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AlphaM01andGitHub 154e024607 Blud changes, seasonal consumables, new cocktail recipe, and other miscellaneous fixes. (#7592)
## About The Pull Request
This PR includes a few different things mostly revolving around food and
drinks:
1) **BLUD REBALANCE**
Blud has been changed significantly. This change will be accompanied by
an IC bulletin and OOC dev blog post, the changes are as follows:
- Blud can now always be consumed, even when you're starving.
- Blud is now metabolized after ingestion at the same rate as regular
blood (a lot faster than previously).
- Blud's blood_content values have been bumped significantly. 30u of
real Blood restores ~120 nutrition, while 30u of Blud restores 25% less
nutrition, at ~90 (tested in-game).
- Blud boxes now contain 50u instead of 30u. For reference,
regular-sized milk cartons are 50u and mini milk cartons are 30u.
- Cargo's Vetalan Care Package now consists of 5 boxes of Blud MAX and
another 5 boxes of Blud MAX Light, for a total of 250u of real Blood and
250u of Synthblood. Previously it consisted of 3 bags of AB+ which are
200u each for 600u of Blood.
The suit that comes in the care package was also deleted, but it still
comes in a nice coffin.

2) **SEASONAL ITEMS**
All of the items from last year's Christmas testmerge have been re-added
with a few minor updates.
New Halloween themed items have also been added.
These seasonal items are fully functional, but **can't be obtained
currently since they're not taking advantage of the seasonal item
rotation code at this time.**
The full list of items is as follows:
- Two new cigarette varieties, Temperamento Vanilla (Xmas) and Kaiju
Cherry (Halloween)
- Three new types of bottled alcohol, Caramel Whiskey (Xmas), Sour Apple
Schnapps (Halloween) and Candy Corn Flavored Vodka (Halloween)
- Seven new cocktails using seasonal ingredients, Caramel White Russian
(Xmas), Salted Caramel Cider (Xmas), Appletini (Halloween), Sour Apple
Mimosa (Halloween), Sour Apple Fizz (Halloween), Candy Corn Martini
(Halloween) and Halloween Punch (Halloween).
- There is also a "food synthesis" recipe for turning the candy corn
martini into edible jello shots using water and protein.
- Three new snacks, Gingerbread Cookies (Xmas), Stroopwafels (Xmas) and
Holiday Cake (Xmas, Contraband). Halloween snacks will hopefully be
added later down the line.
- Four new soda varieties: Space Cola Cinnamon (Xmas), Space-Up
Cranberry (Xmas), Space Cola Licorice (Halloween) and Dr. Gibb Mystery
(Halloween).
- One new canned coffee variety: Peppermint Mocha (Xmas). Halloween
variety will hopefully come along with the snacks. It's a lot of
spriting work.

3) **ASSORTED FIXES AND QOL IMPROVEMENTS**
- Bar and Cafe vendors now stock canned Pineapple juice year-round, this
is generally useful but especially handy for the halloween vodka
cocktails.
- One new year-round cocktail recipe: The AMF.
- Robust Softdrinks no longer stocks KyoCola, Ocha Midori and Ramune,
since those are already present in the NipponTan vending machines. This
cuts down on that particular menu's bloat a little.
- Temperamento Menthol Company now called Temperamento Tobacco Company
- CC's Hard Rootbeer proof is now calculated as VODKA/2, slightly
lowering it's proof from 50 to 40. This was done because the bottle desc
for this drink states it's regular rootbeer with vodka added.
- BludBox MAX no longer calls donors "free-range", the blood is now
"ethically-sourced" instead.
- The lore entry on Vetalan Outreach Society has been brushed up and
also had typos corrected.
## Why It's Good For The Game
1) Vetalans, Medical and Blud have been in need of addressing for a
while now, and this is the mechanical part of the effort, making
Vetalans less reliant on blood bags.
2) The seasonal item system is here. The groundwork and the first batch
of items are laid out, I just need to figure out how to implement and
test the seasonal rotations.
3) Most of these are QoL and fixes. The AMF came into being very late at
night after the brainworms won.
## Changelog
🆑
add: Added two new brands of seasonal cigarette.
add: Added three new brands of seasonal alcohol.
add: Added four new varieties of seasonal soda.
add: Added seven new varieties of seasonal cocktails.
add: Added one seasonal variety of food synthesis reaction.
add: Added three new varieties of seasonal snack food.
add: Added one seasonal variety of canned coffee.
add: Added one new regular cocktail.
add: Added Pineapple Juice cans to Bar and Cafe vendors.
del: Removed NipponTan drinks from Robust Softdrinks stock.
tweak: Temperamento Menthol Company renamed to Temperamento Tobacco
Company.
tweak: Small changes to the Vetalan Outreach Society advertisement.
tweak: Small changes to BludBox MAX description.
tweak: Blud now always nourishes Vetalans regardless of nutrition
status.
tweak: Blud now metabolizes at the same rate as Blood when ingested.
tweak: Blud now provides Vetalans with 75% the nutritional value
compared to Blood.
tweak: Vetalan Care Package now contains BludBox MAX and BludBox MAX
Light cartons instead of AB+ Blood Packs.
tweak: Vetalan Care Package no longer contains a suit.
tweak: BludBox cartons now hold 50u, up from 30u.
tweak: CC's Hard Rootbeer proof now calculated in a more lore-friendly
manner.
fix: Pineapple juice no longer purple when poured into a metamorphic
glass.
imageadd: added sprites for all item additions listed above.
/🆑
2026-05-29 02:45:35 -04:00
30fbcfe9b4 Belts & Trashbags (#7443)
requires #6644 

