- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
Tajara Peasants are coming.
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## A New Ghost Role and Lythios Features!
It seems like the crew is finally getting some neighbors on good old
Lythios. Tajara, of course, you have to source your colonists locally
after all. Nanotrasen is even going to let them onto station grounds to
work and trade with the crew. The new ghost role Na'sahira Colonist is
an Atlas-specific ghost role in the same vein as ashlanders. Like
Ashlanders, Colonists have unique crafting recipes, which use the new
gatherables I have added. Hopefully, this will give them more products
to trade with the crew.
In addition, I have made some other balance chances and additions:
- Two new plants that can be harvested from now spawn randomly in the
Lythios snow
- Spiders now drop poison gland items which can be extracted for their
reagents.
- Butchering now produces between 0 and the set amount of the butchering
loot rather then 0 **or** the butchering loot greatly increasing the
chances of you at least getting something from butchering.
- The powder horn now holds double the gunpowder.
- Colonist recipes are in a new "Special Recipes" Tab which I believe is
a good place to add recipes from species backgrounds or ghost role in
future development.
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## Why It's Good For The Game
The Ashlanders never saw their full potential since the crew was always
limited in how they could interact with them. Travellers and traders by
contrast are extremely freeform but are still separated from the
station. Colonists will spawn directly on the Lythios map and can
interact directly with the entire crew without delay. The colonist
recipes give incentives to interact with the new Lythios map features
and the Lythios map in general. The butchering change removes the
frustration inherent with butchering an creating and getting no rewards.
The powder horn was buffed to make it more in line with similar-sized
reagent containers and to make sure black powder weapons are better
suited for longer periods of combat. The spider poison gland PR was made
when I figured spiders
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## Changelog
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🆑
add: The Lythios Colonist ghost role.
add: two new snow plants that can be harvested, new crafting recipes,
tweak: butchered creates drop 0-amount loot rather then 0 or amounts
loot
balance: powderhorn capacity doubled
fix: Welderspear recipes now in the correct recipe category.
/🆑
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for future use in remote control indirection
Actions are now multiple owner single target
Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
## About The Pull Request
adds generic system for atom health / integrity / damage
everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.
## Why It's Good For The Game
more interactive game world through the means of making people able to
break Everything.
## Changelog
🆑
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
1. **Retypes the Data Knife and Adjusts its Description.**
## Why It's Good For The Game
1. _I don't know who made an addition to the description. It might've
been me and I've just forgotten, but I really didn't like the way it was
originally phrased. While I was editing it, I realized the Dataknife
lost its GPS abilities due to the GPS rework. After dabbling with it
some, I've realized that the best way to retain the original features is
to just make the dataknife a GPS subtype, rather than a knife subtype.
I've done this before with the survival knife, so I'm pretty familiar
with the process and efficacy._
## Changelog
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🆑
tweak: Retypes the data knife to a gps subtype.
tweak: Tweaks the description of the data knife.
/🆑
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DCS now registers based on its registered type, as opposed to at every
subtype.
Dupe mode is no longer considered realistically usable unless
if-and-only-if all var pre-setting behavior is considered - which is not
the case on the majority of citrp-made components outside of
/datum/component/radioactive
## Why?
Components are a generic way to attach datums to things.
The common practices included:
- No getcomponent
- Use signals for all interaction
- Don't subtype, set vars on initialization
This resulted in components, while being quite stable, being also quite
rigid, in my opinion. Given we don't use components for the same things,
and probably never will, I think it's better for us to get the
optimizations from not supporting what's honestly behavior that we
shouldn't rely on in the first place - if something needs to be applied
multiple times (e.g. radiation) it should rely on the old behavior and
this new system still allows it. If it doesn't, the author should either
not be adding the component multiple times, or **making** their
component functional under this system. InheritComponent still has all
the tools necessary to properly do component inheritance, it's just now
we default to all components only being considered the same if it's the
exact subtype - which from what I could see, is also the previous case
(as if you add a subtype, uh, bad shit's going to happen if the base
type is registered but not the subtype anyways!)
## About The Pull Request
bandaid for mining balance ,standardizes all probabilities and yields
in the future we'll use generation systems to determine this per planet
## Why It's Good For The Game
it really sucks that an entire department's game loop was knocked down
to "Throw bombs around".
this fixes that, without kneecapping mining entirely (as we haven't
redone lathe costs Yet)
## Changelog
🆑
del: big tyrmalin mining charges
tweak: tyrmalin mining crates are way cheaper
tweak: tyrmalin mining bombs have lower yield
tweak: drills massively buffed
tweak: aboveground ore yields massively buffed
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
1. **Restores overwritten Lavaland icons.**
2. **Fixes Shank attack proc.**
3. **Fixes Gutshank material drop.**
4. **Lets You Examine Sandstone Buckets.**
5. **Fixes Ash Arrow Quiver Population.**
6. **Lets You Craft Sandals/Footwraps.**
7. **Adjusts Lamellar Item Storage.**
## Why It's Good For The Game
1. _I don't know how it happened, but I lost several sprites and have
had to recreate them piecemeal as I notice they've disappeared. This
should be the last one._
2. _Shanks were immune to direct attacks/butchering due to a missing
line of code. This repairs that._
3. _Gutshanks were not given the updated material drop._
4. _Player request, logical reasoning._
5. _Quivers are spawning with Ash arrows when they're meant to spawn
with Bone._
6. _Gotta expand the drip. Sandals and footwraps are craftable._
7. _You should probably be able to store a sword on your armor._
## Changelog
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🆑
fix: Fixes overwritten Lavaland sprites.
fix: Fixes Shank attack_by code.
fix: Fixes Gutshank item drops.
add: Lets you examine sandstone buckets.
fix: Fixes Ash Arrow Quiver Population.
add: Sandals/footwraps are craftable.
tweak: Adjusts Lamellar item storage.
/🆑
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## About The Pull Request
1. **Adds Craftable Bone Mask.**
2. **Adds Craftable Alchemy Bandolier.**
3. **Adds Leporazine to Pokalea.**
4. **Implements Ashlander ChemMaster.**
5. **Makes a Vehicle Variant for Stormdrifters.**
6. **Corrects Chitin Type on Gutshanks.**
7. **Adds Poultice of Bitter Ash.**
## Why It's Good For The Game
1. _This was requested as an aesthetic addition._
2. _Alchemist players have requested the ability to carry alchemical
goods in a bandolier._
3. _It was always intended to give pokalea a second chem, but it took a
while to settle on one. Leporazine being a 'cooling' chem seems
thematic._
4. _Time to do more favors for alchemy by making it less painful._
5. _Ashlander Blimps! It's purely a fun thing. It's no faster than
shanks, but it does fly over lava safely. I kinda just see it as a cute
alternative to boats._
6. _Turns out Gutshank chitin just hasn't been dropping because of a
bug._
7. _This basically functions similarly to slime potion, but for player
mobs. It works both ways, but it's primarily designed so visitors to the
village can avoid getting constantly aggro'd by the farm animals._
## Changelog
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🆑
add: Adds craftable bone mask.
add; Adds craftable alchemy bandolier.
add: Adds leporazine to pokalea.
add: Adds Ashlander chem master variant.
add: Adds Stormdrifter gondolas.
fix: Fixes chitin type dropped by shanks.
/🆑
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---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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## About The Pull Request
_War is coming to Surt-nar-Vel'la. It rages in the caverns below, held
back only by the furious roiling blood of the Mother. More and more
Scori are driven up to Surt-nar-Vel'la, and they bring ancient secrets
with them. But, perhaps not all that dwells below should be
unearthed..._
1. **Increases Mother's Blessing from 5 minutes to 15.**
2. **Gives Ashlanders access to Sign Language.**
3. **Creates reagent Phlogiston.**
4. **Creates Condensed Phlogiston item.**
5. **Creates craftable Heaven Shaker hand-held explosive.**
6. **Buffs Shank riding speed.**
7. **Makes tying posts dense.**
8. **Adds craftable Primitive Splints.**
9. **Adds craftable Bone Pipes.**
10. **Adds the craftable Spark Striker.**
11. **Adds cowls.**
12. **Adds Ashlander cryo.**
## Why It's Good For The Game
1. _This buff is too short-lived to be used by the Ashlanders. I'm
raising it to 15 minutes. However, it is still fairly robust, so I might
drop it to 10. Or raise it even further if it's still too short._
2. _It's been months of lessons. Knowledge of primitive sign is now
available to most surface dwellers. It is slowly being disseminated
below the surface to those who are willing to learn, meaning those who
are likely to come to the surface may know it too._
3. _Phlogiston is the alchemical compound found in all explosive and
flammable things. Here I imagine it as a sticky tar similar to napalm or
condensed nitroglycerin._
4. _Condensed Phlogiston is basically semtex. Not much more to add
there._
5. _These craftable grenades require condensed phlogiston. They are
designed to address an impending threat, but will almost certainly need
to be nerfed and fine tuned. They come in two flavors: HE and Frag._
6. _Shanks now move slightly faster, providing a movement bonus to
mounted travel._
7. _Tying posts not being dense has bothered me for a while now._
8. _Gotta have a way to temporarily mend bones until surgery is done!_
9. _Apparently Ashlanders are missing avenues to fine tobacco - and
other substances. Perhaps a new avenue of trade..._
10. _Going to need lighters for your pipes._
11. _These are basically the hood parts of certain cloaks or jackets,
but toggleable as simple headwear._
12. _No longer will there be braindead Ashlanders sleeping in the
Temple!_
## Changelog
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🆑
tweak: Increases duration of Mother's Buff.
tweak: Gives Scori Sign Language.
add: Adds Ashlander cryo.
add: Adds Phlogiston and Condensed Phlogiston.
add: Adds Heaven Shaker grenades, using phlogiston.
tweak: Buffs riding speed of Shanks.
tweak: Makes tying posts dense.
add: Adds craftable primitive splints.
add: Adds bone pipes.
add: Adds primitive lighters.
add: Adds cowls.
/🆑
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## About The Pull Request
Adds a crafting recipe for the data knife using the exploration survival
knife ALA a greenlit suggestion thread.
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## Why It's Good For The Game
Data knives are cool, I guess.
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## Changelog
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🆑
add: Data knives can be crafted from survival knives via the crafting
menu.
/🆑
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Co-authored-by: IAmCrystalClear <iamcrystalclearcc@gmail.com>
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## About The Pull Request
1. **Adds a wide array of clothes, listed below.**
## Why It's Good For The Game
1. _My good friend Tech provided me with some sprite sheets when I was
working on Ashlanders, requesting a hobo coat. Going through the sheets
I found several different items I thought it would be fun to add to our
expanding list of customization and fashion options. The list is huge so
I'm just gonna itemize it here. As for attributions, as I understand it
most of this is from a D&D server, and some from a 40k server._
2. _Two of the outfits, the Belial and Lilin items, are sprites crafted
by our very own Doopy, as part of their Lindenoak line!_
## Outfits & Where to Get them
**Costume Vendor**
1. _Banana Costume_
3. _Hashashin Costume_
4. _Bard Hat_
5. _Aquiline Enforcer Uniform_
6. _Scavenging Sniper Set_
7. _Spiral Hero Outfit_
8. _Body Tape Wrapping_
9. _Redcoat Uniform_
10. _Despotic General Uniform_
11. _Post-Revolution American Uniform_
12. _Prussian Uniform_
**Suit Vendor**
1. _Ragged Coat_
2. _Spiral Hero Cloak_
3. _Nerdy Shirt_
**Jumpsuit Vendor**
1. _Toga_
2. _Countess Dress_
3. _Baroness Dress_
4. _Revealing Cocktail Dress_
5. _Belial Striped Shirt and Shorts_
6. _Lilin Sash Dress_
**Shoes Vendor**
1. _Utilitarian Shoes_
**Loadout**
1. _Ragged Coat_
7. _Spiral Hero Cloak_
8. _Nerdy Shirt_
9. _Bard Hat_
10. _Utilitarian Shoes_
11. _Toga_
13. _Countess Dress_
14. _Baroness Dress_
15. _Scavenging Sniper Set_
16. _Spiral Hero Outfit_
17. _Body Tape Wrapping_
18. _Revealing Cocktail Dress_
19. _Belial Striped Shirt and Shorts_
20. _Lilin Sash Dress_
**Medieval Armor Supply Crate**
1. _Crimson Knight Armor_
2. _Forest Knight Armor_
3. _Hauberk_
4. _Elite Paladin Armor, Helmet, and Boots_
5. _Alternate Knight Helmet_
**Cryosuit Supply Crates (Under Voidsuit Menu)**
1. _Cryosuit, Variants: Security, Engineering, Atmos, Mining_
**Crafting Menu**
1. _Duraskull Helmet_
**Ashlander Specific Crafting Menu**
1. _Ashen Vestment_
2. _Ashen Tabard_
**Ashlander Spawn**
1. _Priests now spawn with the Ashen Vestment._
**Admin Spawn**
1. _Actual armored versions of all new Knight sets._
5. _Utilitarian Military Helmet, Armor, and Boots._
## Changelog
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🆑
add: Adds a wide array of new clothing items. Itemized in PR. #5408
/🆑
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## About The Pull Request
**Mobs:**
1. **Adds the Shank.**
2. **Adds the Stormdrifter.**
3. **Goliaths can now be milked for gunpowder.**
**Structures:**
1. **Adds Ashlander Structures: Magma Forge and Brick Press.**
2. **Adds Ashlander Catwalks.**
3. **Adds Goliath Hide curtains.**
4. **Adds a Tying Post.**
**Map Edits:**
1. **Removes the Harmony colony.**
2. **Removes Ashlander Camp.**
3. **Adds Ashlander Village.**
**Adjustments/Changes:**
1. **Tweaks Bone Axes and Spears.**
2. **Restricts Tribal Recipes.**
3. **Rearranges Ashlander structures and icons into bespoke files.**
4. **Beakers can now scoop ash piles off the ground.**
5. **Shows Reagents in Stone Mortars on Examine.**
6. **Creates Preset Types for Bone Tables/Benches & Sandstone
Tables/Benches.**
7. **Wood Fences are now craftable with planks.**
8. **Boosts Ashlander Darksight.**
9. **Changes the lid colors of Ashlander containers.**
10. **Gives Ashlanders a Dedicated Language.**
**Alchemy:**
1. **Adds a craftable Ashlander Alchemy Station.**
2. **Adds a craftable stone mortar.**
3. **Creates New Reagent: "Alchemical Base"**
4. **Adds a Fertilizer recipe.**
5. **Adds an Alternate Tallow recipe.**
6. **Adds a Soap recipe.**
7. **Adds a Charcoal Stick recipe.**
8. **Adds a craftable Calcinator.**
9. **Adds the Industrial Plant Cersut.**
10. **Creates a craftable Stone Dropper.**
11. **Adds Juhtak Poultice recipe.**
12. **Adds Pyrrhlea Poultice recipe.**
**Craftables/Content:**
1. **Creates Craftable Saddles.**
2. **Adds Sandstone Flooring.**
3. **Adds Wooden Roofing.**
4. **Adds the craftable lava-proof boat and oar.**
5. **Adds elder stones and a harvestable outcrop.**
6. **Adds Charcoal Sticks - a pen subtype.**
7. **Adds craftable Sandstone jars.**
8. **Adds craftable Cooking Spit.**
9. **Adds primitive Soap.**
10. **Adds Goliath hide gloves.**
11. **Adds Goliath hide ore bags.**
12. **Adds bone specific arrow recipes for Ashlanders.**
13. **Provides specialized armor for Ashlanders.**
14. **Adds Bone Talisman (Disenchanted) to Loadout.**
15. **Adds Goliath half-cloak.**
18. **Adds Goliath plant bag.**
**Weaponry:**
1. **Adds the Stun Lance.**
2. **Removes Firing Pins from Muskets.**
3. **Adds the Bone Sword and Elder Bone Sword.**
4. **Adds Shiv Knife.**
5. **Removes Musket safety.**
6. **Removes the safety from bows.**
## Why It's Good For The Game
**Mobs:**
1. _Gutshanks can now be matured into Shanks, which serve as mounts for
Ashlanders. If a Shank has a saddle on it, you can set its name/rename
it with a charcoal stick._
2. _Stormdrifters are floating mobs who wander the Eastern Plains
aimlessly, having been blown off-course by storms. They likely have some
kind of utility._
3. _Goliaths eat lots of sulfur and saltpeter-rich rocks and sand, and
now canonically create gunpowder as a waste byproduct. This can now be
collected by Ashlanders to replenish musket reserves._
**Structures:**
1. _Ashlanders need a way to generate rods to create flooring for their
structures, and also a way to access lead sheets to make musket balls.
The Magma Forge creates rods when fed iron ore, lead ingots when fed
lead ore, copper ingots when fed copper ore, and slag when fed sand. To
encourage more thematic construction, Ashlanders can use a Brick Press
to create sandstone bricks when they feed it sand._
2. _I wanted a bridge/catwalk system for Ashlanders, and this is what I
came up with._
3. _Instead of heavy stone doors and stuff, I thought goliath hide
curtains would be pretty nifty. So we've got those now!_
4. _This craftable bone tying post allows you to anchor your mount in
one spot, just like in the Wild West!_
**Map Edits:**
1. _As much as I love Harmony, it has served its narrative purpose.
Instead of extending Lavaland with another Z-Level, as I planned a while
back, I'm going to instead remap East to be the new Ashlander spawn
zone._
2. _The exile POI for Ashlanders no longer serves purpose._
3. _It is instead replaced by this village!_
**Adjustments/Changes:**
1. _Bone axes and spears now use their bespoke sprites, instead of
material inheritance sprites._
2. _To craft Tribal recipes, you must now be an Ashlander. This should
encourage more commercial trade between Ashlanders and station crew._
3. _I had to create a new file and icon sheet for Ashlander specific
structures. I have moved the primitive seed press and the yurt to this
file, and adjusted the relevant areas in code._
4. _I was surprised to discover this function didn't exist. It seems
obvious that you should be able to sweep ash up. Most people don't even
realize ash is a valid reagent type. Now it can be utilized somewhere,
hopefully! Besides just me, I mean._
5. _There have been complaints about the confusion around stone mortar
contents on Surt. The ability to see reagents in a beaker used to exist,
but appears to have been removed somewhere. It was a pain, but I figured
out how to restore it for stone mortars. Now Ashlanders can safely know
whether they're about to drink water or gunpowder._
6. _I just wanted these so I could map them in to replace most of the
wood in the Ashlander village._
7. _I've seen some pretty weird fencing solutions for when the Ashlander
corral breaks. I'm debating a bone-based fence for it, but in lieu of
that, these should be craftable anyways._
8. _Originally I had this set to 5. It turns out 5 was too low. Even 7
feels a little inadequate. I'm considering other solutions._
9. _To match with more bone and less wood, these should be changed!_
10. _Apparently I was using an Admin event language all along. Now they
have a language of their own!_
**Alchemy:**
1. _I know there isn't like, a super obvious utility for this yet, but
it feels like something that might be useful later. Maybe for advanced
Ashlander medicines like poultices or something. Maybe a Phase 4 thing._
2. _The stone mortar functions as a beaker, and can be used to contain
reagents for Ashlanders, such as gunpowder._
3. _This chemical serves as the core reagent in Ashlander alchemical
recipes. It helps to prevent overlap in recipes considering the limited
number of reagents Ashlanders have access to. It can be crafted by
combining ash and sulphuric acid._
4. _Ashlander players have also requested access to fertilizer. Although
you can grind up plants currently to provide plots with nutrients,
giving the players access to a baseline fertilizer recipe (which I was
surprised to see didn't exist/doesn't exist in a way Ashlanders can
fairly access) works too. It can be crafted by combining equal parts
tallow, ash, and alchemical base._
5. _Tallow is vital for a couple of my early concept alchemical
formulas. It also serves to add additional utility to raw meat which
might otherwise go unused. I designed this alternate recipe to require
little more than grinding meat down into its components. It can be
crafted by combining equal parts triglyceride, protein, and alchemical
base._
6. _Butchering animals is dirty work. There have been multiple requests
for a way to wash dirty items. Unfortunately, providing Ashlanders with
a puddle of water or other water-based vectors would undermine the
purpose of farming Gutshanks. However, primitive cultures knew about
soap and how to create it. It can be crafted by combining equal parts
tallow, water, and ash._
7. _That Charcoal has to be made somewhere! It can be crafted by
combining equal parts tallow, ash, and alchemical base._
8. _In alchemy, Calcinators are used to reduce ingredients to ash and
release their interior potential. This is a fancy way of saying you burn
stuff into ash. This machine was a total headache to me, and took up the
majority of my code work on this particular day. It's essentially a
bastard child of the reagent grinder designed to burn wood or bone (only
bone really matters for Ashlanders), and pump out ash for use in
recipes._
9. _The eagle eyed may have noticed earlier that Alchemical Base
requires sulphuric acid to craft. This is possible due to the addition
of Cersut. This leafy plant leeches Sulphur out of the soil, which is
processed through its body. Consequently, the leaves retain a
significant amount of sulphuric acid. Cersut is not designed for any
form of consumption. It is purely an industrial plant._
10. _I've discovered that due to some uneven production results, you can
get some total nightmare situations with Ashlander beakers. I've
considered adding some kind of chem master to allow for faster
refinement, but I mean. Where's the fun in that?_
11. _This poultice can be used to heal brute damage in a more focused
way. Made by mixing ten parts alchemy base with ten parts bicaridine._
12. _As the above, but used to heal burn damage. Made by mixing ten
parts alchemy base and ten parts kelotane._
**Craftables/Content:**
1. _Saddles allow you to ride Shanks when crafted and applied._
2. _Now Ashlanders can construct interior floors out of sandstone._
3. _Now we can have wood roofs, instead of just steel ones. This is
basically a fluff addition._
4. _The current redesign for Lavaland East has a lot of lava rivers and
stuff going on. It'd be nice if Ashlanders had special boats to sail
over it with._
5. _Older Lavaland recipes for certain tools required Cultist soul
stones. Obviously on Main this makes sense, but less so here. So I've
created Elder Stones, slightly anomalous gems that can be found in
special outcrops. I've come up with some lore for these, but it doesn't
belong here. They're used in recipes for things like lava-proof boats,
Ashlander welders, and Elder Swords, all of which are meant to be rare._
6. _Originally I had this concept of Ashlanders using charcoal sticks to
draw pictures and stuff, but I realized it would just lead to graffiti
and English letters all over my sand. So instead I've made them
primitive pens with no vector for paper, etc. They can be used to label
stone mortars, and feature in at least one crafting recipe._
7. _Since there's no wood on Surt, wood buckets don't make sense. Now
Ashlanders can craft sandstone jars - which function as buckets - in
their stead._
8. _The people have cried out for a way to cook food. I've made this
grill subtype that's just a spit over fire. Originally I was going to
make it require charcoal sticks as fuel to consume, but I think that'd
just add tedium (and I kinda don't wanna code it.)_
9. _It's ugly and it doesn't smell fancy, but it sure cleans stuff up._
10. _Fashion and utility! These gloves will protect you from stinging
nettles when farming._
11. _Picking up ore one at a time is kinda lame at this point._
12. _Since there's no way for Ashlanders to reliably get wood, I've made
it so they can craft arrows just using bone._
13. _Ashlanders have been using borrowed Gladiator uniforms for a while.
Now they have Babylonian style lamellar armor._
14. _Disenchanted bone talismans may now be selected in the accessory
loadout, at the request of players who have received them as gifts from
Ashlanders._
15. _This is purely an aesthetic/style addition._
16. _Adds Plant Bags for Ashlanders._
**Weaponry:**
1. _Designed to work in tandem with jousting, Stun Lances are more of a
tool for flavor._
2. _Muskets are ancient, primitive tech. They wouldn't use firing pins._
3. _As with the above, mechanical safeties didn't exist for
decades/centuries after muskets._
4. _Bone swords are neat! Elder Bone Swords were a recommendation by
someone, but I really loved the concept. Both are craftable, although
the Elder requires advanced (for Ashlanders) materials._
5. _I'm already touching the misc weapons file and someone suggested a
cheap shiv made of duct tape and knife blades. Sounded fun._
6. _Bows shouldn't have safeties._
## 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
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🆑
add: Adds the Shank.
add: Adds craftable saddles.
add: Adds craftable stone mortar.
add: Adds gunpowder milking feature to Goliaths.
add: Adds Stun Lance.
add: Adds Ashlander crafting structures (Magma Forge and Brick Press)
add: Adds Ashlander alchemy station.
add: Adds sandstone flooring.
add: Adds wooden roofing.
add: Adds the bone sword and elder bone sword.
add: Adds lava-proof boats.
add: Adds elder stones.
add: Adds Ashlander catwalks.
add: Adds Ashlander Village to Lavaland East.
add: Adds a shiv.
add: Adds Goliath hide curtains.
add: Adds alchemical system.
add: Adds alchemical recipes: alchemical base, fertilizer, tallow, soap,
charcoal sticks.
add: Adds Calcinator.
add: Adds industrial plant 'Cersut'.
add: Adds primitive soap and charcoal stick pens.
add: Adds sandstone jars.
add: Adds cooking spit.
add: Adds stone dropper.
add: Adds preset bone & sandstone tables and benches.
del: Removes Harmony colony.
del: Removes Ashlander Exile POI.
tweak: Removes firing pin requirement for muskets.
tweak: Changes Bone Axe and Spear sprites.
tweak: Restricts Tribal recipes to Ashlanders.
tweak: Rearranges Ashlander structures into specialized files.
tweak: Allows inspection of reagents in stone mortars.
/🆑
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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,
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the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
## About The Pull Request
tin
## Why It's Good For The Game
memory improvements & code efficiency
## Changelog
nah
Co-authored-by: silicons <no@you.cat>
<!-- 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
sets missing iconstates
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## 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. -->
## 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. -->
🆑
fix: fixed missing icons for the more advanced scanning arrays
/🆑
<!-- 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,
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the changes rather than a summary of the PR's contents. -->
<!-- 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
- [x] UI for the geothermal controller
- [x] way to improve poweroutput
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
really makes sense for solars to output 400 kW while you cant see a
thing outside due to snow/night time
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->
## Changelog
🆑
add: Adds a geothermal power station on the western plains
add: Adds the machines for the geothermal power station
del: Removed solars
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
* The difference three hours makes.
* Spawner Adjustment
* Adjustments to tendrils and spawners.
* Okay let's push it to the right branch now.
* Places Gutshank spawners.
* shit code goes in the comedy bin
* stubs
* move those
* w
* vehicle repath
* maybe that instead
* aouhgoawhuh3ho
* markers
* a
* fixes
* hell
* let the great refactoring begin
* a
* aouhg
* changes
* augh
* signals
* s
* offhand stuff
* wrappers
* stuff
* modifications
* a
* stuff
* base component
* Stuff
* a
* stuff
* ay
* Ay
* ?
* fix
* a
* augh
* aough
* mark those
* sigh
* correction
* that
* let the good times roll
* more
* more
* on god
* aoihgouh
* fixes
* done with that ifle
* sigh
* a
* s
* fuck off voremobs
* stuff
* pain
* some more
* changes
* changes
* f/r
* sigh
* impl
* out with the useless
* fix
* Fixes
* a
* fixes
* move that
* pain
* fix
* m
* pain
* WHY
* regex
* s
* just offsets to go
* reserve those words
* that
* stuff
* stuff
* not sure if list ops were a good ide abut whatever
* fix
* and once more with energy!
* and once more with energy!
* fixes
* offsets
* fix
* lmao!
* ay
* patch
* fixes
* propagate that shit through
* ayo
* bruh?
* e
* PLEASE END MY SUFFERING
* ah.
* that
* fix
* fix
* fixes
* e
* Fix
* fix
* fix
* Fix
* fix
* fix
Co-authored-by: VM_USER <VM_USER>
* It Begins
* Add files via upload
* The Muskets
* Add files via upload
* Add files via upload
* Add files via upload
* SPELLING!
* Update citadel.dme
* Add files via upload
* Add files via upload
* Period Accurate Colonial Crate
TALLY HO!
* Oops
* missed this
* Opps forgot the sound
* made dummy mistake
Don't Code Tried
* updates checks to respect prefs
Yes I am rerunning all these checks so it only creates smoke and expends powder when people actually intend to fire it.
* Reciepe for making more musket balls
* fixes Taj gun inhand sprites
* WIP [medbot -> medibot][overlays.Cut() -> cut_overlays()]
* MEGA FUCKING OOPSIES
* Finished the new Medibots
* Reverts most of the cut_overlays stuff cause it broke some overlays for some reason??? I'll do it another time.
* Adds the rest of the regular Medibots to craft
* Miss Bandages <3
* heh
* Medibot
* Map fixes
* Quick patch and wtf how did you get there
* FLOORBOTS
* Finished Floorbots
* Finished Floorbots... for real guys!
* Medibot action preview
* oooogway
* Farmbots still
* Fix em
* MULEbots done, also gave them TGUI, same with Drone fab, don't ask why
* Patch
* rerererer