752 Commits
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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
935126228a [IDB IGNORE] [MDB IGNORE] entirely rewrites mirrors and throws out old resleeving backend (#7446)
Co-authored-by: silicons <silicons@silicons.dev>
2026-02-24 09:41:30 +01:00
27553ac31b repaths spiderlings/vines to structures instead of effects (#7530)
- spider webs / vines should never have been effects in the first place
- spiderlings should probably just be mobs at some point lol

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2026-02-18 12:40:19 +00:00
0557800d31 sync tools & ci (#7449)
title

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2026-01-24 19:42:25 +00:00
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
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 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
siliconsandGitHub 6736ce43d5 bugfixes 3 (#7414) 2025-12-12 18:53:15 +01:00
SorrowfulwindsandGitHub 97d3f44efb Fix cuff sprites, touch up code (#7387)
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## About The Pull Request
Moves fuzzy cuff and bola sprites (all subtypes of handcuffs) to
handcuffs.dmi

Replaces the vague and mysterious magic numbers with SECOND and MINUTE
macros.
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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
Fixes fuzzy cuff & sinew cuff sprites and cleans up the code by
centralizing icons and using macro times.
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## Changelog
Moves fuzzy cuff and bola sprites (all subtypes of handcuffs) to
handcuffs.dmi

Replaces the vague and mysterious magic numbers with SECOND and MINUTE
macros.
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observed by players or admins you should add a changelog. If your change
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🆑
fix: fix fuzzy cuff & sinew cuff sprites
/🆑

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2025-11-14 12:29:11 -05:00
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
siliconsandGitHub 5f16804ab2 riot suppression electrostaff (#7365) 2025-11-04 10:19:06 +01:00
siliconsandGitHub ef10c0abcc lore enforcement update (#7358) 2025-10-15 18:40:42 +02:00
10d2505338 TGUI update (from letterN branch) (#7244)
Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-10-04 10:45:41 +02:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
86f39ab579 Blindfold and disruptor cuffs fix (#7283)
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## About The Pull Request

Makes blindfolds actually blind the wearer, and disruptor cuffs to stop
disrupting the protean when removed. I just found them while searching
how it could be done for the blindfolds, and then noticed they never get
cleared.

## Why It's Good For The Game

Less hassle when admins want to temporarily detain a protean, having to
manually remove the trait when the cuffs get removed. There already are
fake blindfolds for the ones we have, which effectively is just a
duplicate while the real ones don't do anything.

## Changelog

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🆑
fix: disruptor cuffs stop disrupting if removed
fix: real blindfolds actually blind
/🆑

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Co-authored-by: MarsMond <no@email>
2025-08-27 11:53:00 -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
DeltaDavandGitHub e0ef489dfb SDF : Final Addition (SOP and last fixes) (#7240)
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## About The Pull Request

Adds the SOP of the SDF, based on this document
https://docs.google.com/document/d/1idJ-AOa3mC4fbvDReaiTIwOBpiQqPhPUG6DDY4xD1-0/edit?usp=sharing.
Also added final fixes and a bit of balancing. 
Fixes some errors on the ship.

## Why It's Good For The Game

SDF can now know what they can do ! And the spot is back down to 3, with
working teleporter (cryo)
2025-07-13 08:22:37 -09:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub 457423ad6c melee refactor atomization - attack_mob -> legacy_mob_melee_hook (#7167) 2025-05-20 22:23:13 +02:00
Putnam3145andGitHub 0e64f32f19 Rewrites the R-UST guide not to tell you the exact wrong way to do it (#7142)
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## About The Pull Request

Right now it tells you to put one tritium and one deuterium into the TEG
and start pumping that in before you turn on the gyrotrons. This is, if
you do it slowly enough, literally a *guaranteed* way to blow up the
engine. It is not safe. Deuterium-only is safe. I don't even know if it
was ever this way.

## Why It's Good For The Game

the guide should not be a newb trap

## Changelog

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🆑
fix: the hardcoded guide for the R-UST no longer encourages you to blow
it up
/🆑

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2025-05-19 04:48:35 -09:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
siliconsandGitHub 9254e86872 atomize melee pr a bit more (#7131) 2025-05-03 23:25:45 +02:00
siliconsandGitHub f98bad682b rename ITEM_NOBLUDGEON to ITEM_NO_BLUDGEON (#7123)
readyability
2025-04-30 10:15:46 +02:00
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 a83bdbcd61 renames setclickcooldown and get_attack_speed (#7126)
staging for melee PR, the way to modify cooldown is no longer direct
calls but modifying the clickchain
2025-04-30 10:14:43 +02:00
0b3b887711 some bugfixes (#7121)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2025-04-29 18:29:48 +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
CharlesWedgeandGitHub b0449e99ae The Lythios Colonist Ghost Role: Invasion of the Cat People (#7043)
Tajara Peasants are coming.

