reverted. I don't think it's likely that many robbers were waiting in the shadows for someone to hold an item and disarming that specific item before it was stocked. The stock command is typed out so fast in most situations.
If people have a big issue with this QOL change for shopkeepers, bring it to the ideas thread about this, or the feedback thread, but I think it's probably not coming up much, compared to how often shop keepers need to stock their shops.