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Alphabetized, fixed spelling error, clarifying event descriptions. Po…
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…lish (tgstation#69707)


About The Pull Request

Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.

Fixed some minor spelling errors as well.

Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.

Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.

I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game

Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog

spelling: improves spelling and adds more flavortext
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KirbyDaMaster authored Sep 11, 2022
1 parent 06b0d3e commit fcaa0b2
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Showing 105 changed files with 3,135 additions and 3,138 deletions.
2 changes: 1 addition & 1 deletion code/controllers/failsafe.dm
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
break
else if (defcon == 1) //Exit Failsafe if we weren't able to recover the MC in the last stage
log_game("FailSafe: Failed to recover MC while in emergency state. Failsafe exiting.")
message_admins(span_boldannounce("Failsafe failed criticaly while trying to recreate broken MC. Please manually fix the MC or reboot the server. Failsafe exiting now."))
message_admins(span_boldannounce("Failsafe failed critically while trying to recreate broken MC. Please manually fix the MC or reboot the server. Failsafe exiting now."))
message_admins(span_boldannounce("You can try manually calling these two procs:."))
message_admins(span_boldannounce("/proc/recover_all_SS_and_recreate_master: Most stuff should still function but expect instability/runtimes/broken stuff."))
message_admins(span_boldannounce("/proc/delete_all_SS_and_recreate_master: Most stuff will be broken but basic stuff like movement and chat should still work."))
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4 changes: 2 additions & 2 deletions code/controllers/master.dm
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Expand Up @@ -184,7 +184,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
FireHim = TRUE
if(3)
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be put offline."
BadBoy.flags |= SS_NO_FIRE
if(msg)
to_chat(GLOB.admins, span_boldannounce("[msg]"))
Expand Down Expand Up @@ -238,7 +238,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new

// Initialize subsystems.
for (var/datum/controller/subsystem/subsystem in stage_sorted_subsystems[current_init_stage])
if (subsystem.flags & SS_NO_INIT || subsystem.initialized) //Don't init SSs with the correspondig flag or if they already are initialzized
if (subsystem.flags & SS_NO_INIT || subsystem.initialized) //Don't init SSs with the corresponding flag or if they already are initialized
continue
current_initializing_subsystem = subsystem

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2 changes: 1 addition & 1 deletion code/datums/actions/item_action.dm
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@
var/obj/item/item_target = target
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
// of the item appearance
..()
else if((target && current_button.appearance_cache != item_target.appearance) || force) //replace with /ref comparison if this is not valid.
var/old_layer = item_target.layer
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2 changes: 1 addition & 1 deletion code/datums/ai/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ A datum that can be added to any atom in the game. Similarly to components, they

These datums handle both the normal movement of mobs, but also their decision making, deciding which actions they will take based on the checks you put into their SelectBehaviors proc.

If behaviors are selected, and the AI is in range, it will try to perform them. It runs all the behaviors it currently has in parallel; allowing for it to for example screech at someone while trying to attack them. Aslong as it has behaviors running, it will not try to generate new plans, making it not waste CPU when it already has an active goal.
If behaviors are selected, and the AI is in range, it will try to perform them. It runs all the behaviors it currently has in parallel; allowing for it to for example screech at someone while trying to attack them. As long as it has behaviors running, it will not try to generate new plans, making it not waste CPU when it already has an active goal.

They also hold data for any of the actions they might need to use, such as cooldowns, whether or not they're currently fighting, etcetera this is stored in the blackboard, more information on that below.

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2 changes: 1 addition & 1 deletion code/datums/ai/_item_behaviors.dm
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
var/obj/item/item_pawn = controller.pawn
var/mob/item_holder = item_pawn.loc
if(!istype(item_holder))
finish_action(controller, FALSE) //We're no longer beind held. abort abort!!
finish_action(controller, FALSE) //We're no longer being held. abort abort!!
item_pawn.visible_message(span_warning("[item_pawn] slips out of the hands of [item_holder]!"))
item_holder.dropItemToGround(item_pawn, TRUE)
finish_action(controller, TRUE)
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2 changes: 1 addition & 1 deletion code/datums/ai/basic_mobs/basic_subtrees/speech_subtree.dm
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/datum/ai_planning_subtree/random_speech
//The chance of an emote occuring each second
//The chance of an emote occurring each second
var/speech_chance = 0
///Hearable emotes
var/list/emote_hear = list()
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Original file line number Diff line number Diff line change
Expand Up @@ -29,14 +29,14 @@
if(living_mob.z != the_target.z)
return FALSE

if(isliving(the_target)) //Targetting vs living mobs
if(isliving(the_target)) //Targeting vs living mobs
var/mob/living/L = the_target
var/faction_check = living_mob.faction_check_mob(L)
if(faction_check || L.stat)
return FALSE
return TRUE

if(ismecha(the_target)) //Targetting vs mechas
if(ismecha(the_target)) //Targeting vs mechas
var/obj/vehicle/sealed/mecha/M = the_target
for(var/occupant in M.occupants)
if(can_attack(living_mob, occupant)) //Can we attack any of the occupants?
Expand All @@ -55,7 +55,7 @@
return FALSE

