- 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
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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
fixed icons for: reindeer hat, 12.7mm ammo, green marker beacon (this
isnt a thing, it's just the olive option)
fixed roast beef spawning waffle trash instead of plate trash
fixed initial defib paddles sprite
## Why It's Good For The Game
fixes bugs
## Changelog
🆑
fix: fixed icons for: reindeer hat, 12.7mm ammo, green marker beacon
(this isnt a thing, it's just the olive option)
fix: fixed roast beef spawning waffle trash instead of plate trash
fix: fixed initial defib paddles sprite
🆑
all defibs now defib synths and jumper kits/cables are removed.
## why
why would we make a niche item require two different types for
organics/non organics?
synths shouldn't even need a defib in the first place
do you need a massive capacitor to restart your computer? just plug in
the power? lol?