Entirely replaces how (most) belts perform insertion checks.

This pretty much allows belts to hold most things.

Armor vests are next.

Trashbags will also use the systems we use on main.

Closes #7256 and #7435

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-28 22:05:06 -05:00
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- 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>
2025-12-24 12:15:01 +01:00
siliconsandGitHub 3492998c87 fixes a few bugs, rewrites station time system (#7402)
see tin

fixes tgs4 scripts for linux too and updates them
2025-11-21 10:20:07 -07:00
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
siliconsandGitHub 8402a432dc refactors suit storage allowed + new vv bitfield system (#7381) 2025-11-04 10:19:15 +01:00
a18001157c Echoes of Madness (#7162)
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## About The Pull Request

Adds heretic themed objects, structures, mobs and more from TG/other
servers heretic code.
Most of the items will probably remain mechanically featureless. Unless
someone's insane enough to port full heretic functionality.

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## Why It's Good For The Game

MORE madness? MORE magic shit? MORE chaos? What's not to love?!

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## Changelog

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🆑
add: Heretical stuff. More to come.
/🆑

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---------

Co-authored-by: Sorrowfulwinds <rockboy3970@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: silicons-bot <121360372+silicons-bot@users.noreply.github.com>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2025-09-24 22:16:57 -04:00
d9cf405293 lathe pr 2025 (#7200)
lathe pr 2025

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-08-21 04:28:48 -04:00
siliconsandGitHub 20b97f52c7 fixes syringe guns, stripper guns, size guns (#7235) 2025-07-07 18:45:44 +02:00
61d28b31b2 Bundle of fixes (#7113)
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## About The Pull Request

A few fixes ran into messing around with the code, every logical unit is
one commit.

## Why It's Good For The Game

People aren't unable to escape some storage, but not other. (Logic wise,
that probably could be handed further to the object, to have people not
escape something like locked secure briefcases or so, but this is just a
quick fix.)
Vore resisting works again, besides slightly less special logic for it.
Augment cooldown actually works, besides splitting the usability check
from the action proc, less duplication
Fancy boxes don't get/spawn invisible.
Runtime fix for the resonate analyzer (available as augment implant),
technically usable.
Plant analyzer doesn't seem to be bigger than the others, so put into
the same size/weightclass

## Changelog

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🆑
fix: Able to escape every storage
fix: vore resist belly interactions
fix: augment cooldowns
fix: Cigar, chocolate, and crayon/marker/chalk boxes don't become
(partly) invisible
fix: resonate analyzer can be used
tweak: plant analyzer is now small
/🆑

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---------

Co-authored-by: MarsMond <no@email>
Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
2025-05-29 18:27:46 -09:00
siliconsandGitHub 457423ad6c melee refactor atomization - attack_mob -> legacy_mob_melee_hook (#7167) 2025-05-20 22:23:13 +02:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
279949242c Riding touchup (offset fixed) (#7120)
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## About The Pull Request