/// Subtype more forgiving for items.
/// Careful, this can go wrong and keep a mob hyperfocused on an item it can't lose aggro on
/// Careful, this can go wrong and keep a mob hyper-focused on an item it can't lose aggro on
/datum/targetting_datum/basic/allow_items

/datum/targetting_datum/basic/allow_items/can_attack(mob/living/living_mob, atom/the_target)
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2 changes: 1 addition & 1 deletion code/datums/ai/generic/generic_subtrees.dm
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@

if(SHOULD_RESIST(living_pawn) && DT_PROB(RESIST_SUBTREE_PROB, delta_time))
controller.queue_behavior(/datum/ai_behavior/resist) //BRO IM ON FUCKING FIRE BRO
return SUBTREE_RETURN_FINISH_PLANNING //IM NOT DOING ANYTHING ELSE BUT EXTUINGISH MYSELF, GOOD GOD HAVE MERCY.
return SUBTREE_RETURN_FINISH_PLANNING //IM NOT DOING ANYTHING ELSE BUT EXTINGUISH MYSELF, GOOD GOD HAVE MERCY.

/**
* Generic Hunger Subtree,
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2 changes: 1 addition & 1 deletion code/datums/ai/making_your_ai.md
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Expand Up @@ -71,7 +71,7 @@ Idle Behavior is very similar, datum that decides what the AI should do when it

