Commit Graph

8442 Commits

Author SHA1 Message Date
AlaunusLux
8a20610ce8 Bodybag and buckling layer fixes (#20174)
This PR is mostly about fixing body/cryo bag layering issues. 

Currently live and annoying to try and treat around:

![image](https://github.com/user-attachments/assets/b867af9a-8ab1-42cc-8503-bb252a3a86c7)


Currently, bags are are below roller beds when first deployed. If
buckled and unbuckled, they are then above, because of the + 0.1 on
buckling.

If buckled on a roller bed, dragged, and then unbuckled, they are then
above player mobs, because of the `layer + 1` on roller bed `Move()`
proc, which also doesn't get reset. I removed this +1 on Move() because
it was older than the +0.1 and seems to serve the same purpose.

The +0.1 did not have a method of reverting to the original buckled
atom's layer, so I added a var and check to handle that.

I also changed bullet casing's layer to `BELOW_TABLE_LAYER` with the
intent of not having them on top of stasis bags and roller beds, because
it causes issues as someone trying to treat wounded after a firefight.

Changing bullet casing's layer does have a consequence of putting
bullets underneath, for example, the soil in the public garden. Putting
the soil on `BELOW_TABLE_LAYER` would fix this, but with the consequence
of having the bushes be on top, making clicking the soil difficult for
farming purposes. Adding bushes to that layer causes consequences with
side window layering (like on deck three outside the public lounge.)

For this PR I only adjusted the bullet casing layer. I'm sure it has
other unintended layering interactions. Let me know if it would be
better to leave them where they are or on some other layer.

Current changes in PR: Bullets under soil/roller beds/stasis bags. 

![image](https://github.com/user-attachments/assets/b56b768f-b9d6-4aca-ad2a-cfc30fe6e66a)


(Example of why making bullets on top of soil is difficult) Screenshot
shows both bullets and the soil being `BELOW_TABLE_LAYER` with bushes on
top, as a reference. PR Currently has bullets underneath soil.

![image](https://github.com/user-attachments/assets/8cbf4b6d-8023-4138-86f1-f4cac106f647)
2024-11-24 17:42:33 +00:00
Matt Atlas
17df1ff2b4 Revert "Adds a Pants slot" (#20173)
There are some bugs that need to be addressed.
2024-11-15 23:26:13 +01:00
FabianK3
4560f008fc Hydraulic rescue tool refactoring (#20162)
### Introduction
The recently to atmos added hydraulic rescue tool is a robotic tool and
has none of the common item/tool properties. This PR refactors the tool
to a non-robotic version and fixes a bug in the recently added
functionality (#20138 - Airlocks can be opened instantly by moving
during the action duration).

### What changed?

- Added `/obj/item/crowbar/hydraulic_rescue_tool` to tools.dm
- Removed robotic version under AI
(`/obj/item/crowbar/robotic/jawsoflife`)
- Updated all occurrences (Sprite label due to updating the sprite
filename)
- Fix action skip bug in airlock.dm when using the tool (See
[5cc808b](5cc808ba53))
2024-11-15 19:55:07 +00:00
Wowzewow (Wezzy)
de81867784 Adds a Pants slot (#19999)
Does what it says on the tin. Purely cosmetic for now. This is step
zero.

Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.

Hopefully this will nip it in the bud, so to speak.

I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.

This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.

For reviewers : 
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-11-15 19:41:09 +00:00
Acetrea
d458941a1a Adds Heart Stickers (#20153)
Adds 6 heart sticker options for the sticker sheets.

![image](https://github.com/user-attachments/assets/e02a8386-09d5-4e08-b877-5c7fcca3a921)
2024-11-15 19:35:47 +00:00
Stev-the-third
a38c2a27b5 Bulwark expression masks (#20152)
Adds expression masks to bulwarks. Confirmed by lore.
 
![Bulwark Mask
Export](https://github.com/user-attachments/assets/aa73fbf1-32a8-4eb3-8c8e-0bf3a18046a4)

---------

Co-authored-by: Stev-the-third <rose@flurf.net>
2024-11-14 14:14:08 +00:00
Fluffy
ad563abffa Frag grenades buff (#20135)
Frag grenades projectiles now apply some agony and eyeblur.
Frag grenades projectiles have damage augmented by 3 points (~10%).
Frag grenades projectiles have an augmented chance of leaving a shrapnel
(+30%).
Frag grenades projectiles have a chance to ricochet up to 2 times.
Some code cleanup and removed some procs that were no longer used
(nothing called them anymore) from the projectile refactor.
2024-11-08 15:38:57 +00:00
DreamySkrell
5c344e36a3 SCCV Quark - new xenoarch/science shuttle (#20127)
feedback thread:
-
https://forums.aurorastation.org/topic/21275-sccv-quark-new-xenoarch-shuttle-feedback-thread/#comment-178259

changes:
- rscadd: "Adds SCCV Quark, new shuttle for xenoarch/science, on
Horizon."
- rscadd: "Small remap of the aux hangar on Horizon, adding some
expedition supplies there."
 
reasoning and explanation:
- The idea is that xenoarchs/science use this if they want to go on a
solo adventure for whatever reason (and die to random simplemobs),
without stealing the intrepid (that could be used to go to the odyssey
scenario site).
- Xenoarchs would still be allowed to use the intrepid, if it's not used
for odyssey or whatever and they want to organize a bigger expedition
with more crew (or at least I hope so, I don't make the rules).
- It's a small shuttle, but it has more than enough seating and some
cargo space. I think, at least, it is fine for a xenoarch or two and a
few passengers.
- We need a xenoarch/science shuttle like yesterday, and no one's really
shown any interest in mapping it in the past few months, so I made this.
- If anyone has a different idea and wants to map their own shuttle,
it's fine ofc. This is just my PR, anyone is free to open their own, and
the best shuttle will be merged



![image](https://github.com/user-attachments/assets/269f6369-c95a-4e78-8305-0525df30058b)

![image](https://github.com/user-attachments/assets/507fca8c-ea38-4a7b-b268-8b62acc7f543)

![image](https://github.com/user-attachments/assets/fc7857a6-2a4a-414a-a49b-3610a123c812)

![image](https://github.com/user-attachments/assets/984cfcc1-756b-4963-b6fe-b01912326eb6)

![image](https://github.com/user-attachments/assets/ca803886-925a-4449-a343-4c4f3acdbeba)

(explanation on top of description)

---------

Co-authored-by: DreamySkrell <>
2024-11-08 15:35:04 +00:00
Fluffy
0b4bb4ead1 Bluespace drive (#20053)
![immagine](https://github.com/user-attachments/assets/1e75f35b-b795-44ac-af96-0fecb0fedf9a)

Added the bluespace drive.
Fixed overmap projectiles not transferring correctly.
Code improvements. A lot of.

---------

Co-authored-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
2024-11-06 17:10:10 +00:00
Ben
c0167b6bdb Custom Stickersheets (#20076)
Adds custom stickersheets (you pick 4 stickers in loadout, each
selection adds 3 stickers)

'None' and "Random' are now at the top of TGUI lists for content gear
tweaks for QoL


![image](https://github.com/user-attachments/assets/41340b7f-9f45-4657-adf0-f704c5c51b75)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-11-05 18:28:39 +00:00
courierbravo
20f5f40cb6 Mapping/Objects - Car sprites (#19912)
Adds objects utilizing the largely unused cars 2-10 sprites. While
automobile/random does exist, this will be a nice QoL for mappers. Also,
shuffles around the sprites in cars.dmi.
2024-11-04 21:51:53 +00:00
Fluffy
513facdb0d Refactored deletion observables to use the COMSIG_QDELETING signal (#20121)
Refactored deletion observables to use the COMSIG_QDELETING signal
instead, removed the observable.
2024-11-04 21:51:18 +00:00
hazelrat
ce0f722f18 Adds some Golden Deep assets to the loadout (#20128)
Adds the Golden Deep Hoplan and Porter uniforms, added in
https://github.com/Aurorastation/Aurora.3/pull/20031, to the loadout at
request of synthetic lore. Adds the Hoplan voidsuits to the GD uplink
kits.
2024-11-04 19:39:01 +00:00
Ben
c2e78ef076 Tajaran Religion Banner Sets Added to Loadout (#20123)
Title