Gives people the option to be directed by someone buckled to them.
Offset gets handled nicer now, resize affects the riding offset, taurs
actually have their center set to it, and not their tail end if 200%, or
infront of them if 25% size.
The code to saddle up actual horses, shanks, and stormdrifter bulls is
fixed, too, as it didn't switch the riding handler, which didn't get
deleted, and such not switching to the controllable part.
A few typos got fixed, stumbled by typoing my own search for the 3 mobs
for their var.
Small rendering tweak to potentially draw bags ontop of tails (required
for saddlebags.)
Saddlebags now include the saddle option, and such makes it easier for
one to hold onto

## Why It's Good For The Game

People do look more like they are carried by the person they are buckled
to. The new option could allow some RP options, synth having a
controller or being just directed by holding some part of the body, or
maybe way to put the jousting compontent to use? The bucking gives an
option to remove someone riding one, as one otherwise has no control
over it. The saddlebag also even works as a saddle now, although that
can be removed if the freeded up hand is deemed too strong.

## Changelog

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🆑
fix: taurs actually get their center calculated correctly, noticeable if
buckled sideways.
tweak: offsets get resized for riding.
fix: horse, shank, stomrdrifter bull saddeling
fix: taur bags actually get drawn over the taur body
add: ability to buck someone off your back
tweak: no riding hand needed if the taur is wearing a saddle.
/🆑

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---------

Co-authored-by: MarsMond <no@email>
2025-05-08 20:57:13 -07:00
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
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
siliconsandGitHub 6394f34694 repaths projectile weapons from /obj/item/gun/* to /obj/item/gun/projectile/* (#6997)
tl;dr we don't want snowflaking for "projectile firing gun" to be the
same as "launcher firing gun" so we're separating them

this is in prep for #6740
2025-02-14 22:38:22 -07:00
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
85e24504a1 running bugfix PR (#6914)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-12-23 16:22:00 -07:00
AlphaM01andGitHub 3ebe8c85d4 Hyper-Specific Medical Nitpicks (#6918) 2024-12-15 19:40:34 +01:00
siliconsandGitHub 161078dc7f Throws out color priority system (#6897) 2024-12-13 16:46:32 +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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documented or this can delay review and even discourage maintainers from
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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
Letter NandGitHub 81bf2d9d5f update ci again (#6811)
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## About The Pull Request
Title. Updates CI & Linting
Reruns tgm on maps to trim duplicate/unused keys and random whitespaces
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merging your PR! -->

## Why It's Good For The Game

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## Changelog

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2024-11-04 22:05:36 -08:00
siliconsandGitHub 7678e98fa0 nt expeditionary weapons (#6682) 2024-10-14 16:32:21 +02:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub efb1c57bb8 sharp / edge / damage mode regex (#6747)
last regex before #6575 , probably 

deprecated sharp and edge
2024-09-13 08:50:11 -06:00
siliconsandGitHub e3b936fbbc Damtype regex (#6742)
Atomized codebase reorganization
2024-09-10 23:16:50 -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 002dda4bf3 projectiles v8 - ammo & magazines (#6637)
completely overhauls ammo, magazines, and calibers; makes things a lot
more standardized and efficient.
2024-08-04 15:31:26 -04:00
AlphaM01andGitHub 234e627925 Resprites most cigarette boxes & Adds two new imported cigarettes. (#6638)
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## About The Pull Request

So this was going to be Epsilon Eridani Imports Chapter 1, however, in
spriting the new cigarettes I became so annoyed at the fact that most of
our cigarette boxes are either a recolor or ugly, so I resprited most of
them as well. This also removes nicotine from the Blackstar brand which
is, according to Captain (who added them), not supposed to have it. (I'm
not sure nicotine even has any effects, but I've set it to zero
anyways).

Trans-stellars get to keep the original sprite, since they are the base
cig, however I've still given their open states a tiny facelift to be
in-line with all the others.
Jerichos only have small improvements, their sprite was already fine.
P100s have more noticeable changes, but largely retained the same
appearance.

Here is a visual of all the resprite changes, old on the top, new on the
bottom:

![respritebanner_large](https://github.com/user-attachments/assets/7375d821-a5f1-49af-a406-4e510f0f6f15)

As for the new cigarettes, there are two new brands.
One for lights (theoretically half the nicotine content) called Kyningc
[sic], and one for less exotic herbal cigarettes (for those who want
something less hardcore than Blackstars) called Subrosa.

