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Commits
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b18269e0f5 |
Porting Condos from Nova, Deletes the Unused Vox Box (#4872)
## About The Pull Request Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by [unit0016](https://github.com/unit0016), an OG. I love them which is why I shamelessly stole and ported this. ## Why It's Good For The Game Less piggybacking is good, it also does some... Good...Code... Stuff??? I dunno ## Proof Of Testing TBD ## Changelog 🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish add: The infinidorms have been rewritten and rethemed significantly, coming with a handful of new rooms in the process. fix: Ghost Cafe fishing doesn't affect station lootpools. fix: Cafe Visitors, like plasmamen and vox get cannisters. fix: Even if the Ghost Cafe somehow get radios, they won't transmit anymore. This includes Borgs. fix: Somehow, multitools returned to Ghost Cafe belts. del: The not working Vox Box is gone from the Cafe. code: Instead of being automapped, the Interlink CC office has been merged into the map. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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d32aab653a |
Fixes new Dragon borg text offset, and wide borgs offset [Bounty] (#4616)
## About The Pull Request Dragon borgs, due to their sprite being bigger than any other sprite included, used to have their text offset to the side and appear from their waist, not only that, but they also missed the TRAIT_R_TALL trait, that even shorter borgs like NiKa had. <img width="404" height="231" alt="image" src="https://github.com/user-attachments/assets/4eadd8be-5178-4465-8772-65e84cfa78f6" /> This PR adds a new trait exclusive to the Dragon that should fit any other borgs that are made the same size (If there's more made of the same size, considering how these sprites are the only exception so far.) this trait also has a higher height, so the text appears properly above their head, and contains the properties of the wide trait (Since it's made for 64x64 sprites). <img width="244" height="230" alt="image" src="https://github.com/user-attachments/assets/0629befc-8bfa-4db5-b1b6-12e6d07f32f8" /> On the process of the PR, I also managed to centre the text of the borgs that used TRAIT_R_WIDE, so when they speak their messages won't appear offset to the side of where they're standing. <img width="231" height="131" alt="image" src="https://github.com/user-attachments/assets/ccfe2fda-9e8a-41bc-a357-84febdfa2010" /> <img width="161" height="139" alt="image" src="https://github.com/user-attachments/assets/0d36ef41-7590-4b63-a655-ea2701406654" /> ## Why It's Good For The Game No more offset texts! Now the messages appear where they should. ## Proof Of Testing This one's only mostly included to demonstrate that I did not break the TRAIT_R_TALL text offsets, the rest of the proof is on the screenshots in the description. <details> <summary>Screenshots/Videos</summary> <img width="144" height="132" alt="image" src="https://github.com/user-attachments/assets/db4fc09e-9c58-44f1-9d64-ab4c2790075d" /> <img width="423" height="90" alt="image" src="https://github.com/user-attachments/assets/1e7bae8c-b08a-46ce-9009-b600cb942c77" /> </details> ## Changelog 🆑 fix: fixed wide borgs text offset fix: fixed "Dragon" borg text offset /🆑 |
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11c357c549 |
Change a RegisterSignal to RegisterSignals (#3689)
## About The Pull Request Not supposed to pass lists of signals into `RegisterSignal` anymore ## Why It's Good For The Game  ## Proof Of Testing You know I'm good for it... ## Changelog N/A |
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697d89abf3 |
Cleans up and reorganizes some of the borg code (#3434)
## About The Pull Request This PR reorganizes and cleans up some of the borg code and separates sprite defines and borg defines once more but this time correctly. Also fixes some small bugs with foot steps with chameleon module. Moved some borg model specific trait procs into their own file. ## Why It's Good For The Game Makes it more organized so we don't have one HUGE file containing all the sprite defines and borg model code ## Proof Of Testing It's all back end. Compile test was last done late march. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: chameleon model foot steps code: moved many of the borg defines to their correct _defines file and folder /🆑 |
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5020cec410 |
Fix define sanity linter failures (#3209)
Fix all of the define sanity failures, either by adding an `#undef` where needed or moving them to a file in `code/__DEFINES`  |
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e45acd4381 | top_paper | ||
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ea02989f38 |
[SKYRAT CLEANUP] Removes / updates all bubber comments in the skyrat modular file as we are no longer their subject (#2330)
## About The Pull Request "I'm going to extend my break" - Me, 2 days ago "Hey I should start cleaning up the Skyrat modular folder" - Me, Today I yet again fall victim to my own hubris Left out some BUBBER TODOs, feel free to do these if you find them manageable ## Why It's Good For The Game We made some old mistakes with some edits (Like commenting out ruins instead of making them unpickable for the ruin system) (This I fixed, admins can now bus them in!) We also made a lot of edits to Skyrat code, a lot of which can be cleanly merged into their code now ## Proof Of Testing If it compiles, it works. Unlike my modularization PR from a year ago this is less fuckupable ## Changelog N/A, not player facing |
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4576f84b64 | I hate this so much | ||