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## A New Ghost Role and Lythios Features!
It seems like the crew is finally getting some neighbors on good old
Lythios. Tajara, of course, you have to source your colonists locally
after all. Nanotrasen is even going to let them onto station grounds to
work and trade with the crew. The new ghost role Na'sahira Colonist is
an Atlas-specific ghost role in the same vein as ashlanders. Like
Ashlanders, Colonists have unique crafting recipes, which use the new
gatherables I have added. Hopefully, this will give them more products
to trade with the crew.

In addition, I have made some other balance chances and additions: 

- Two new plants that can be harvested from now spawn randomly in the
Lythios snow
- Spiders now drop poison gland items which can be extracted for their
reagents.
- Butchering now produces between 0 and the set amount of the butchering
loot rather then 0 **or** the butchering loot greatly increasing the
chances of you at least getting something from butchering.
- The powder horn now holds double the gunpowder.
- Colonist recipes are in a new "Special Recipes" Tab which I believe is
a good place to add recipes from species backgrounds or ghost role in
future development.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
The Ashlanders never saw their full potential since the crew was always
limited in how they could interact with them. Travellers and traders by
contrast are extremely freeform but are still separated from the
station. Colonists will spawn directly on the Lythios map and can
interact directly with the entire crew without delay. The colonist
recipes give incentives to interact with the new Lythios map features
and the Lythios map in general. The butchering change removes the
frustration inherent with butchering an creating and getting no rewards.
The powder horn was buffed to make it more in line with similar-sized
reagent containers and to make sure black powder weapons are better
suited for longer periods of combat. The spider poison gland PR was made
when I figured spiders


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## Changelog

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🆑
add: The Lythios Colonist ghost role.
add: two new snow plants that can be harvested, new crafting recipes, 
tweak: butchered creates drop 0-amount loot rather then 0 or amounts
loot
balance: powderhorn capacity doubled
fix: Welderspear recipes now in the correct recipe category.
/🆑

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2025-03-24 22:28:18 -07:00
siliconsandGitHub 92d1f7cfc4 removes suicide from carbons and suicide_act (#7037)
not realistically used on the server in the foreseeable future, so let's
not have to maintain it
2025-03-13 14:07:20 -06:00
a523138ce0 Using the is_avoiding_ground() check: Flying no longer has you touching the ground. (#6991)
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## About The Pull Request

Moves a few checks if someone's flying/hovering to use the
is_avoiding_ground check. It also removes the slowdown of a tile if you
aren't actually stepping on it. This check does include more, like if
you are only riding on something that's lifting you up enough, but
unless it flies itself, it'll trigger what you may be avoiding, and in
turn, will be affected by it (i.E falling down the chasm, there is no
delay in my test, so no Yoshiing over a single tile.)
Draft for now to see if there are more places to check for it, and as
the balance change is big enough to warrant additional thoughts.

## Why It's Good For The Game

Flying people no longer leave footprints, nor touch the ground for water
or lava. Logically, they aren't even slowed down by the tiles. This
heavily buffs flying, at least the ignoring the slowdown part, so that
may be removed for the sake of balance. The rest should be more
flavorful, or just making sense.

## Changelog

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🆑
tweak: If you aren't touching the ground, don't interact with things
there.
/🆑

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---------

Co-authored-by: MarsMond <no@email>
2025-03-10 13:27:05 +01:00
siliconsandGitHub ef19e75993 reagent holder rework (#6903)
- reagents are now singletons
- most of reagent holder datums are refactored.
2025-03-06 20:44:34 +01:00
03a5b8a3bf Makes cigarette butts go to hand instead of drop by default (#7020)
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## About The Pull Request

As title. On harm intent, it drops it to the ground, instead (both for
the funny and because this is actually required to get the "put it out
by stomping it" thing to work)

## Why It's Good For The Game

Y'all know I'm a hater and I still unironically think that making every
smoker a litterer by default too is a bit goofy

## Changelog

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🆑
tweak: Cigarette butts go to a free hand if available, instead of
dropping to the ground
/🆑

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---------

Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
2025-03-06 07:56:18 -08:00
siliconsandGitHub 08c895db65 mech part repath (#7009)
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
2025-02-25 11:36:22 -07:00
siliconsandGitHub 5c1d70e491 bugfixes (#7008) 2025-02-25 19:21:11 +01:00
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
f138f5af79 Allows a few more common languages to be picked. (#6990)
Co-authored-by: MarsMond <no@email>
2025-02-12 21:51:18 +01:00
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
siliconsandGitHub 161078dc7f Throws out color priority system (#6897) 2024-12-13 16:46:32 +01:00
CharlesWedgeandGitHub e849b6cd52 Asbestos, Nanites and Polonium! Oh My! (#6892)
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## Some Toxins Are Hard to Get Rid Of
As a med player, it has always bothered me that all reagents could be
removed easily with the sleeper. Now that this is no longer the case, I
will take full advantage of it by adding new terrible poisons that act
slowly and require special circumstances to remove. Rather than being
rapidly processed by the body these special toxins process a static
Metabolism rate of .01 meaning 1 unit can last for 100 ticks. To remove
them quickly you need to apply the right chemicals which may not be
readily available. Some of these reagents are specifically designed to
not show signs that you are poisoned immediately. This PR also reworks
nanites slightly. Harmful nanites do not process as quickly but instead
take forever to be removed from your system. In order to fully remove
them you will need to apply a shock chem to yourself such as grubmeat's
200 V or the new homemade 2 V substitute.

The new reagents are as follows:

- 2V: is a Medical made chem specifically designed to remove nanites
from the body. Made with Iron Lithium Carbon and Phosphorus. It delivers
an electrocution act to the body as it removes the nanites, a small
price to pay for getting the tiny murderbots out of you.
- Heartkill Nanites: Enter the body where they group together around the
heart to cause heart clots. (Silicons is fixing heart damage). Cured
with 2V or 200V.
- Asbestos: Enters the lungs causing cough and occasionally causing lung
damage. It can also be used as a vastly inferior chemsmoke alternative
when splashed. It is removed by respirodaxon.
- Polonium 210: A radioactive isotope that causes 5000 radiation a unit
and 50 radiation a tick. It is removed by nicotine and Arithazine which
reacts with it to make nuclear waste (which is actually removable by
sleepers). This is the deadliest chem by far and I still made it less
deadly than it actually is.
- Superhol: A synthetic fake alcohol that slowly drips ethanol into your
body, and instantly makes you suffer the effects of alcohol poisoning.
Cured with Ethylredoxrazine and Hepanephrodaxon.

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## Why It's Good For The Game
The new reagents are part of my ambition to make sure there is more to
medical than just brute force healing damage. Though medics may be able
to heal the damage caused by these reagents, this only delays the damage
and the toxins will long outlast the reagents used to heal them. This
could force a retreat and even for medics to stasis patients until they
can get them to safety. It also provides more tools for EM antaggery
(The Polonium pills are great for assassinations) and I plan to use the
asbestos for future mining expansions.

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## Changelog

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🆑
add: 5 New Reagents
add: New Break_organ proc for organs and the heart_attack() proc for
humans
add: 2 new nanite chemsmoke grenades, for fun.
tweaks: 4 Nanites reagents adjusted to be more DoT then burst damage.
tweak: 200V calls electrocute act to do damage.
tweak: Happy Pills now use the 'happy pill' sprite

/🆑

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2024-12-08 05:43:48 -08:00
siliconsandGitHub c472903f06 some inventory backend changes & fixes (#6891) 2024-11-29 21:06:24 +01:00
seekssssandGitHub 4fb793b615 snowball fix (#6880)
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## About The Pull Request

temporary fix for snowballs not actually being snowballs but movie props
someone should add sound and whatever next. also should probably still
explode hitting walls and stuff but idk how to do that lol

## Why It's Good For The Game

snowballs should behave like snowballs, that is to say crumble on impact

## Changelog

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🆑
add: high intensity snowball mechanic
/🆑

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2024-11-28 12:50:57 -08:00
siliconsandGitHub 175cce8c85 small poster rewrite (#6884)
adds persistence support kinda
adds /preset's of everything
2024-11-27 08:15:13 -07:00
siliconsandGitHub cb510121b0 atmos update_values() enforcement (#6873) 2024-11-20 09:26:55 +01:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
siliconsandGitHub 6ace2afd6a repository subsystem touchups & moves materials/designs over (#6832) 2024-11-05 15:22:44 +01:00
Letter NandGitHub d0f62d5273 radio cleanup 1 (#6835)
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## About The Pull Request
converts global vars to regular defines
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## Why It's Good For The Game

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especially if they are controversial and/or far reaching. If you can't
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## Changelog

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🆑
code: radiocode now uses defines, you cant tweak it from world.variables
anymore (or whatever that is)
/🆑

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2024-11-03 10:04:49 -08:00