Both of these are imported from Epsilon Eridani. 
I don't feel they deserve to crowd the coin section of the vending
machine, however, so I've added them into regular stock with more
limited supply (two boxes per vending machine) and increased costs
(Kyningc Silvers are the new most expensive box at 27 thaler each) to
reflect their imported nature.

These have unique cigarette sprites. White filters with a gray stripe
and all-sepia brown respectively.

Here's an exceedingly fancy preview to market these fictional products:

![Banner_EEcigs_large](https://github.com/user-attachments/assets/570a0f3a-7bc8-4bf1-87a7-7420cd2f6623)

The only other change is some changes in the wording for the
descriptions of Carcinoma Angels to be slightly less ridiculous and more
cohesive between the desc and desc_fluff without really changing the
overall story.


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## Why It's Good For The Game
Getting rid of boring recolor sprites is good.
Making Blackstars more mechanically accurate to their lore is good.
Tiny bit of worldbuilding with the new brands, hopefully more to follow
soon.
Carcinoma Angels were always Classic SS13 weird, but now they're a
little more believable.
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## Changelog

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🆑
add: Added two new imported cigarette brands to vending machines.
tweak: Updated Carcinoma Angel descriptions.
tweak: Updated or resprited most cigarette box sprites.
/🆑

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2024-08-01 19:20:05 -07:00
cd40af93c7 projectiles v8 - rendering system (& some pulse weapon changes) (#6632)
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
2024-08-01 19:46:16 +02:00
siliconsandGitHub 5134116de4 supply: supply pack datums, some reworks (#6599)
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
2024-07-31 10:28:39 -04:00
BlueWildroseandGitHub ab5695ce65 Fix bracelet crafting, allows wallets to hold jewelery (#6582)
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## About The Pull Request

- You can craft bracelets using materials again.
- Allows rings, bracelets, and necklaces to be put into wallets.

## Why It's Good For The Game

Fix good.

## Changelog

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🆑
tweak: Wallets can now hold rings, bracelets, and necklaces.
fix: You can now craft bracelets using material sheets again.
/🆑

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2024-07-13 10:09:26 -07:00
BlueWildroseandGitHub 250fbc1c3b Facility Director's/Officer's Sabre changes (#6558)
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## About The Pull Request

- The Officer's Sabre is now a material item, which means it can be
upgraded with better materials. It starts off as plasteel, with a base
damage of around 25 due to funny material calculations. That does mean
the starting damage does get nerfed a little from the original 30. But
it can go up to around 44 if upgraded with durasteel.
- The sabre now has a 60% chance of parrying melee attacks, and a 50%
chance of deflecting projectiles. For reference, the energy sword has a
65% chance of projectile blocking. Should the captain encounter someone
trying to kill them, they can perhaps depend on the sabre to defend
themselves.
- Fixed the sabre not being sharp (now causes bleeding, now can butcher
mobs). Fixed the sabre's sheath not updating their icon.
- Drawing the sabre from a storage (usually the sheathe) plays the
appropriate noise. En-garde!

## Why It's Good For The Game

The sabre isn't really that great of a weapon to use if the facility
director for some reason has to get into a fight. Sure, the FD shouldn't
actively be putting themselves in danger, but it should make things more
interesting should they find themselves in such danger to begin with.
Like getting shot at by Kynde representatives in a meeting room, for
instance.

Central gave the FD a cool sword for some reason. Might as well make it
actually cool.

This probably could also incentivize exploration to try out the colonial
equipment pack some more too, since the sabre does appear in that
equipment pack.