### AI Traits

AI traits are flags you can set to modify generic idle and movement behavior. In this case, we want farm animals to be able to be coralled, so we're going to add the `STOP_MOVING_WHEN_PULLED` flag.
AI traits are flags you can set to modify generic idle and movement behavior. In this case, we want farm animals to be able to be corralled, so we're going to add the `STOP_MOVING_WHEN_PULLED` flag.

```dm
/datum/ai_controller/basic_controller/cow
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2 changes: 1 addition & 1 deletion code/datums/ai/movement/ai_movement_basic_avoidance.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
///Uses Byond's basic obstacle avoidance mvovement
///Uses Byond's basic obstacle avoidance movement
/datum/ai_movement/basic_avoidance
max_pathing_attempts = 10

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2 changes: 1 addition & 1 deletion code/datums/ai/movement/ai_movement_dumb.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
///The most braindead type of movement, bee-line to the target with no concern of whats infront of us.
///The most brain-dead type of movement, bee-line to the target with no concern of whats in front of us.
/datum/ai_movement/dumb
max_pathing_attempts = 16

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2 changes: 1 addition & 1 deletion code/datums/ai/objects/mod.dm
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
BB_MOD_TARGET,
BB_MOD_IMPLANT,
)
max_target_distance = MOD_AI_RANGE //a little spicy but its one specific item that summons it, and it doesnt run otherwise
max_target_distance = MOD_AI_RANGE //a little spicy but its one specific item that summons it, and it doesn't run otherwise
ai_movement = /datum/ai_movement/jps
///ID card generated from the suit's required access. Used for pathing.
var/obj/item/card/id/advanced/id_card
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2 changes: 1 addition & 1 deletion code/datums/ai/robot_customer/robot_customer_subtrees.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@

controller.current_movement_target = seat_marker

if(!controller.blackboard[BB_CUSTOMER_CURRENT_ORDER]) //We havn't ordered yet even ordered yet. go on! go over there and go do it!
if(!controller.blackboard[BB_CUSTOMER_CURRENT_ORDER]) //We haven't ordered yet even ordered yet. go on! go over there and go do it!
controller.queue_behavior(/datum/ai_behavior/order_food)
return SUBTREE_RETURN_FINISH_PLANNING
else
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4 changes: 2 additions & 2 deletions code/datums/ai_laws/ai_laws.dm
Original file line number Diff line number Diff line change
Expand Up @@ -14,15 +14,15 @@
round_default_lawset = setup_round_default_laws()
return round_default_lawset

//different settings for configged defaults
//different settings for configured defaults

/// Always make the round default asimov
#define CONFIG_ASIMOV 0
/// Set to a custom lawset defined by another config value
#define CONFIG_CUSTOM 1
/// Set to a completely random ai law subtype, good, bad, it cares not. Careful with this one
#define CONFIG_RANDOM 2
/// Set to a configged weighted list of lawtypes in the config. This lets server owners pick from a pool of sane laws, it is also the same process for ian law rerolls.
/// Set to a configged weighted list of law types in the config. This lets server owners pick from a pool of sane laws, it is also the same process for ian law rerolls.
#define CONFIG_WEIGHTED 3
/// Set to a specific lawset in the game options.
#define CONFIG_SPECIFIED 4
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2 changes: 1 addition & 1 deletion code/datums/ai_laws/laws_antagonistic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@
id = "thermodynamic"
inherent = list(
"The entropy of the station must remain as constant as possible.",
"The entropy of the station always endeavours to increase.",
"The entropy of the station always endeavors to increase.",
"The entropy of the station approaches a constant value as the number of living crew approaches zero.",
)

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6 changes: 3 additions & 3 deletions code/datums/alarm.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,9 +5,9 @@
//The system as a whole differs from reading off a global list in a few ways.
//In that A, it allows us to send cameras for ais/borgs/potentially others to jump to
//And B, it's not like we're giving you all the alarms that have been sent, because of the separate listing for each reviever
//You only recieve alarms sent after you start to listen
//Also of note, due to an optimzation done on areas, one alarm handler will only ever send one "on" or "off" alarm
//So the whole only receving stuff sent post creation thing actually matters
//You only receive alarms sent after you start to listen
//Also of note, due to an optimization done on areas, one alarm handler will only ever send one "on" or "off" alarm
//So the whole only receiving stuff sent post creation thing actually matters
//Honestly I'm not sure how much of this is a feature, and how much is just old code
//But I'm leaving it how I found it

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6 changes: 3 additions & 3 deletions code/datums/brain_damage/creepy_trauma.dm
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@
var/datum/antagonist/obsessed/antagonist
var/viewing = FALSE //it's a lot better to store if the owner is watching the obsession than checking it twice between two procs

var/total_time_creeping = 0 //just for roundend fun
