25 Commits
Author SHA1 Message Date
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
ColferandGitHub 69e9ce7a92 Alraune fruits, buildable fey grass, & soil (#7401) 2025-11-14 13:15:47 -05:00
siliconsandGitHub aed3013410 bugfix / tweaks (#6959) 2025-01-10 17:34:32 +01:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
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
abad04c75d sculpting update + major stack crafting improvements (#5950)
Co-authored-by: silicons <no@you.cat>
2023-09-22 22:15:31 +02:00
MazianandGitHub 8027ad1070 New Carpets (#5721)
<!-- 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

Adds a few new carpet varieties, taken from Nebula. Mostly for mapping,
right now.

Credit to Sabiram / Daniel Thompson (from git BLAME, not sure who
made/added these to bay/nebula)

## Why It's Good For The Game
More carpets.
2023-07-18 19:48:37 -07:00
749579b9f9 Lathe/Design/Materials refactoring + misc changes (#5123)
## 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>
2023-07-08 22:53:25 +02:00
8b778b0321 Armor rework (#5158)
Co-authored-by: silicons <no@you.cat>
2023-03-25 11:58:25 +01:00
993cdb5bc3 Ashlanders: Phase 3 (#4983)
<!-- 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

**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. -->
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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>
2023-02-04 23:02:58 -08:00
siliconsGitHubVM_USER <VM_USER>
fa3856bf7f renames flags to atom_flags for, well, atoms; transitions some reasonable atom flags to be more, well, obvious (#4837)
Co-authored-by: VM_USER <VM_USER>
2022-12-15 18:54:20 +01:00
siliconsGitHubVM_USER <VM_USER>
6dec5d41e7 refactors pushing, movespeed, actionspeed, throwing, movement, pass flags, and probably things i forgot about; adds overhand throwing (#4360)
* initial

* wack

* changes

* insanity

* staging

* t

* note2self

* wild

* find replace

* changes

* pain

* fixes

* that's right out

* augh

* augh

* wild

* lol

* fuck this not refacotring all that in one day

* oopsy doopsy

* that goes away

* fixes

* pain!

* throwing stuff

* Fixes

* g

* eternal curse upon you, space indenter

* eternal curse upon you, space indenter x2

* real combat refactor energy

* refactors

* stuff

* subsystem logic

* a

* pain

* logic

* push logic

* logic

* i hate micros

* fixes

* a

* convert the rest

* let's finish this

* s

* fixes

* aah.

* augh

* AUGH

* stuff

* a

* more

* a
git pu

* fixes

* fixes

* fix

* fixes

* warnings

* more

* maybe don't have them throw past walls

* fixes

* ack

* f

* better ui

* fixes

* fixes

* a

* proximity monitors

* proximity monitors

* proximity monitors

* wack

* swap stuff

* a

* fix

* fix

* fix

* default

* Fix

* fixes

* ayy

* aoug

* aoug

* stuff

* fix

* fix

* ay

* ay

* ough

* ayo

* fix

* cannon

* wack

* i tested it

* fix

* why

Co-authored-by: VM_USER <VM_USER>
2022-09-08 01:43:03 -07:00
GhostcoffeeeandGitHub aa41e2d97b Fixes colored carpet icons and names (#4115)
* Carpets yay

* Forgot the icons

* Black carpet

* Actually makes it work
2022-05-26 17:22:13 -07:00
ZandarioandGitHub db39fde779 Butchering, Macro standardization, and generic tidying (#3936)
* Beginning

* Moar

* Blelelelele

* Robo Organs *Flooshed*

* Went overboard and organized a shit ton of tags...

* Partially implements VOREStation#9287

* Performance fixes from Polaris#7759

* More Code Cleaning

* Recompiled TGUI Bundle
2022-04-26 13:21:19 -07:00
Captain277 d752d8fb78 The Apidean Update 2022-03-27 10:35:54 -07:00
Captain277 ba03c272e8 Not so much a chonker as a...honker. 2021-10-09 23:47:50 -07:00
GhostcoffeeeandGitHub 4e531922ca Plant names, decon and construction (#3388) 2021-09-17 21:08:26 -07:00
siliconsandGitHub 5823fb93e7 migrates to github actions + sync tgui to main's, removes a bunch of dead maps and code and reworks how submap loading is done (#2917)
* move phoronlock define

* t

* force rename

* nuke unneeded things

* don't do that

* tgui sync?

* changes

* unit testing module

* backend

* tools update

* aaah

* go and stay go

* path replace

* move everything

* toss out more stuff

* remove

* fine those can stay

* dependencies.sh

* ruin datum move + rename

* level assets why did you guys put the turfs in my atmosphers folder grr

* more moving

* basemap, force stuff

* fix that desync meme

* move more stuff

* move those too

* repath

* get rid of useless initializers

* hacky patchy

* reservations

* alright

* tgui

* changelog example

* checksum

* md5

* errors

* more

* turf empty

* stop

* fix

* bad kwarg

* let's get those in again

* alright

* rid of that

* huh

* newlines

* newlines

* folder

* mood

* woops

* readme

* might as well trim now

* let's go

* fuck it tether isn't being used anyways lol

* ok

* empty files go

* tether is demoted

* sorry but this goes too

* okay

* make that work too

* ok

* wow.

* whew

* Fix

* fixes

* ok

* sigh

* fix

* fix

* aah.

* rust_g logging

* update rust g file

* fix

* funny

* Fix

* map issues

* fix

* initialize hints

* solves some problems

* those too

* ok

* pills

* let's do that.

* hit that too

* runtime

* add that too

* alright

* fix

* fix

* fix

* Fix

* add

* fix

* wildwest, what have they done to you...

* do that too'
git push

* fixes

* fixes

* fixes

* pack this tightly

* let's not have empty files

* sigh

* fix

* FUCK OFF

* fix icon

* rip old mapmerge

* zz

* woo yeah woo yeah

* logging

* fix

* better logs

* GRRRRRR

* last commit??

* awful
2021-04-01 16:07:03 -05:00
silicons 979268979e more 2021-02-21 22:59:44 -07:00
Blake da7a7c1921 Sound Overhaul
Behold! We have sounds for a lot of stuff now.
2021-01-23 23:58:06 -08:00
Nethaufer e0142b443d Marble tiles 2020-06-11 09:41:44 -05:00
Nethaufer 62d53c5a62 Marble spawn 2020-06-11 09:41:04 -05:00
kevinz000 6c1c339191 Updates code to November 2019 Vorecode 2020-02-08 00:41:54 -07:00
deathride58 02b59eebcf Manual upstream sync - Please do not let this stagnate like the previous upstream sync 2018-08-11 22:06:32 -04:00
deathride58 f1893fa0a0 initial commit - Straight pull from Virgo's master branch from 5/6/2018 at 6:00 PM EST 2018-05-06 19:05:49 -04:00