- 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>
- 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>
## About The Pull Request
ports https://github.com/tgstation/tgstation/pull/68178/files
there's probably some other stuff as i used the latest version of the
file, and made a few small changes like having decaf be its own reagent
they are not mapped in anywhere right now
cafe vendor has 20 creamer/sugar/astrotame packets and 10 coffee cups
you're able to print coffee pots at a lathe and research lets you print
a bluespace version
you can order coffee cartridges from cargo or craft them using coffee
powder and a blank cartridge (printed with plastic)
the coffeemaker itself uses a radial menu to take out the packets / brew
coffee / take out cups
shortcuts: alt click to take coffee pot out, ctrl click to brew
todo:
map it in somewhere
## Why It's Good For The Game
someone asked for it
i like service
## Changelog
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🆑
add: ports coffee makers from TG
/🆑
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Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.
`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment
This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.
Also:
- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
tl;dr refactors supplypacks to a new system
- all access locks yanked from crates other than the ones that actually
need to be locked
- preps system for reworks, translates stuff over to a new format
- adds unified subsystem parsing & support for other descriptors for
cargo crate contents other than typepath
## 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
- Ports https://github.com/VOREStation/VOREStation/pull/12552; players
should currently look at
https://wiki.vore-station.net/Guide_to_Xenobiology for a guide until
ours is updated.
- also ports in a few fixes for xenobiology as well, such as allowing
gold slimes to be disciplined again.
- Adds xenobiology bags - they're basically chemistry bags but they hold
stuff for xenobiology, like extracts, monkey cubes, and potions.
- Above xenobiology bags have been added to maps roundstart, close to
the xenobiology extract storages. The biogenerators that the
xenobotanists and botanists possess can also make these bags.
- Prometheans can now boop noses. The fact that they didn't was an
inconsistency. (honestly that area of that code should just be reworked
later.)
- The slime processor can now be upgraded. Requires manipulator, laser,
matter bin. Manipulators will decrease monkeys required before a new
cube is yielded. Lasers will increase the processing speed. Matter bin
will allow slimes to move over the processor at tier 3 or higher,
preventing them from shoving the processor around when you bring it into
pens.
- Adds to the ghostrole system to account for mobs already present in
the world. This is needed for Sapience potions.
## Why It's Good For The Game
Xenobiology has been considered unrewarding for a while. I figure adding
in the changes VOREstation had made should spice things up again and
make the tedium of xenobio more promising. It'll probably need some
balance changes as we go along.
## Changelog
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observed by players or admins you should add a changelog. If your change
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🆑
add: Xenobiology's extract rewards have been reworked completely.
add: Xenobiology bags have been added to each xenobiology lab in every
map.
add: The slime processor can now be upgraded. Lasers for speed,
manipulators for monkey cube yield, matter bins for letting slimes move
over it!
fix: Prometheans can now boop noses.
/🆑
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## About The Pull Request
rewrites lathes
they are now embeddable within other interfaces, have unified controls +
queue management, and have support for using
- materials
- reagents
- even using / transforming existing items
rewrites /datum/design to be semi-singletons
adds SSresearch to hold designs
rewrites atom material system a bit
also:
- adds MIT license identifiers to some of my old TGUI work of which I am
the only one on the git history. i'd like to keep the tgui section and
my own code samples in there as MIT instead of AGPL.
- removes vorestation id restorers from maps because they're unused
nowadays
- removes partslathe as they're basically just unused
- Revamps sheetmaterials stylesheet as it really didn't need to just be
stacks.dmi
## Why It's Good For The Game
lathes sorely needed a redo
we want good materials support ontop of that.
also fixes autolathes :)
the "also" part is already covered above.
## Changelog
🆑
refactor: lathes are completely rewritten
fix: autolathe x5 and x10 buttons
del: autolathes can no longer be hacked. all hacked recipes are instead
accessible as normal recipes.
del: partslathes - redundant
del: id restoration consoles - unused / prohibited by server rules
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
Would you believe me if I hadn't updated my git in about 400 years, and
had to blow the old version of my repo up?
Yes? No? It doesn't matter.
Anyways! Meat and potatoes of this:
Allows players to make gene and plant discs freely in the protolathe.
Since we do not have a dedicated genetics, this will help the pains of
actually doing genetics by giving us storage solutions for genes.
Fixes a problem with brass also creating slag when compressing, by
setting the copper alloy flag to 1.
And finally: Allows you to upgrade the braces! If your brace has T3 or
better, a single brace can hold an entire drill. All credit goes to
Hatterhat for this one, as I pretty much wholesale ripped it from his
buff of the big drill™ on Virgo.
<!-- 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
Not making slag is ALWAYS good. It saves on material, too.
Having more discs for a cheap cost is also good, it means you can reduce
headaches while scoping out for genes, because there are many, and the
ability to track them are currently few.
And honestly, the less lugging a person has to do with the mining drill,
the more likely people might stop blowing up an already unstable planet
with miniature hydrogen bombs.
<!-- 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
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probably isn't good for the game in the first place. -->
## Changelog
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observed by players or admins you should add a changelog. If your change
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🆑 The0bserver
add: Discs are able to be produced in the protolathe now. Go nuts, or
don't. I'm not your guardian.
balance: Mining Drills can finally be operated with just one brace with
the requisite parts. Thank you, Hatterhat!
fix: Copper no longer smelts slag when set to "Alloying."
/🆑
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---------
Co-authored-by: TheObserver-sys <Gizmomaster777@gmail.com>
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## About The Pull Request
Teleporters now have a power cost, in kilojoules, associated with things
that they teleport. They recharge gradually, like SMES units. The
Teleporter computer now has a UI. Doing large teleports (lots of items
on someone, in a locker/crate, etc) will have consequences, like blowing
lights out to shutting down the entire station's power grid.
The teleport costs require balancing.
## Why It's Good For The Game
Some people talked about it, and with this teleports have a real limit
instead of just a random failure chance.
## Changelog
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## About The Pull Request
adds a landing mode to fighters
## Why It's Good For The Game
space-only fighters cannot land correctly, or have on-station
maintenance performed efficiently
coded from my phone please triple check <3
Adds a way to fabricate, assemble, and construct fighters in the same
way mechs are built. Pinnace only until I add more NT fighters, and get
"landing gear mode" for baron/space only fighters.
LIMITED BUILD STATE ICONS!!
Refer to chat to know what step you're on.
🆑
code: some tg movement stuff
add: holocalls
add: holocalls are rather advanced; enjoy. cross ship communication will
finally be a thing.
add: AI/pAI custom holoforms; enjoy, you can finally fuck around as your
own character
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
Various asset systems I want in before more TGUI work. and also
byond-tracy support... and also light update debugging...
## Changelog
🆑
tweak: Chem Master UI has been reworked slightly.
* Painus
* Yep
* Moar
* Let the agony begin
* text.dm
* scramble.dm
* time.dm
* fix
* unsorted.dm
* job_controller.dm
* _legacy
* computerfiles.dm
* events.dm
* global_iterator.dm
* topic_input.dm
* underwear.dm
* uplink
* periodic_news.dm again
* areas
* genes
Also renamed midget to dwarfism as it's a slur.
* changeling
* Cult
* gamemodes
* machinery
* mecha
* effects
* objects part 1
* Fine I'll commit the YAML
* objects part 2
* moar
* atmos
* ooga
* ahrde
* You can tell my sanity is going down
* Second-To-Last Step
* Almost
* Poggers
* nvm we're not ready for that <.<
* Test
* minor