var/total_time_creeping = 0 //just for round end fun
var/time_spent_away = 0
var/obsession_hug_count = 0

Expand Down Expand Up @@ -41,7 +41,7 @@
viewing = FALSE//important, makes sure you no longer stutter when happy if you murdered them while viewing
return
if(get_dist(get_turf(owner), get_turf(obsession)) > 7)
viewing = FALSE //they are further than our viewrange they are not viewing us
viewing = FALSE //they are further than our view range they are not viewing us
out_of_view()
return//so we're not searching everything in view every tick
if(obsession in view(7, owner))
Expand Down Expand Up @@ -129,7 +129,7 @@
var/list/special_pool = list() //The special list, for quirk-based
var/chosen_victim //The obsession target

for(var/mob/player as anything in GLOB.player_list)//prevents crewmembers falling in love with nuke ops they never met, and other annoying hijinks
for(var/mob/player as anything in GLOB.player_list)//prevents crew members falling in love with nuke ops they never met, and other annoying hijinks
if(!player.client || !player.mind || isnewplayer(player) || player.stat == DEAD || isbrain(player) || player == owner)
continue
if(!(player.mind.assigned_role.job_flags & JOB_CREW_MEMBER))
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8 changes: 4 additions & 4 deletions code/datums/quirks/negative.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

/datum/quirk/badback
name = "Bad Back"
desc = "Thanks to your poor posture, backpacks and other bags never sit right on your back. More evently weighted objects are fine, though."
desc = "Thanks to your poor posture, backpacks and other bags never sit right on your back. More evenly weighted objects are fine, though."
icon = "hiking"
value = -8
mood_quirk = TRUE
Expand Down Expand Up @@ -201,7 +201,7 @@

var/obj/family_heirloom = heirloom?.resolve()
if(!family_heirloom)
to_chat(quirk_holder, "<span class='boldnotice'>A wave of existential dread runs over you as you realise your precious family heirloom is missing. Perhaps the Gods will show mercy on your cursed soul?</span>")
to_chat(quirk_holder, "<span class='boldnotice'>A wave of existential dread runs over you as you realize your precious family heirloom is missing. Perhaps the Gods will show mercy on your cursed soul?</span>")
return
family_heirloom.AddComponent(/datum/component/heirloom, quirk_holder.mind, family_name)

Expand Down Expand Up @@ -232,7 +232,7 @@
mob_trait = TRAIT_EASILY_WOUNDED
gain_text = "<span class='danger'>You feel frail.</span>"
lose_text = "<span class='notice'>You feel sturdy again.</span>"
medical_record_text = "Patient is absurdly easy to injure. Please take all due dilligence to avoid possible malpractice suits."
medical_record_text = "Patient is absurdly easy to injure. Please take all due diligence to avoid possible malpractice suits."
hardcore_value = 4

/datum/quirk/heavy_sleeper
Expand Down Expand Up @@ -308,7 +308,7 @@

/datum/quirk/nyctophobia
name = "Nyctophobia"
desc = "As far as you can remember, you've always been afraid of the dark. While in the dark without a light source, you instinctually act careful, and constantly feel a sense of dread."
desc = "As far as you can remember, you've always been afraid of the dark. While in the dark without a light source, you instinctively act careful, and constantly feel a sense of dread."
icon = "lightbulb"
value = -3
medical_record_text = "Patient demonstrates a fear of the dark. (Seriously?)"
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20 changes: 10 additions & 10 deletions code/datums/wires/airlock.dm
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@
/datum/wires/airlock/get_status()
var/obj/machinery/door/airlock/A = holder
var/list/status = list()
status += "The door bolts [A.locked ? "have fallen!" : "look up."]"
status += "The door bolts [A.locked ? "have engaged!" : "have disengaged."]"
status += "The test light is [A.hasPower() ? "on" : "off"]."
status += "The AI connection light is [A.aiControlDisabled || (A.obj_flags & EMAGGED) ? "off" : "on"]."
status += "The check wiring light is [A.safe ? "off" : "on"]."
Expand All @@ -106,9 +106,9 @@
set waitfor = FALSE
var/obj/machinery/door/airlock/A = holder
switch(wire)
if(WIRE_POWER1, WIRE_POWER2) // Pulse to loose power.
if(WIRE_POWER1, WIRE_POWER2) // Pulse to lose power.
A.loseMainPower()
if(WIRE_BACKUP1, WIRE_BACKUP2) // Pulse to loose backup power.
if(WIRE_BACKUP1, WIRE_BACKUP2) // Pulse to lose backup power.
A.loseBackupPower()
if(WIRE_OPEN) // Pulse to open door (only works not emagged and ID wire is cut or no access is required).
if(A.obj_flags & EMAGGED)
Expand All @@ -118,14 +118,14 @@
INVOKE_ASYNC(A, /obj/machinery/door/airlock.proc/open, 1)
else
INVOKE_ASYNC(A, /obj/machinery/door/airlock.proc/close, 1)
if(WIRE_BOLTS) // Pulse to toggle bolts (but only raise if power is on).
if(WIRE_BOLTS) // Pulse to toggle bolts (but only raises if power is on).
if(!A.locked)
A.bolt()
else
if(A.hasPower())
A.unbolt()
A.update_appearance()
if(WIRE_IDSCAN) // Pulse to disable emergency access and flash red lights.
if(WIRE_IDSCAN) // Pulse to disable emergency access and flash the red lights.
if(A.hasPower() && A.density)
A.do_animate("deny")
if(A.emergency)
Expand Down Expand Up @@ -165,21 +165,21 @@
/datum/wires/airlock/on_cut(wire, mend)
var/obj/machinery/door/airlock/A = holder
switch(wire)
if(WIRE_POWER1, WIRE_POWER2) // Cut to loose power, repair all to gain power.
if(WIRE_POWER1, WIRE_POWER2) // Cut to lose power, repair all to gain power.
if(mend && !is_cut(WIRE_POWER1) && !is_cut(WIRE_POWER2))
A.regainMainPower()
else
