- 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>
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## From Bone to Bronze
Many Scorian items were borrowed from Main's Ashlander assets. The
borrowed assets did not do a good job of showing the status of the
Scorian civilization as a bronze age civilization as the majority of
their tools ended up being bone, to say nothing of the borrowed tools
that used assets from mobs that do not exist RP (Legion powered welder
and cautery). As such I have replaced the bone tools with bronze ones,
in addition, the recipes of the affected items have also been adjusted.
Scori will need to acquire more copper to make their tools. Bones are
still used for some tools and as components on other recipes.
Many tools have been altered for fluff purposes. Many Scorian Recipes
now require tools of some kind (As we can no longer assume they can
assemble complex items from raw materials with their bare hands). This
may be a slight nerf for the Scori as the bone material may be
overpowered. Please don't full merge until we can be sure the balance
isn't overly altered by these changes.
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## Changelog
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🆑
add: Bronze Tools and Weapons (May be slightly worse than bone due to
material fuckery)
tweak: many many recipes
imageadd: icons for the new tools, inhands icons for the tools
/🆑
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## 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

While Clockwork content is currently still InDev™, this doesn't mean we
can't add a few crumbs from them early. This adds a new loot pool, new
tools, and a new crafting recipe.
Clockwork tools: Equal in power (stronger in the welder's case) to the
Alien Versions, with different use sounds, and a description for each.
In addition: The clockwork multitool has wirevision, equal to the alien
multi, and thus, the code has been changed accordingly.
The Replica Clockwork Welder: Looks like the real clockwork welder, but
has half the capacity, and .4 use speed, with no eye protection. It
regenerates on its own, though, and requires an experimental welder to
make. A nice minor upgrade, and not a complete hazard to use.
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## Why It's Good For The Game
These things were bound to make it into the game one way or another, so
why not get that small piece of the bandaid done and over with. We can
corrupt them later when Clockwork Content shifts from InDev, to
something more tangible.
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## Changelog
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🆑
add: Adds clockwork tools, replica clockwork welders, and the clockwork
tool spawning pool. Currently, it's hooked up to the rouge miner
generation so they can appear in game, at prob(1)
/🆑
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---------
Co-authored-by: TheObserver-sys <Gizmomaster777@gmail.com>
## 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
Brings Adherent in line with how they're meant to be.
<!-- 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
They're basically just reskinned humans with some funny abilities atm.
Things this PR DOES NOT FIX.
Adherents are still not classed synthetic. Meaning they still have to
drink. I tried, for hours, to get this fixed but couldn't. So someone
better than me will have to, or it'll have to wait for @silicons famed
organ rework.
Adherents still leave footprints, make footsteps, and are affected by
terrain slowdown. I can't feasibly fix this until @silicons maybe does
his movement backend rework.
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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
does NOT meet this description, remove this section. Be sure to properly
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🆑
add: Added Adherent Crystal tools. 0.2 toolspeed, welder only usable by
adherent
add: Added adherent crystal tool vendor
add: NO_IGNITE species flag that makes the holding species unable to be
set on fire.
tweak: adherent now recieve doubled brute damage
tweak: adherent now recieve 10% of burn damage
tweak: adherent are now immune to radiation and toxin damage
tweak: adherent now have 75 total health
tweak: adherent nutrition use modifier set to 0.04, same as proteans
tweak: adherent now pressure immune
tweak: adherent are unable to be set on fire
tweak: adherent can't eat or drink. (NOTE THIS IS COMMENTED OUT UNTIL
SYNTHETIC CHECKS ARE FIXED)
tweak: adherent spawn with their toolbelt in lieu of a survival kit
/🆑
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* shit code goes in the comedy bin
* stubs
* move those
* w
* vehicle repath
* maybe that instead
* aouhgoawhuh3ho
* markers
* a
* fixes
* hell
* let the great refactoring begin
* a
* aouhg
* changes
* augh
* signals
* s
* offhand stuff
* wrappers
* stuff
* modifications
* a
* stuff
* base component
* Stuff
* a
* stuff
* ay
* Ay
* ?
* fix
* a
* augh
* aough
* mark those
* sigh
* correction
* that
* let the good times roll
* more
* more
* on god
* aoihgouh
* fixes
* done with that ifle
* sigh
* a
* s
* fuck off voremobs
* stuff
* pain
* some more
* changes
* changes
* f/r
* sigh
* impl
* out with the useless
* fix
* Fixes
* a
* fixes
* move that
* pain
* fix
* m
* pain
* WHY
* regex
* s
* just offsets to go
* reserve those words
* that
* stuff
* stuff
* not sure if list ops were a good ide abut whatever
* fix
* and once more with energy!
* and once more with energy!
* fixes
* offsets
* fix
* lmao!
* ay
* patch
* fixes
* propagate that shit through
* ayo
* bruh?
* e
* PLEASE END MY SUFFERING
* ah.
* that
* fix
* fix
* fixes
* e
* Fix
* fix
* fix
* Fix
* fix
* fix
Co-authored-by: VM_USER <VM_USER>