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25289b8bc6 | fixes a fuck load of sounds | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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c92b66298e |
Right clicking on airlocks will now give the AI a chat prompt to allow them to open the door without looking at you (#2167)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request When right clicking on an airlock, every AI on station level, as well as their shell (if they are deployed into one) will get a chat message where if they click on the airlock requested, a pop up will come out allowing them to open the door without looking. Also moves all the borg files into a overarching silicon file <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game QOL for AIs in and out of their shells, no longer needing to leave my ERP scene to open a door. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing   <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 qol: AIs can open doors without looking /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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a3b79bb3b3 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c | ||
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d1aa5f8da1 |
Fixing afterattack issues. (#28822)
* afterattack is dead, aughhhh * Update hyposprays_II.dm * fix stuff * fix stuff2 * Update robot_upgrade.dm * fix stuff3 --------- Co-authored-by: Fluffles <piecopresident@gmail.com> |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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41645d1969 | Fix borg licking/booping (#28639) | ||
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00aa495320 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a | ||
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65f0e6bd76 |
[MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] * Multi chargers * all this other shit * maps * more fixes * even more * mapping * map fixes * MCR * map2 * map3 * map4 * map5 --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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97c8e48187 |
Bug fix / refactor-ish to cyborg resting procs (#1657)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes bug caused by https://github.com/Bubberstation/Bubberstation/pull/1641 not allowing non small quad cyborgs to change rest states Adds missing verbs for some cyborgs back. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> It fixes a bug I caused sorrwwyy. ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> Not sure how to show it working other than saying I compiled it gave the missing verbs back that were gone. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: dogborgs (they are quadrupeds now) fix: Verbs not being available to both tall and dog borgs to rest code: See refactor. Removed dogborg procs(commented them out) refactor: small quadrupeds, large quadrupeds, and Tall cyborgs resting verb and how it populates /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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16f66806de |
F3-LINE cyborg updates attempt 2 [Modularish] (#1641)
## About The Pull Request This attempt two of https://github.com/Bubberstation/Bubberstation/pull/1636 Makes the sprite file resolutions from 64 x 32 to 32 x 32 for cat borgs Makes 32 x 32 quadruped cybrogs into it's own borg type with it's own quadruped module of it's own. Allows only station standard cat borgs to be hold able, non standard can not be held. Adds code for cyborgs to indicate when they are being held. Makes cyborg that are being held unable to interact items around them, they can still break free any time. This does not allow cyborgs with shape shifting to be picked up it only allows the REAL model to be held. A slight change from the last PR is the addition of a cargo variant of cat borg. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> I've always wondered why can't I make cat borgs hold able and also make it so it don't have sweeping mechanical changes to the game so I came up with a way to allow them to be held disabling their abilities to interact with much wile being in a held state and being almost unbaggable. Cargo cat borg was added since there was no variant. Making the sprites 32 x 32 means they won't look so offsetted when using things quite as often. Cent Com don’t want you to know this but the the cat borgs on space station 13 are free you can take them home I have 458 cat borgs at home. ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. -->     ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: holding code for cyborgs del: Old 32x32 F3-LINE sprites image: 32x32 F3-LINE sprites and a cargo variant code: preventive flags to indicate when held admin: Two robot traits added to the trait list /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> |
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33aeffd25b |
Killing the Module Folder with a Chainsaw and taking it's skin for a mask. (#1624)