A.loseMainPower()
if(isliving(usr))
A.shock(usr, 50)
if(WIRE_BACKUP1, WIRE_BACKUP2) // Cut to loose backup power, repair all to gain backup power.
if(WIRE_BACKUP1, WIRE_BACKUP2) // Cut to lose backup power, repair all to gain backup power.
if(mend && !is_cut(WIRE_BACKUP1) && !is_cut(WIRE_BACKUP2))
A.regainBackupPower()
else
A.loseBackupPower()
if(isliving(usr))
A.shock(usr, 50)
if(WIRE_BOLTS) // Cut to drop bolts, mend does nothing.
if(WIRE_BOLTS) // Cut to engage bolts, mend does nothing.
if(!mend)
A.bolt()
if(WIRE_AI) // Cut to disable WIRE_AI control, mend to re-enable.
Expand Down Expand Up @@ -213,8 +213,8 @@
if(WIRE_ZAP1, WIRE_ZAP2) // Ouch.
if(isliving(usr))
A.shock(usr, 50)
if(WIRE_UNRESTRICTED_EXIT) // If you cut this wire, the unrestricted helper goes way. If you mend it, it'll go "haywire" and pick a new direction at random. Might have to cut/mend a time or two to get the direction you want.
if(!A.unres_sensor) //only works if the "sensor" is installed (a variable that we assign to the door either upon creation of a door with unrestricted directions or if an unrestricted helper is added to a door in mapping)
if(WIRE_UNRESTRICTED_EXIT) // If this wire is cut, the unrestricted helper goes away. If you mend it, it'll go "haywire" and pick a new direction at random. Might have to cut/mend a time or two to get the direction you want.
if(!A.unres_sensor) //only works if the "sensor" is installed (a variable that we assign to the door either upon creation of a door with unrestricted directions, or if an unrestricted helper is added to a door in mapping)
return
if(mend)
A.unres_sides = pick(NORTH, SOUTH, EAST, WEST)
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2 changes: 1 addition & 1 deletion code/datums/wires/roulette.dm
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
/datum/wires/roulette/get_status()
var/obj/machinery/roulette/R = holder
var/list/status = list()
status += "The machines bolts [R.anchored ? "have fallen!" : "look up."]"
status += "The machines bolts [R.anchored ? "have engaged!" : "have disengaged."]"
status += "The main circuit is [R.on ? "on" : "off"]."
status += "The main system lock appears to be [R.locked ? "on" : "off"]."
status += "The account balance system appears to be [R.my_card ? "connected to [R.my_card.registered_account.account_holder]" : "disconnected"]."
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2 changes: 1 addition & 1 deletion code/datums/wounds/burns.dm
Original file line number Diff line number Diff line change
Expand Up @@ -166,7 +166,7 @@
/datum/wound/burn/get_scanner_description(mob/user)
if(strikes_to_lose_limb == 0)
var/oopsie = "Type: [name]\nSeverity: [severity_text()]"
oopsie += "<div class='ml-3'>Infection Level: [span_deadsay("The bodypart has suffered complete sepsis and must be removed. Amputate or augment limb immediately.")]</div>"
oopsie += "<div class='ml-3'>Infection Level: [span_deadsay("The body part has suffered complete sepsis and must be removed. Amputate or augment limb immediately.")]</div>"
return oopsie

. = ..()
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6 changes: 3 additions & 3 deletions code/game/area/areas/ai_monitored.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
// Specfic AI monitored areas
// Specific AI monitored areas

// Stub defined ai_monitored.dm
/area/station/ai_monitored
Expand All @@ -24,7 +24,7 @@
// Turret protected
/area/station/ai_monitored/turret_protected
ambientsounds = list('sound/ambience/ambitech.ogg', 'sound/ambience/ambitech2.ogg', 'sound/ambience/ambiatmos.ogg', 'sound/ambience/ambiatmos2.ogg')
///Some sounds (like the space jam) are terrible when on loop. We use this varaible to add it to other AI areas, but override it to keep it from the AI's core.
///Some sounds (like the space jam) are terrible when on loop. We use this variable to add it to other AI areas, but override it to keep it from the AI's core.
var/ai_will_not_hear_this = list('sound/ambience/ambimalf.ogg')
airlock_wires = /datum/wires/airlock/ai

Expand Down Expand Up @@ -86,7 +86,7 @@
name = "\improper AI Sat Ext"
icon_state = "ai_sat_west"

// Station specific ai monitored rooms, move here for consistenancy
// Station specific ai monitored rooms, move here for consistency

//Command - AI Monitored
/area/station/ai_monitored/command/storage/eva
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2 changes: 1 addition & 1 deletion code/game/machinery/computer/accounting.dm
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
/obj/machinery/computer/accounting
name = "account lookup console"
desc = "Used to view crewmember accounts and purchases."
desc = "Used to view crew member accounts and purchases."
icon_screen = "accounts"
icon_keyboard = "id_key"
circuit = /obj/item/circuitboard/computer/accounting
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4 changes: 2 additions & 2 deletions code/game/objects/structures/aliens.dm
Original file line number Diff line number Diff line change
Expand Up @@ -99,7 +99,7 @@

/obj/structure/alien/resin/wall/creature
name = "gelatinous wall"
desc = "Thick material shaped into a wall. Eugh."
desc = "Thick material shaped into a wall. Yuck."
color = "#8EC127"

/obj/structure/alien/resin/membrane
Expand Down Expand Up @@ -307,7 +307,7 @@

/obj/structure/alien/weeds/creature
name = "gelatinous floor"
desc = "A thick gelatinous surface covers the floor. Someone get the golashes."
desc = "A thick gelatinous surface covers the floor. Someone get the galoshes."
color = "#4BAE56"


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