203 Commits
Author SHA1 Message Date
ShadowandGitHub af05eae20a Saw traps no longer automatically chop off legs and feet (#7585)
## About The Pull Request

Changed the saw traps to apply their damage directly to their targeted
limb instead of immediately severing it.

This PR has been tested locally.

## Why It's Good For The Game

The saw traps in some exploration areas, for some reason, automatically
sever your feet/legs when stepped on, on top of applying their actual
damage. This seems overly harsh especially given the chaotic nature of
exploration, so I have changed them to simply apply their damage to a
leg/foot when stepped on. Their damage is enough to significantly injure
someone with even a couple steps, and repeatedly walking into them if
you are careless will eventually break/sever the limb anyway.

## Changelog
🆑
balance: Saw traps will no longer immediately sever limbs when stepped
on.
/🆑
2026-05-29 02:46:21 -04:00
27553ac31b repaths spiderlings/vines to structures instead of effects (#7530)
- spider webs / vines should never have been effects in the first place
- spiderlings should probably just be mobs at some point lol

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2026-02-18 12:40:19 +00:00
Letter NandGitHub d50ea14baa effect cleanup (#7502)
yeah, also updates emissive blockers
2026-01-27 12:44:16 -05:00
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +01:00
b4a124e557 [IDB IGNORE] cyborg refactor: icons, chassis, modules base (#6929)
- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use

---------

Co-authored-by: silicons <silicons@silicons.dev>
2026-01-13 18:39:38 +00:00
Letter NandGitHub bd9a49dd7e pixel w/z stuff (#7477)
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## About The Pull Request
byond shenanigans
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## Why It's Good For The Game

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## Changelog

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🆑
add: you can now point items inside your inventory
tweak: update fulton
/🆑

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2026-01-13 13:38:48 -05:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
4ab234f10c maploader / overmaps update - struct system, overmaps location bindings, misc backend improvements (#6403)
tl;dr level collections that can easily be logically restructured/moved
as necessary

will eventually be used for radio and overmaps location resolution.

this is the last part of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841
that has not yet been integrated.
this will be a draft for a while.

---------

Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-11-06 17:49:23 -08:00
CharlesWedgeandGitHub 33644e566d Three Freaks and Fixes (#7313)
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## Stuff for Halloween This Year
For Halloween this year, I have three new mobs here to provide
additional challenges to the crew.

First up the Cyclops: The Blood Cult's very own mech equivalent,
equipped with deadly penetrating eye beams. It can launch a telegraphed
death laser to destroy cover and melt its enemies in seconds. Designed
to actually be a threat to people with ranged weapons, it will hopefully
not disappoint.

Secondly the Alphawraith: Similar to the Gammawraith, this 'living'
paracasual representation of an alpha particle delivers power beam
attacks with low AP in contrast to the Gammawraith's weak attacks with
high AP.

Finally, the Wendigo: A fast, melee death blender that has a leaping and
cloaking variant. It is highly resistant to brute damage, so use beams
to melt through its health.

All of these are still being balanced so some of their abilities and
strengths may change depending on feedback and their in-game
performance.

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## Other Miscellaneous
The Airlock Mimic's sprite now resembles the new airlock art style. The
Gammawraith has a new 4 direction sprite and a buffed firerate. A
Lythios POI meant for caves is now indoors, and Lythios cave POI budget
has also been increased.

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## Changelog

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🆑
add: 3 New Paracasual mobs
tweak: Sprites for Gammawraith and Door Mimic, Lythios POI spawn budget.
/🆑

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2025-10-04 13:54:19 -04:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub 87b8da5f83 rename soundbyte/grouped/sparks to soundbyte/sparks (#7124)
/grouped was a bad idea and is bad
2025-04-30 10:15:32 +02:00
siliconsandGitHub 11d2f3b4d4 various 516 tweaks (#7071)
@LetterN did like everything I'm late to the party so I'm just here to
clean things up 😊
2025-04-07 09:09:38 +02:00
a523138ce0 Using the is_avoiding_ground() check: Flying no longer has you touching the ground. (#6991)
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## About The Pull Request

Moves a few checks if someone's flying/hovering to use the
is_avoiding_ground check. It also removes the slowdown of a tile if you
aren't actually stepping on it. This check does include more, like if
you are only riding on something that's lifting you up enough, but
unless it flies itself, it'll trigger what you may be avoiding, and in
turn, will be affected by it (i.E falling down the chasm, there is no
delay in my test, so no Yoshiing over a single tile.)
Draft for now to see if there are more places to check for it, and as
the balance change is big enough to warrant additional thoughts.