## About The Pull Request Title. This WILL break shit. Probably. Help me sweet Jesus. ## Why It's Good For The Game House of Leaves is less confusing than our file structure. ## Proof Of Testing ## Changelog 🆑 fix: MASSIVE File Structure clean-up. /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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7f6cddac52 |
Adds Research cyborgs [Modularish] (oh no) (#1407)
## About The Pull Request This PR added a new module for cyborgs it also ~~replaces the malfunctioning AI cyborg factory~~ with the ability when hacked to manufacture cyborgs manually (Cyborg building CO-OP) Malfunctioning AI cyborg factory was added back. The PR also adds a research cyborg exclusive jaunting module, much like the ninja energy sword and hierophant, when they are emagged or hacked. An alterative way was added to remove cells on cyborgs to allow for cyborgs to upgrade ONLY cells. Other upgrades are restricted to balance them. This comes with a few base sprites for the research cyborgs more will be added later or in a future PR. ## Why It's Good For The Game I've always wondered why the research department never had cyborgs of their own, but own them. Research cyborgs are for a dedicated cyborg type assisting the research department. ~~Disabling the robot factory was done because the printer would just shit 3 to 4 cyborgs at once and make them out of nothing.~~ It was added with and optional Cyborg CO-OP to encourage the cyborgs and the AI to make cyborgs them self if they wish for more cyborgs. Research cyborgs were given jaunting and a stun arm to hopefully allow them to evade capture. In other words they are to run when hunted as they are mostly defenseless (fighting back is a bad idea.) ## Proof Of Testing NOTE: These images taken were during development and may be missing a few items. Also some items may have been removed wile testing. LIST OF ITEMS REMOVED: Dropper Syringe Mech gripper Stock  Fully upgraded  Emagged  Note: NO EMAG  ## Changelog 🆑 add: Research cyborgs add: ability to pry cyborg cells out del: ~~disabled malf cyborg factory~~ qol: made an alt method removing cells balance: rebalanced cyborg making image: Sprites for research cyborgs code: what ever needed to get the cyborgs working /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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16c66010c9 |
[MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3 * fixes --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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7cee7b6a5b |
Replaces deciseconds in do_after and add_timer in modular files with SECONDS (#27335)
* Bam * meep |
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a713e8d460 |
cargo borg upgrades (#26017)
* cargo borg upgrades * rename fix * ha * oh boy * and thats the finish --------- Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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3658c80e57 |
[MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi * Demodularize these * Update traitordevices.dm * Update traitordevices.dm * Modularizes hypnotic flash * Modular dmi repath * Modular dmi repath --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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4c01e3f805 |
[MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033) ## About The Pull Request Code to handle this flag only ever existed on the `/obj` sublevel, so there's no need for it to be on the `/atom` level `flags_1`. There was probably a point in time in which mobs or turfs conducted electricity but there's zero code for it anymore so we truly just live in a society now. ## Why It's Good For The Game Frees up a slot on `flags_1` (which is really nice actually), proper scoping of certain bitflag stuff, etc. ## Changelog Not relevant to players. I may have screwed something up, will be doing a few passes on this myself to ensure all the search and replaces went alright but we should be good™️ * Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` * Modular * Update misc.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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8d9a35a4fe |
Adds our traits define file to the linter steps (#25134)
* Adds our traits define file to the linter steps * Update check.py * Adds our traits define file to the linter steps * Update check.py * Update ci_suite.yml * Update declarations.dm * Modular traits * Update _traits.dm * Update _traits.dm * Oops * Yes we do * Update sources.dm * Update other_reagents.dm * oOPS * Update for changeling sting pr * Update for changeling sting pr * Update declarations.dm * Oopsies * Add to admin tooling * Update _traits.dm * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update code/__DEFINES/~skyrat_defines/traits/declarations.dm --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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bb8d8f968a |
[Mostly-Modular] Major refactor of most modular borg code with some QOL adjustments (#24542)
* The great BORG * godamn my head * how did that even compile * Why do you keep reverting * ah ticked * Delete tallrobot_effects.dmi * removes 'dogborg' language and cargo tweaks * lol silly dog you dont have a custom panel yet * that typo tho * Forgot about that borg building * Apply suggestions from code review Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> * local edit * Godamnit Hemlock * re-deletes altborgs * Update mechfabricator_designs.dm * Revert "Update mechfabricator_designs.dm" This reverts commit 569912fa2fadda9fbcdc83646e995405f33dfb24. --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |