Commit Graph
13 Commits
Author SHA1 Message Date
GhomandGitHub 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
necromanceranneandGitHub 62190069d0 Bow revisit; they hit harder, there are more sprites, there is a new bow made of bone. Really live that ranger fantasy. (#92809)
## About The Pull Request

### Bows deal more damage.

Increases the baseline damage of the shortbow to 25, and the divine bow
to 30.

The divine bow also launches arrows at a higher velocity than normal
bows.

### Flaming arrows have sprites now, and deal burning damage. Oh, and
actually do reasonable damage.


![demonstration_flaming](https://github.com/user-attachments/assets/918893c9-8d09-46ab-a8f9-9ef76ca5e044)

I'm not at all skilled at animation but at least it has an actual,
visible sprite now.

I completely overlooked the fact this did 20 damage when I changed bows
to use damage multipliers. Oops.

### Ashen Bow and Ashen Arrows

Made from sinew, bone and for the bow specifically, leather. The bow is
largely identical to a shortbow, but the arrow has mining bane. If you
feel like hunting megafauna with a bow, this is your means of doing so.

<img width="384" height="128" alt="demonstration_ashen"
src="https://github.com/user-attachments/assets/1c4f493c-f694-4b09-a406-c63140628d56"
/>

Assets partially taken from
https://github.com/Skyrat-SS13/Skyrat-tg/pull/5266

Which in of itself took assets from
https://github.com/BeeStation/BeeStation-Hornet/pull/1802

The functionality is entirely new. I also did some sprite edits.

### Arrow quivers are made from wood.

Iunno, this was really weird to me. Cardboard seems like a poor quiver
material.

### Other Stuff

Shortbows and ashen bows have the ability to be renamed.

## Why It's Good For The Game

Bows are fun, but kind of middling. They're a lot slower to fire than
the vast majority of ranged weapons, and don't really have enough oomph
in their own right to intimidate people being shot by them.

This is even true of the divine bow, which is the chaplain's version.
Because of how slowly it fires and how little damage it does, the
chances of actually killing someone who poses any real threat to you
with it is pretty laughable. This is not true of the nullrod that you
sacrificed to get this weapon. 30 damage is within the ballpark of
chaplain weapons and their potential damage in some contexts. A slow to
attack weapon probably should have a more impactful hit when considering
your alternative options.

The ashen bow is mostly because I really want to go fauna hunting with
entirely bone-based weaponry. Does this mean some ashwalkers might be
putting arrows into you from afar? Yes. Does this sound fun? Yes. Is
this especially strong? Not really. Miners out damage these bows by a
significant margin, and their armor is usually good enough where they're
not at risk from arrows sticking into them or hurting them very much.
This is also a degree more effort to make than other weapons because of
the leather requirement and the need to kill several fauna for the
materials. The outcomes should be more fun than the costs.

## Changelog
🆑
balance: Shortbows and divine bows do more damage. The divine bow also
launches arrows at a higher velocity than normal bows.
image: Flaming arrows now have proper sprites.
balance: Flaming arrows now deal BURN damage. And also deal an
appropriate amount of damage for an arrow.
add: Ashen bows and arrows, made from sinew and bone. And leather for
the bow.
add: Ashen arrows deal significantly more damage to mining mobs.
balance: Arrow quivers are made from wood rather than cardboard.
qol: Shortbows and ashen bows have the ability to be renamed.
/🆑
2025-09-14 14:00:23 -04:00
6323ee68d9 Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#85128)
## About The Pull Request

Hello, coder of carrot swords here!

Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes. 
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


![rootthing](https://github.com/user-attachments/assets/e2167d4f-cb13-49d2-a179-5504066f2832)

![image](https://github.com/user-attachments/assets/4eea8257-997c-4af4-80bc-ed0e721620d2)


## Why It's Good For The Game


![thumbup](https://github.com/user-attachments/assets/c02f3e65-3cf4-4b5b-8d8e-74002c17a952)

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.

## Changelog

🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
2024-07-25 05:55:11 -07:00
necromanceranneandGitHub e4adc1a939 Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#84435)
## About The Pull Request

Adds a new crate to the Service section of cargo. The Fletching and
Bow-Making Starter Kit. Comes with some materials and a fletching
instruction manual.

The manual teaches you how to make shortbows (18 force from normal
arrows utilizing projectile multipliers), arrows, holy arrows (but you
need a divine bow to make them), quivers (but they only hold 10 arrows),
plastic arrows and violins. For reasons.


![image](https://github.com/tgstation/tgstation/assets/40847847/576732f2-03b4-47b7-9bad-d85ff06480f0)


### Fixes

Bows now no longer utilize hardcoded sprites for their loaded sprite.
Now they use overlays.

Bows properly become undrawn once fired. No longer can your bow
magically launch arrows by sheer force of will.

## Why It's Good For The Game

Initially I just wanted to provide a way for bow wielding chaplains to
produce additional arrows for their bow. Running out of those always
felt pretty lame. But then I got to thinking; actually, I kind of want
to LARP sometimes as an archer. I think that'd be kind of goofy and fun.
So I bundled that together into a solution for both.

The shortbow is really, really not meant to be a meaningful weapon. It's
just kind of silly, and meant to let people pretend to be Robin Hood and
occasionally hurt someone in a workplace accident. I'm particularly
thinking of clowns being the perfect users for this with their clumsy
trait. I will make this weaker if I have too.

(I am not, at this moment, redoing flaming arrows okay? I saw the code
comment. I know. Not right now. @tralezab, if you have any flaming arrow
sprites lying around, please let me know.)

## Changelog
🆑
add: Fletching starter kit! Make your own bow, shoot your friends in an
unfortunate workplace accident. Replace all those holy arrows you lost.
fix: Bows now properly undraw once they have fired an arrow.
code: Bows now utilize overlays in order to display loaded arrows.
Unique overlays per arrow.
/🆑
2024-07-07 17:57:32 +02:00
ed4ba0d227 Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request

So this PR comes in two basic parts: the new ammo types and the minor
balance changes. I'll go over each separately.

**--- NEW AMMO TYPES ---** 


![image](https://github.com/tgstation/tgstation/assets/69398298/c031cf87-7bde-4a67-b5fc-109bedcece88)

-- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has
middling damage and no dismemberment chance, but pierces through armor
and enemies like they weren't even there.

-- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic
damage, and has excellent wounding and embed chances, but lacking in
armor penetration. Also gives 1 second of blurry vision if it hits you!

-- Paper balls: Crafted from a sheet of paper. Mostly just a throwing
joke item, and 99% nonlethal like donksoft. Can be fired from a
crossbow, but also could be used if you wanted to have a snowball fight
on metastation.

-- Healium Crystal Bolts! Crafted (using menu) from the healium grenade
item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for
three seconds, limiting its use in actual combat.

-- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly
overpowered! Admin only!

-- A makeshift quiver, made from cutting a o2 tank in half, to store all
the ammo in.

**MINOR BALANCE CHANGES**

-- For some reason I thought the 357, which the traitor crossbow is a
direct competitor to, did 40 damage when making the first version of the
PR, instead of the reality of it doing 60. It's been buffed to 55
damage. (The basic engi one still does 35.)

-- I've been informed that generally, the stressed rebar crossbow isn't
ever used, as the misfire chance isnt worth the extra shot. As such, I
felt it was thematic to say that the stressing procedure involves
messing with the draw system in the fluff, and the stressed one now
takes half as long to rack.

**OTHER CRAP**

-- The rods now drop themselves if you shoot them at a wall. Hopefully.
-- Fixed the the non-bare wound chance on the traitor crossbow not being
increased from the base version.
-- Has a nice electronic discharge noise on firing.

## Why It's Good For The Game

I'm very happy with the reception of the rebar crossbow, and felt that
given it was an engi weapon at heart, giving it some engi-related
ammunition would fit it very well (and also have a good reason for
making zaukerite besides selling it.) The paper balls were more just so
the crew could able to shoot their buddies with it and not maim them.

As for the balance, I feel the tot crossbow being department restricted
is already a strong factor in it being infrequently seen, and if someone
is lucky enough to roll traitor in a job slot, it's a shame if their
job's items aren't worth it. The stressed variant is a similar case, and
I hope it's enough of a buff to encourage its use.