## Changelog

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🆑
balance: The Officer's Sabre is now a material weapon, which means it
can be upgraded. It starts off as plasteel with around 25 damage.
balance: The Officer's Sabre now has a 60% chance to deflect melee
attacks, and 50% chance to deflect projectiles, for as long as you are
facing your enemy.
fix: The sabre sheath updates its icon when removing or adding the
sabre.
fix: The officer's sabre is now sharp like it should be.
/🆑

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2024-07-03 14:46:56 -07:00
siliconsandGitHub ed1aec5b69 backpacks are no longer lead lined (#6538) 2024-06-24 11:24:41 +02:00
BlueWildroseandGitHub 80d9348587 Fixes icons: clown dufflebag, cigboxes, trashbags (#6499) 2024-06-13 15:22:03 +02:00
LordMEandGitHub 1105836c31 Minilathe for medical, it produces syringes, empty auto injectors, beakers, gloves, surgical masks, and some other things (#6440)
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## About The Pull Request

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## Why It's Good For The Game
Give medical a way to produce the standard supplies they might need
during their day to day operations.
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## Changelog

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🆑
add: Added minilathe for medical
/🆑

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2024-05-23 02:34:20 -07:00
b1388fe5c3 adds a few hairs and horns from skyrat for a friend (also refactors human rendering a bit) (#6349)
Co-authored-by: silicons <no@you.cat>
2024-04-25 19:04:04 +02:00
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
LordMEandGitHub 30d91ed702 Vending additions (#6362)
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## About The Pull Request
adds an MRE vendor
adds sprites for the food vendors
adds MRE vendor to all three station maps, always near the kitchen
adds Food vendor to gaia.
reorganizes vending machine defines into their own seperate files
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merging your PR! -->

## Why It's Good For The Game
The reorganizing helps break down the moloch file that was the vending
file before.
The food vendor was using the boozeomat sprites which made it hard to
recognize.
the MRE vendor offers the crew an means to get a full meal when there is
no kitchen staff.
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## Changelog

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🆑
add: adds an MRE vendor
add: adds sprites for the food vendors
add: adds MRE vendor to all three station maps, always near the kitchen
add: adds Food vendor to gaia.
refactor: reorganizes vending machine defines into their own seperate
files
/🆑

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2024-03-30 14:05:22 +00:00
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## 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
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
BlueWildroseandGitHub 3936b2bef9 Mining Drill QOL changes and fixes (#6245) 2024-01-04 12:01:02 +01:00
BlueWildroseandGitHub 19884e15c4 Adds bluespace mining satchels + BS mining satchel upgrade for minerborgs (#6189) 2023-12-15 20:13:17 +01:00
BlueWildroseandGitHub c322ad8090 Fixes black duffelbags not being lightweight (#6186) 2023-12-08 11:18:32 +01:00
BlueWildroseandGitHub 7adbcdc811 Ore Stacking (#6136)
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## About The Pull Request

- All ores have been converted to become stacks.
- Various for loops have been destroyed due to ore stacks now existing.
- Bluespace crystals is detyped from being ores (request of Sili)
- Mining satchels have been recoded to be more like ore boxes (there's
an update I'd like to do to them later that will include even bigger ore
satchels so I decided this was necessary) and their capacity has been
buffed to carrying 200 ores instead of 50. People can now shove up to 7
ore stacks into their backpack with this update, so I decided that made
sense.
- .dm file containing ore box code was renamed.
- fixed a bug that allowed you to dupe ores using the ore box ("take"
was called twice when inserting ores by hand)
- Some minor polishing of ore box code, particularly examine code,
interaction feedback, and allowing you to climb onto boxes.
- Ore boxes when destroyed will drop all of their ores, unless there's
too much ore (up to 200 stacks will be dropped). It'll also drop 5
hardwood planks. People who accidentally shoot their box with their PKA,
rejoice.
- You can craft ore boxes using 5 hardwood planks.

## Why It's Good For The Game

Having ores be stackable will greatly reduce lag. Otherwise, QoL changes
good.

## Changelog

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🆑
add: You can climb ore boxes.
qol: Ore boxes will drop their contents when destroyed. You can also
craft ore boxes using hardwood planks now.
balance: Mining satchels can now carry 200 ores instead of 50.
fix: Ore box examines look proper now.
fix: Fixed a bug that allowed you to dupe ores using the ore box.
imageadd: stacks_ore.dmi was added. It holds ore stack stuff.
code: Orebox DM file renamed to ore_box.dm
code: Bluespace crystals are detyped from being ores.
refactor: Ore is now stackable. This will reduce lag when miners are out
causing havoc or shoving ore onto conveyor belts.
/🆑

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2023-11-17 23:07:22 -08:00
siliconsandGitHub 09ae322ee3 fixes storage not dropping contents on destruction (#6146)
oops
2023-11-15 21:19:23 -07:00