Banner sets for Tajaran religions (Suns and Ma'ta'ke) added to loadout
with 2 point cost

Useful for roles like chaplain that wants representation of more members
of the pantheon/ both suns

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-11-02 10:40:14 +00:00
Fluffy
d40d459d42 Refactored movement observable away (#20083)
Refactored movement observable away, use only the signal.
Some tweaks to the signal.
2024-10-26 15:53:07 +00:00
hazelrat
1119236ea8 Golden Deep ghostrole remap (#20031)
**This is up for review.**

- Remaps the Golden Deep ghostrole to be better.
- Includes new uniforms for menial Golden Deep synthetics, and new
Golden Deep voidsuits.
- Includes the clothes dyer, a new item that changes the colour of
recolourable clothing to whatever the user wishes. Adds it exclusively
to the Golden Deep ship, so the merchant can customise their drip as
much as if they were in the loadout, since pretty much all of the newer
GD clothing is recolourable. Works for both the regular colour and the
accent colour.
- Uses submaps for the warehouse.
- A few semi-empty spaces exist right now which will be filled once the
sprites for what's going to go there are complete, particularly in the
great hall.
- The armoury is intended to be pretty strong - it's a cargo freighter
with very valuable cargo, so you have an unusually hard fight to get
said cargo if you board. It contains a laser rifle, a combat shotgun
(with a box of EMP shells, notably, with the idea that the Hoplan should
be particularly good at restraining other synthetics), two energy
glaives, and two pistols intended for the Hoplan. There are also two
machine pistols and two energy carbines, intended for if the Hoplan wish
to arm the rest of the crew.
- Adds the ship to Valley Hale - has the OK from lore, as far as I know.
2024-10-25 17:56:22 +00:00
Fluffy
d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00
Fluffy
30ab355943 Resolved some runtimes for mimic turfs on examine (#20097)
Resolved some runtimes for mimic turfs on examine.
All examine headers respect the proc signature.
All examine that do not explicitly need not to, passthrough the arglist
to references examine target procs.
2024-10-25 17:55:29 +00:00
Fluffy
404c90f688 Replaced the outside turfs with exoplanet ones for the digsite (#20066)
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
2024-10-20 18:49:39 +00:00
Fluffy
4649648d6a Fixed multi-stacking light replacing doafter (#20087)
Removed a snowflake storage code for the light replacer, that was
bypassing the doafter loading inside afterattack.
Fixed multi-stacking light replacing doafter.

Fixes #19508
2024-10-20 11:28:25 +00:00
Fluffy
44e357faf7 Fixed toys being interactable from distance, while floored etcetera (#20079)
Fixed toys being interactable from distance, while floored etcetera.

Fixes #20075
2024-10-20 11:27:44 +00:00
Fluffy
310c0bf3cc Fixed APC construction (#20061)
Fixed APC construction.
Cleaned up APC construction try_build() proc.

Fixes #20057
2024-10-18 14:19:47 +00:00
Fluffy
a623e22eda AmbiguousInOrder ODLint (#20046)
Enabled AmbiguousInOrder OpenDream linting to error out
Fixed ambiguous orders with parenthesis to explicit orders
No player facing changes
2024-10-16 21:14:20 +00:00
courierbravo
86d7e8237e Melee Toy, Sprites - Dino Grabber (#19900)
Adds a dino grabber toy to the game. It counts as a weapon, and uses
modified whip code to have a chance of disarming people. Its also now in
the warehouse spawn pool as a rare item, with the weight of 1.75. It
should only show up every 2-3 rounds.
Also adds an object sprite and in hand sprites.

---------

Signed-off-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Hazelrat <ric.whe.don@gmail.com>
2024-10-14 19:26:18 +00:00
Fluffy
62f1eff6ff Fixed secure storage not displaying the pin code correctly (#20047)
Fixed secure storage not displaying the pin code correctly

Fixes #20041 
Fixes #20011
2024-10-13 21:18:50 +00:00
FearTheGabby
5a98e9b550 Adds a Burzsian banner + flagpatch (#20006)
![image](https://github.com/user-attachments/assets/e35c02dc-d057-4bcb-a5c9-d23814b7c94e)

---------

Co-authored-by: Gabby Martinez <59633984+feartheblackout@users.noreply.github.com>
2024-10-10 18:03:53 +00:00
Ben
ecf43be4c7 Adds Gear for the Hoplan (#19994)
Adds uniform and armor for the Golden Deep Hoplan, one of the military
arms of the Golden Deep.