## Changelog
🆑 WebcomicArtist
add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen
(High AP and piercing, but low embed) crossbow ammo for the rebar
crossbows
add: Added healium crystal ammo for the crossbow as well, which heals
whomever you shoot it at.
add: Added admin-only supermatter crossbow bolts that dust you, because
why the hell not.
add: Added non-harmful paper balls. Can be shot from a crossbow, or
thrown at co-workers.
add: Added a quiver made from cutting an o2 tank in half, to hold it
all.
image: added sprites for all the above.
balance: Traitor Engineer Crossbow ammo now does 55 damage instead of
45, to make it compete with revolver.
balance: Stressed Rebar Crossbow now has a shorter delay required to
rack it, but can shoot you in the face on misfire.
fix: fixed rebar crossbow shots not dropping items on hitting walls
fix: fixed traitor crossbow having worse wound chance than the base one
sound: added new crossbow firing sound effect

/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-06-09 02:06:26 +00:00
6fd6ebd850 Pipegun updates and glowup (#83063)
## About The Pull Request

Updates pipeguns with a brand new set of sprites. Also comes with pipe
pistols; plinkier versions of the pipegun.

![ye
pipeguns](https://github.com/tgstation/tgstation/assets/40847847/dd8ea3db-aa5a-403e-9eca-c3aa2c38b694)


![image](https://github.com/tgstation/tgstation/assets/40847847/9015f1fe-8ed2-4724-844d-7d550d35b890)


![image](https://github.com/tgstation/tgstation/assets/40847847/0d99551a-ecc4-4f2b-a397-46c5f26437f7)

Alters pipeguns away from utilizing shotgun/rifle ammunition towards a
bespoke junk round ammo. These shells are crafted similarly to current
improvised shells. This also removes improvised shells as a shotgun ammo
type. (these new shells aren't shotgun shells to begin with, they're
more like rifle bullets)

Crafting junk rounds produces an entirely unknown projectile in the
shell. You won't know what you get until you fire the gun. Almost in
every instance, however, the shot is beneficial towards killing things.
And they all do about the same amount of damage, so there is hopefully
never a round you didn't want to fire in the gun. Fighting someone with
a pipegun is usually predictable for what amount of damage it will do,
but any additional effects it might have is going to be an unknown
factor. They also brutalize borgs, which is a quality that improvised
shells had previously.

Pipeguns operate as they did before, and do roughly 40 damage per shot
with the majority of their ammo types (less than what they do currently
with .310). They only have one shell in the gun at a time, so every time
they're fired, they must be reloaded.

Pipe pistols do roughly 15 damage per shot, but hold more ammo than the
bigger pipegun. However, they're more likely to veer off-course.

There are regal versions of each of these weapons, and each are more
potent respective of their general rarity. Having one is going to be a
lot more noteworthy.

### Minor changes

Some more clothing items can carry pipeguns in their suit storage.

The icemoon hermit spawns with a heroic laser musket rather than a regal
pipegun (partially because it is too difficult for the hermit to get
more ammo for their gun, and also because the regal pipegun is a more
powerful weapon than previously)

## Why It's Good For The Game

It has been a few years since I added the pipegun, and time was never
particularly kind to it. There are alternative weapons now with
interesting mechanics of their own. The ammunition it used has changed
considerably. And it simply didn't ever feel like a 'junk gun' in a way
that was fun. The original mechanics added to give it that feeling were
just not fun to experience and were removed. So the pipegun has been
left as 'a shitty version of X'. Even the regal pipegun was, at the end
of the day, a shittier version of either a shotgun or cargo rifle.

It didn't feel right not having some kind of unique quality to using
these weapons that help them express themselves as unpredictable trash
weapons built inside of maintenance. But I expressly didn't want to make
it 'unpredictable' in a way that felt unfair on the person getting shot
either. So just giving it more damage was right out. As a compromise, I
reduced the overall lethality of the weapons while introducing a gimmick
that will appeal to those wanting to play out the role of a homeless
lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun'
so to speak. Maybe that will appeal to people.

## Changelog
🆑
balance: Reworks pipeguns to use an unpredictable 'junk round'. You
won't know what you're shooting until you fire it.
add: Introduces a pistol version of the pipegun; the pipe pistol. It is
inaccurate and does significantly less damage, but more portable and has
more ammunition in the gun.
image: Updates the visuals of the pipeguns.
balance: Also improves the Regal varieties of these weapons. By a lot.
balance: More articles of clothing can be used to carry pipeguns in suit
storage.
balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of
a Regal Pipegun.
remove: Improvised shells (the shotgun shell) has been replaced with
improvised junk shells (which don't work with shotguns but do work with
pipeguns).
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-05-08 22:40:28 +01:00
Xander3359andGitHub e54ecf4b10 Fix crafting bypassing checks (#82833)
## About The Pull Request
Backport from
https://github.com/tgstation/TerraGov-Marine-Corps/pull/15701
Fixes crafting bypassing checks.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82826
## Changelog
🆑
fix: You can no longer bypass construction restrictions via the crafting
menu
/🆑
2024-05-03 09:35:51 +02:00
ba076e94bc Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

![image](https://github.com/KingkumaArt/KingkumaTGSS13/assets/69398298/e4d921a6-9bd6-4eb3-9085-2bfa5df67826)
Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of
rods, wire, and an inducer, it shoots sharpened iron rods at a high
velocity. High damage and good embed chance, but requires you to reload
every shot which requires you to stand still for three seconds to pull
the string back. You can also Use a wrench on it to force it to store
more rods (read: more than one), but risks it exploding and shooting you
instead.

The syndicate variant, avaliable to traitor engis, can fire three rounds
before needing a reload, and features a scope and better armor piercing
ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter
and has much more widespread ammuniton, but holds less ammo and doesnt
have the same burst stopping power. And, to those concerned about the
balance of a non-traitor with this item - the AP ammo can only be made
by the traitor who bought it, and anyone else has to use normal ammo.
 
GUN STAT JUNK
Normal one has 60% embed chance and does 40 damage (against unarmored
targetd), but requires you to wait at least 3 seconds not moving to pull
the string back. Good alpha strike but not sustainable in a long fight.
Its akin to a pipegun.

Lacks any AP qualities besides piercing a jumpsuit, because any wound
chance it has is due to a bare skin bonus. Generally not a great weapon
to fight sec with.

Syndie version is generally the above but better. Takes less to pull the
string back, slightly higher damage, better fire rate, etc. Doesnt fare
well against any armor thats equivalent to sec gear or better due to
most having low (relatively) AP and wound chance, but good bare wound
bonus.

STATS TLDR: Its good against unarmored chumps and greyshirts but anyone
in armor that protects against bullets will kick your teeth in.

Also, Ammo is crafted from an iron rod. I wanted to have it just fire
rods as is, but theyre stacked items which you cant define projectiles
or ammo from.

## Why It's Good For The Game

I've always felt engi, for as big of a department as it is, is lacking
in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades
and syringe guns, and cargo has anything the QM will buy - but other
than the flamer and shocked doors, engi doesnt have much. Thats why I
made this pr. it was originally just a traitor item, as they lacked many
traitor items in their shop, but I felt like a worse, bootleg version
would suit them.

## Changelog

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🆑
add: Enginenering rebar crossbows + tot kit
add: Added a bunch of ammos and crafting junk to make the ammo exist
image: added icond for all the above
/🆑

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---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-11-08 21:31:59 +00:00
9ff9e4b9a8 Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)
## About The Pull Request

Allows for damage falloff to apply to more than just shotgun pellets.
Now any projectile can have a damage falloff defined.

Scatter Laser shells no longer use the minigun beams to determine their
damage. Instead they use the actually defined scatter laser beams. Those
beams do 7.5 damage per pellet, times by 6 pellets.

Scatter laser beams now have damage falloff, a separately defined
(positive) wounding power from normal beams, and wound falloff.

Scatter laser shells can be printed from security protolathes once you
have weapon tech.

Scatter laser shells _may_ be damaged by EMPs based on severity. The
result is that it fires a practically useless volley of laser fire. They
cause a honk sound when they hit, so you know when you've shot one of
these.

## Why It's Good For The Game

Well, we want shotguns universally to not be defined by their damage
output (especially extreme damage output) but by niche.

What does the scatter laser shell currently occupy as a niche?

The single highest damage output of any projectile weapon in direct
damage. The thing we don't want of shotguns, and it is reigning champion
of all guns.

Okay, that's a bit misleading, because obviously it is competing with
the likes of .50 BMG which does 70 damage outright and dismembers limbs,
potentially doing upwards of 90 damage if it does, and also hard stuns
people. Obviously _that_ is technically a stronger bullet.

But not for raw damage, because the scatter laser does 90 damage out the
gate, barring any potential wounding that might occur which increases
the damage multiplicatively. No gimmicks, no extra procs, nothing. It's
just 15 force lasers (with no damage dropoff) split between 6 beams.

And the reason for this is because this shell has been nerfed once prior
by making it not fire 6 normal laser shots into someone. That was 120
damage at the time, 120 to 90 was...I guess a nerf during the taser era.
Depends on how you viewed it. Buckshot was doing like 80 at the time,
believe me it was a wild period. But anyway, when we did the whole
damage rearrangement over the course of the laser few years, every other
shell got touched except this one for some reason. Even pulse slugs lost
10 damage while this was still sitting on 90 force point blank.

So what is the new niche? Well, it's laser buckshot. That's not a niche
but crew don't get buckshot, so this is their buckshot. It wounds real
good. Real goddamn good. And its is a laser. It fits the aesthetic,
obviously.

Okay, thanks.

## Changelog
🆑
balance: Scatter laser shells actually utilize the _real_ scatter laser
beam. This comes with damage changes. And wounding power.
feature: EMPs can potentially damage scatter laser shells.
refactor: All projectiles can now have damage falloff defined. Yay.
balance: Scatter laser shells can be printed when weapons technology is
researched.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-25 13:39:34 +01:00
Thunder12345andGitHub e377b33c07 [Fuck Shotties] Old Yellers Old Yeller (Improvised Shell Nerf) (#78235)
## About The Pull Request

Reworks improv shells to not be equal or even superior to buckshot, by
cutting their damage in half and reducing the wound bonuses. In return
they have a demolition_mod of 3, so do more damage overall to the
environment, a true vandal's paradise.

Added a glass shard to the recipe as an actual projectile instead of
just sheets of metal.

## Why It's Good For The Game

When buckshot was originally removed from the station (#55663) the
intended purpose was, as requested by oranges, to make shotguns a
specialist weapon instead of general purpose lethals.

It has come to my attention that improvised shells (which were initially
intended to be a weaker alternative made form commonly available
materials) are in fact better buckshot, and had no right to survive the
original nerf. I am now fixing that oversight by turning improvised
shells into a more specialised vandalism tool.

## Changelog
🆑
balance: Improvised shotgun shells now deal half as much damage to
humans and cause less wounds, but do 50% more damage to structures and
machines. They also require a glass shard for crafting.
/🆑
2023-09-20 08:31:23 +12:00
VekterandGitHub b427a201f2 Fixes FRAG-12 recipe leaving reagents in the beaker after crafting (#77445)
## About The Pull Request
This PR changes the recipe to use 10 fluorosulfuric acid instead of 5
sulfuric and 5 fluorosulfuric. This doesn't function as a balance change
as sulfuric acid is actually required to craft fluorosulfuric acid, so
this shouldn't impact the difficulty of crafting it, just make it more
consistent.

This also fixes a minor grammar issue with the name of the crafting
recipe that bugged me. Just me being pedantic.

## Why It's Good For The Game
Fixes #77338.

There's probably something deeper going on with how crafting handles
materials that turn into other materials in crafts, but this is a simple
fix that makes sense in the short term to make them actually craft as
expected instead of leaving byproducts.
## Changelog
🆑 Vekter
fix: FRAG-12 shells no longer require sulfuric acid, instead needing 10
fluorosulfuric acid. This should prevent them from leaving byproducts if
crafted in a specific way.
/🆑
2023-08-10 17:43:55 +01:00
Thunder12345andGitHub 154c9ebe82 Stock Part Resprite (#75149)
## About The Pull Request

Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.


![image](https://user-images.githubusercontent.com/5479091/236561493-b34da588-dee1-405a-8557-d11741ae3f21.png)
(Power cells sold separately)

## Why It's Good For The Game

The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.

## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
2023-05-07 23:52:03 -07:00
57e88e6091 Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#72856)
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR splits the crafting recipe file, and adds 3 new recipes for
fireaxe cabinets, mech removal cabinets, and mirrors.

## Why It's Good For The Game
Wallening compliance, and more of me on my shit breaking down long
files.

## Changelog
🆑 Tattle
qol: fireaxe cabinets, mech removal cabinets, and mirrors can now all be
crafted
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-01-23 10:45:27 +01:00