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Alchemy fix #59

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Alchemy fix #59

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tioluko
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@tioluko tioluko commented Sep 14, 2024

From Here

As Ambrose said:
Fixes alchemy by ensuring the datums have unique names (they were being overwritten), corrects the crafting type at the top (was showing up in crafting instead of alchemy), more efficient usage of bottle subtypes amongst recipes via subtype_reqs = TRUE whilst also ensuring that it works regardless if you use obj/item/reagent_containers/glass/bottle or obj/item/reagent_containers/glass/bottle/rogue (this code uses both and the map has the non rogue version for some reason).

Stinky code freeze means players don't get to use this yet tho.

Tested this locally, fully works!

Tested it locally myself as well, it works...
Before, (with Alchemy.dm enabled ofc) the craft menu was not properly showing when you had required items, and with this fix they actually show and work again.

@tioluko
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tioluko commented Sep 14, 2024

I also have an idea of making glass bottles craftables by simply smashing stones into "sand" and then using it with a fire source nearby to make them (yes, its some oversimplified crap, but beats having to actually add sand to the game xD). I add this as well if you're interested.

@tioluko tioluko closed this Sep 28, 2024
@tioluko tioluko deleted the alchemy-fix branch September 28, 2024 21:58
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