![image](https://github.com/user-attachments/assets/0be57450-fe68-4603-bcb1-3daae6c9d35c)

Added to traitor uplink

Thanks to @NobleRow for spritework and lore

- [x] fix worn sprites
- [x] Name,desc,extended desc for all items

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-10-10 17:48:23 +00:00
Fluffy
30cf844cb4 Shower related bug fixes (#20018)
![Doom_cover_art](https://github.com/user-attachments/assets/216f8485-a8dc-490b-a526-f1acbfe7d8f6)


Fixed monkey cubes under showers from turning the game into Doom 3.
Fixed showers not showering you because of an improper early return on
wet floors.
Fixed blood overlays being wrongly cleared when you shower.
Sonme code improvements.
2024-10-10 17:48:06 +00:00
Fluffy
b8902e2e16 Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
2024-10-06 21:31:01 +00:00
Fluffy
9636363e60 Refactored the attack proc (#19908)
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
2024-10-06 21:30:00 +00:00
Matt Atlas
1238f570bb Electronic cigarette tweaks. (#19993)
- Cleaned up electronic cigarette code slightly.
  - Electronic cigarette cartridges are now removed with alt-click.
  - Electronic cigarette cartridges now last far longer.

For some reason, e-cigs had their own snowflake transfer value, which
meant that your average electronic cartridge lasted you maybe 1 minute.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-10-06 21:21:32 +00:00
Snowy1237
114084eb65 Magnetic door lock fix (#20000)
makes magnetic door locks layer above the doors and as such able to be
removed.
Also PR number 20000 yay!
2024-10-06 21:21:23 +00:00
Snowy1237
1b4a336704 Fixes the jetpacks not working in suit storage (#20001)
See title.
2024-10-06 21:21:22 +00:00
hazelrat
997737cbfc Adds some flags (#19972)
Adds several flags to the codebase and loadout, sprited by Stev III.


![image](https://github.com/user-attachments/assets/2506db5c-eaca-41de-9591-c977b2276021)
2024-10-05 15:01:17 +00:00
courierbravo
ea56fbffc3 Randoms Part 1 and also Corn - Random object sprites and corn tank changes. (#19975)
Added new sprites for random objects for everything in random/clothing,
/food, /loot, /medical, and /misc.
Also got distracted and changed how the corn oil/cooking oil tank looks
and how much reagent it holds. Now looks like the rest of the reagent
tanks and holds the same amount of liquid, 1000u.
2024-10-05 01:02:16 +00:00
hazelrat
b2d48df565 Fixes smoking pipes (#19983)
Allows people to light smoking pipes again.
2024-10-04 14:53:41 +00:00
hazelrat
e40f24276c Overloader balance tweaks (#19966)
Halves the price of overloaders from 200 to 100. Free IPCs are an
economically disadvantaged group so something aimed at them probably
shouldn't be so expensive.

Triples the amount of time overloaders last. 30 seconds was too short a
time for meaningful roleplay to occur, especially given how much they
cost.
2024-10-02 21:45:08 +00:00
hazelrat
eafcc13b50 TCAF Corvette Remap (#19877)
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.

**This is up for review.**

Notes:

1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
2024-09-30 22:00:15 +00:00
hazelrat
f28c680da2 Unique sprites for the templeist versebook (#19946)
I'm not sure when the templeist versebook lost the icon it was meant to
reference, but it's been broken for a while. This adds a new sprite for
the book, plus inhands, to fill the gap.
2024-09-29 15:24:24 +00:00
hazelrat
8f8ef37e50 Makes unreinforced windows visible (#19952)
The appropriate icon's name didn't align with its references.

Resolves https://github.com/Aurorastation/Aurora.3/issues/17680
Resolves https://github.com/Aurorastation/Aurora.3/issues/18918
2024-09-27 09:39:33 +00:00
Fluffy
f2e1df98d7 Revert "Flags are now opaque when deployed, blocking the view" (#19936)
This needs to be redone with vision blockers, as now it's not up to
snuff with quality of how it works otherwise, so I've decided to revert
it for the time being

---------

Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2024-09-27 09:38:26 +00:00
Fluffy
c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00
Fluffy
8f9de7c3e2 Text() away (#19850)
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.