## Why It's Good For The Game

Flying people no longer leave footprints, nor touch the ground for water
or lava. Logically, they aren't even slowed down by the tiles. This
heavily buffs flying, at least the ignoring the slowdown part, so that
may be removed for the sake of balance. The rest should be more
flavorful, or just making sense.

## Changelog

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🆑
tweak: If you aren't touching the ground, don't interact with things
there.
/🆑

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---------

Co-authored-by: MarsMond <no@email>
2025-03-10 13:27:05 +01:00
siliconsandGitHub ef19e75993 reagent holder rework (#6903)
- reagents are now singletons
- most of reagent holder datums are refactored.
2025-03-06 20:44:34 +01:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
BlubelleandGitHub aa4158d3f6 Stops logging radiation emitter map effects (#6977)
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## About The Pull Request

Title.

## Why It's Good For The Game

![image](https://github.com/user-attachments/assets/f6a78516-91f5-4f1e-b535-6d3e352610b7)
Reduces admin log bloating. Admins/EMs spawning new radiation emitters
are logged, if that's any concern at all. But generally these map
effects exist only through mappers just putting them in otherwise.

## Changelog

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🆑
code: Map effect radiation emitters will no longer be logged to admins
by default.
/🆑

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2025-01-26 00:58:05 -08:00
siliconsandGitHub 794d9aaab0 refactors / brsuhes up a lot of update_icon calls, fixes mineral wall icon updates, replaces mat scanners with meson scanners (#6963) 2025-01-16 18:59:43 +01:00
siliconsandGitHub 161078dc7f Throws out color priority system (#6897) 2024-12-13 16:46:32 +01:00
CharlesWedgeandGitHub e849b6cd52 Asbestos, Nanites and Polonium! Oh My! (#6892)
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## Some Toxins Are Hard to Get Rid Of
As a med player, it has always bothered me that all reagents could be
removed easily with the sleeper. Now that this is no longer the case, I
will take full advantage of it by adding new terrible poisons that act
slowly and require special circumstances to remove. Rather than being
rapidly processed by the body these special toxins process a static
Metabolism rate of .01 meaning 1 unit can last for 100 ticks. To remove
them quickly you need to apply the right chemicals which may not be
readily available. Some of these reagents are specifically designed to
not show signs that you are poisoned immediately. This PR also reworks
nanites slightly. Harmful nanites do not process as quickly but instead
take forever to be removed from your system. In order to fully remove
them you will need to apply a shock chem to yourself such as grubmeat's
200 V or the new homemade 2 V substitute.

The new reagents are as follows:

- 2V: is a Medical made chem specifically designed to remove nanites
from the body. Made with Iron Lithium Carbon and Phosphorus. It delivers
an electrocution act to the body as it removes the nanites, a small
price to pay for getting the tiny murderbots out of you.
- Heartkill Nanites: Enter the body where they group together around the
heart to cause heart clots. (Silicons is fixing heart damage). Cured
with 2V or 200V.
- Asbestos: Enters the lungs causing cough and occasionally causing lung
damage. It can also be used as a vastly inferior chemsmoke alternative
when splashed. It is removed by respirodaxon.
- Polonium 210: A radioactive isotope that causes 5000 radiation a unit
and 50 radiation a tick. It is removed by nicotine and Arithazine which
reacts with it to make nuclear waste (which is actually removable by
sleepers). This is the deadliest chem by far and I still made it less
deadly than it actually is.
- Superhol: A synthetic fake alcohol that slowly drips ethanol into your
body, and instantly makes you suffer the effects of alcohol poisoning.
Cured with Ethylredoxrazine and Hepanephrodaxon.

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## Why It's Good For The Game
The new reagents are part of my ambition to make sure there is more to
medical than just brute force healing damage. Though medics may be able
to heal the damage caused by these reagents, this only delays the damage
and the toxins will long outlast the reagents used to heal them. This
could force a retreat and even for medics to stasis patients until they
can get them to safety. It also provides more tools for EM antaggery
(The Polonium pills are great for assassinations) and I plan to use the
asbestos for future mining expansions.

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## Changelog

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🆑
add: 5 New Reagents
add: New Break_organ proc for organs and the heart_attack() proc for
humans
add: 2 new nanite chemsmoke grenades, for fun.
tweaks: 4 Nanites reagents adjusted to be more DoT then burst damage.
tweak: 200V calls electrocute act to do damage.
tweak: Happy Pills now use the 'happy pill' sprite

/🆑

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2024-12-08 05:43:48 -08:00
siliconsandGitHub 175cce8c85 small poster rewrite (#6884)
adds persistence support kinda
adds /preset's of everything
2024-11-27 08:15:13 -07:00
siliconsandGitHub 483d595d3e mass turf repath (#6865)
enough is enough with these damn planet subtypes

also drops unused 140x140's
2024-11-25 22:43:28 -07:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
AlphaM01andGitHub e96d430e9e Adds a new model of NT handgun. (#6829)
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## About The Pull Request

Adds a new handgun platform known as AXHS, it comes in two models:
AX59 is a .45 ACP semi-automatic pistol which loads 12-round
double-stack magazines. It comes with a built in light and lanyard loop
(see #6826 for gun attachment code, which this will rely on). It is
issued to Exploration through a dedicated gun case in the points vendor
for 250 points.
AX99 is a .44 Magnum semi-automatic pistol which loads 7-round
single-stack magazines. It has no attachments. Per fluff it is the PMD's
less gimmicky service weapon alongside the very confusingly named
Service Weapon.
This PR also makes the base a45 magazine unused. M1911-based platforms
now load a45/singlestack magazines and all other 45 pistols now load
a45/doublestack magazines, therefore, every code mention of the base .45
magazine have been changed to one of them (or both in the case of random
drops).
Capacity on 9mm pistol magazines has been bumped up to 15 base and 21
extended after discussion with dev chat.

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## Why It's Good For The Game

Exploration may or may not move away from the infinitely rechargeable
phasers at some point, this is just a means to give players an opt-in
alternative.
Just giving them a pistol felt cheap though, so I wanted to provide
something designed for the department with QoL which are primarily the
attachments.
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## Changelog

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🆑
add: Added two new pistols "AX59" and "AX99".
add: Added AXHS Gun Case to the exploration points vendor.
add: Added a new morale poster.
tweak: .45 magazines now split into double-stack (12rnd) and
single-stack (7rnd).
tweak: 9mm pistol magazines now hold 15 rounds (normal) and 21 rounds
(extended)

/🆑

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2024-11-17 12:15:52 -08:00
siliconsandGitHub a13176a1c2 reagents: reactions (#6816) 2024-10-31 19:35:20 +01:00
siliconsandGitHub 65f1d3550e refactors simple_networks (#6768) 2024-10-12 23:37:03 +02:00
siliconsandGitHub 59d7d4411d shuttle templates and some ports from shuttles branch (#6755)
to enable new shuttles to be made.
2024-09-19 23:17:53 -04:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub e6f972666c regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
2024-09-09 15:13:34 -06:00
siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 14779ba8d6 slip refactor (#6665) 2024-08-18 22:00:26 +02:00
siliconsandGitHub 8e2d711462 Removes teleporter (including portal and harpoon) failure and recursive power usage (#6639) 2024-08-03 17:31:14 +02:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
siliconsandGitHub 50371db6fe projectiles v8 - raycasting (#6544)
Atomizing the physics solver out of #5934 

Tldr this is way less overhead, complicated, and far more accurate than
the old one
2024-07-05 14:08:38 -06:00
siliconsandGitHub d013379426 medibeam stream projectors (#6555) 2024-07-01 22:31:04 +02:00
siliconsandGitHub fd51eaf9a7 linter fixes (#6486)
tl;dr spacemandmm updated and our codebase no longer lints due to our
abuse of `//!`
2024-06-01 16:57:49 -06:00
BlueWildroseandGitHub 8b17f0d40d I blame Kynde. (#6477) 2024-05-31 12:23:59 +02:00
siliconsandGitHub 01fa629df2 frame refactor (#6336)
rolling bugfix + frame refactor branch
2024-05-26 20:08:28 +02:00
LordMEandGitHub 78032dd3b2 fixes wrong fake stairs on miaphus beach (#6352)
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## About The Pull Request
Fixes a couple runtimes that frequently occure during IntTests
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## Why It's Good For The Game

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## Changelog

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🆑
fix: fixes wrong fake stairs on miaphus beach
fix: fixes duplicate lattice on debris14.dmm
fix: adds extra check to submap seeding, checking if the tiles are empty
fix: adds check when adding blood writing, to make sure we arent using
to many instances per tile
fix: fix rename_areas for the tiny carrier should happen during lateload
to avoid not finding the shuttle
/🆑

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2024-03-19 15:36:14 -07:00
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑

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2024-03-13 16:01:23 -07:00
f4fae7f84e bugfixes (#6329)
Co-authored-by: silicons <no@you.cat>
2024-03-11 09:01:59 +01:00
siliconsGitHubVM_USER <VM_USER>silicons
8ca04ad274 persistence update + spraycans + graffiti + persistent debris + glass shards (#4301)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2024-03-04 23:06:10 +01:00
e5c9de9b6c various fixes (#6252)
see commits

fixes stuff in maintainer bug triage

---------

Co-authored-by: silicons <no@you.cat>
2024-01-06 12:27:26 -07:00
8252233258 various fixes + tweaks (#6138)
see files changed:

- fixes lowwalls clickblocking
- pipes are now smaller
- fxies some table stuff
- air alarms
- buffs scrubbers
- buffs protean blob structure damage again are you happy now
@Ghostcoffeee
- both buffs and nerfs metal foam
- nerfs inflatables
- fixes weather

---------

Co-authored-by: silicons <no@you.cat>
2023-11-14 20:37:37 -08:00
f00535983e [MDB IGNORE] [IDB IGNORE] atom damage (#5235)
## 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>
2023-11-11 17:33:57 -07:00
Captain277andGitHub e2ba2b1adb Minor Layout Adjustment to Archaic Temple and Statue Component Bugfix (#6019)
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request process. -->

## About The Pull Request

1. **Makes Layout Adjustments to Archaic Temple POI.**
2. **Adds New Ranged Trap Subtype.**
3. **Adds Female Statue Side and Back Sprites.**
4. **Bugfixes Unobserved Actor Component.**

## Why It's Good For The Game

1. _Minor adjustments to the POI that I don't want to describe in the PR
due to their connection to the mechanics. Repair of the door icons,
minor housekeeping._
2. _Having the traps fire non-stop is a little unfun. Even if they can
be jammed, sometimes it's neat to give them a limited chain of blasts._
3. _The male had side and back sprites but the female didn't. I just
kinda tweaked the male to fit._
4. _It was discovered that Ghosts able to see a statue were counting as
observers for the unobserved actor component, effectively crippling the
statue._

## Changelog

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🆑
tweak: Layout Changes to Archaic Temple
add: Adds New Launcher Trap Type
fix: Adds Sprites to Female Statue
fix: Fixes Bug in Unobserved Actor Component
/🆑

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2023-09-25 19:46:17 -06:00
Timothy TeakettleandGitHub b61f73e3b9 robotic remains now turn to ash when interacted with like all other remains (#5930)
## About The Pull Request
title
at whoever did this: want them to not turn into ash? add a different
sprite instead of just breaking this item

## Why It's Good For The Game
fixes a bug

## 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: robotic remains now turn to ash when interacted with like all other
remains
/🆑

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2023-08-30 21:35:40 -07:00
siliconsGitHubVM_USER <VM_USER>silicons
dd2e201d4a [MDB IGNORE] engineering 1/4: dynamic / procedural gases, XGM touchups (#5674)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-08-18 21:18:13 +02:00
93de2c0872 Revert "Revert "fixes noncompliance with 514 procpaths"" (#5781)
Co-authored-by: silicons <no@you.cat>
2023-07-27 20:49:36 +02:00