This is based on, and should only be merged after, #19847
2024-09-21 12:46:31 +00:00
Cody Brittain
dc610520fe Refactor /obj/screen to /atom/movable/screen (#19852)
Part of backend stuff required for #19188. Should probably be test
merged.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-09-21 12:12:07 +00:00
Geeves
99b8b251eb Value Reorganization (#19879)
Deletes the worths files and moves them to their values instead, ctrl +
click will now go to the correct definition in VSCode.

No user facing changes.
2024-09-21 11:24:17 +00:00
Fluffy
0ae0b10764 Refactored all the backslash ref and ref() calls to use REF() instead (#19847)
Refactored all the backslash ref and ref() calls to use REF() instead.
Added a linting for raw ref proc calls.
2024-09-13 10:17:32 +00:00
Ben
40b8ac6a55 Replaces outdated Tajaran political books with versebooks (#19870)
The Political books for PRA,DPRA, and NKA have been replaced with
versebook equivalents, with extra quotes provided by Tajara Lore.

PRA:

![image](https://github.com/user-attachments/assets/d34208d7-c1cc-479b-aaa1-d3b3b2dc7b8c)

DPRA: 

![image](https://github.com/user-attachments/assets/714aac5c-b0a3-47df-b19f-8b3af388bce9)


NKA:

![image](https://github.com/user-attachments/assets/dfda1429-4578-40b0-9ecc-90972fd8236c)

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-09-13 10:17:11 +00:00
hazelrat
029a7f4e71 Lone Spacer offship (#19848)
This adds the Lone Spacer offship and ghostrole. This is a shuttle-based
offship with only one slot, designed to be a totally generic and
versatile sandbox to play around with. It can be played in pretty much
any way imaginable, in any sector, any species, essentially any origin,
doing anything from piracy to smuggling, trading, light mining or
xenoarchaeology, or whatever else helps the intrepid explorer scratch
out a living from the stars.

**This is up for review.**

A few things to note:

- This adds a few crate variants to provide hazards in some of the
submaps. I've playtested these, they seem to work smoothly.
- There is an ongoing bug with shuttle-based offships, including this
and the Izharshan ship, in which telecommunications doesn't work unless
you clear every filtered frequency. I'm not attempting to tackle that
bug in this PR, so tentatively players will have to use the multitool by
the all-in-one to clear the filtering frequencies, or they can simply
use a shortwave.
- The ship is just within the constraints for shuttle size - I couldn't
make it any bigger. If it can't dock with a docking port, it's because
the docking port is mapped without enough space.
- IconDiffBot says I modified the Xanu Frigate overmap sprites at one
point. I'm not honestly sure how this happened, but it _seems_ fine?
- The workshop submap gives the ship a variety of generic augments, plus
all of the Zeng-Hu specific augments including the memory manipulator
and enhanced retinas. It doesn't have any more faction-specific augments
than those. The submap is mostly designed for installing prosthetics and
augments and making simple robots, but I'm pretty sure you could use it
to make a shipbound or IPC if you really wanted.

Credit to NobleRow for the overmap sprites!
2024-09-09 16:32:04 +00:00
Fluffy
c416803f2e Personal shields can now remain active while put back in the belt (#19832)
Personal shields can now remain active while put back in the belt,
freeing your hands.
Some code reordering and cleanup.
Fixed a runtime on inspection of the personal shield.
2024-09-09 16:31:04 +00:00
courierbravo
a5e0f1f712 The Great Sticker Update (#19867)
Added 79 new stickers. 60 by LforLouise, 1 by Noble Row, 2 by Ben10083,
10 by Hazelmouse, 1 by Mr.Popper, 4 by FabianK3, and 1 by Kermit.
Added sticker sheets, a storage that can only store stickers. Sprite by
Noble Row
Added the new sticker sheets to the loadout menu
Replaced gold star and googly eye boxes with sticker sheets.
2024-09-07 16:32:58 +00:00