- 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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## I SAID TESTMERGE IT FIRST!
And you didn't now this needs to be a separate PR. Anyway this fixes
several crafting recipe runtimes for Lythios Colonist recipes. It fixes
the spiderbite spray spawning without spray, adjusts some sprites, Adds
a missing Taj Pemmican sprite, also colonists now start with crude
bandages so bleeding isn't a death sentence.
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## Changelog
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🆑
fix: See above
balance: Colonists now start with crude bandages.
/🆑
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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.
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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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🆑
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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yeah turns out gun refactor wasn't done
- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
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
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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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## 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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## About The Pull Request
- Fixes things not being properly pathed and resulting in an invisible
"snack" where LiquidFood was intended instead.
Adds the following to the lunchbox loadout options:
- LiquidProtein Ration
- Blood Sausage
- Moghesian Sea Delight
- Bludbox and Bludbox Light
- Milk and Chocolate Milk
- Dumb Bitch Juice
## Why It's Good For The Game
This is primarily a PR focused on giving vetalan, xenochimera, unathi,
or just someone who likes blood some lunch options for their lunchbox.
Otherwise, fixes good.
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## Changelog
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🆑
add: Adds a few new options for the lunchbox loadout item, particularly
blood-related foods for vetalan and xenochimera folk.
fix: A few areas where liquidfood was pathed improperly is now pathed
properly.
/🆑
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adds variable timing schedulers
adds core AI holder abstraction and services
kicks current AI to /polaris and shims everything; reconcilation will
come later.
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## About The Pull Request
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## Why It's Good For The Game
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## Changelog
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🆑
add: Added new Bookshelf with random lore books inside
/🆑
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## About The Pull Request
PR related to a ore thing about rifles/etc. the objective of these guns
is gonna be as ultrarare loot/asset protection/ert stuff. basically this
is just the ballistic equivalents to the pulse rifle.
so far - gorlex Wild Hunt rifle, 100% AP (not extra damage vs armored
though), 50 brute, sets on fire

also adds a generic new sprite - purple boolet

todo: sprites
## Why It's Good For The Game
gun and lore fun.
## Changelog
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🆑
add: caseless rifles
/🆑
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## About The Pull Request
4 new hivebots
Lurker - kiting, low-health hivebot that tries to snipe you from a long
distance. low damage but will punish bad positioning. high armor pen -
damage is low but consistent. very, very weak if you literally just walk
up to them to give them the boots
Scorcher - at request, higher-damage base hivebot w/ alien tech. 5 more
damage and very light armor pen
supressor - hivebot with TWOOOO GUUUNS (faster fire rate) that fires a
weak proj that also does light agony damage. attempts to get into your
face. faster than normal hivebots
surveyor - slightly faster base hivebot w/ a cool sprite, mostly flavor
## Why It's Good For The Game
more variety good?
from top left to right
surveyor (odie), lurker(mine), suppressor(mine), scorcher(odie)

## Changelog
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🆑
add: lurker and suppressor hivebots
/🆑
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---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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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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## About The Pull Request
1. *Fixes Bug With Corporate Crates, Subtypes Them.*
2. *Removes Varedited Biohazard Bin and Places Normal Biohazard Bin.*
3. *Changes Advanced Voidsuit Name to Advanced Hardsuit.*
## Why It's Good For The Game
1. _I received reports of one specific corporate crate not rendering
properly when opened. As I inspected it, I realized it would be more
efficient to subtype all corporate crates, so I did that. HOWEVER, this
did not repair the initial bug. For some reason the crate was not
rendering its 'aethersecureopen' state, even though all variables and
code seemed to be working properly. No other crate exhibited this issue.
I discovered that by changing the name of the icon state from
'aethersecureopen' to 'aethersecopen', the state began to enforce and
render properly. I suspected it might be a name length issue, but tests
with other equally long icon states in the crate section disproved this
theory. This may warrant further investigation._
2. _This one avoided detection during my initial sweep through. Can't
remember who just went in and tried to varedit bins to fix biohazards,
but hopefully this is the last one they touched._
3. _This has been driving me crazy for a few days, and yesterday
especially. The Advanced Voidsuit is clearly misnamed, as it is in fact
a Hardsuit. When I tried to order these yesterday I overlooked this
cargo entry twice because I was looking for a hardsuit, not a voidsuit.
This just fixes the name._
## Changelog
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🆑
add: Adds Corporate Crate Subtype, Reassigns Corporate Crates to It.
fix: Fixes incorrectly mapped biohazard bin.
tweak: Changes Name: Advanced Voidsuit to Advanced Hardsuit.
/🆑
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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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🆑
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>
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## About The Pull Request
1. **Creates Cultist Clothing Sheet.**
2. **Creates Heretic Clothing Sheet.**
3. **Removes Extraneous Sprites.**
4. **Maps In Updated Memorial.**
5. **Fixes Foam Spears.**
6. **Fixes Worm Recipe Path.**
## Why It's Good For The Game
1. _Shifts cult armor icon mapping to the new standard._
2. _Shifts heretic robe icon mapping to the new standard._
3. _Removes duplicates of cult and heretic sprites from old icon
sheets._
4. _The memorial was updated to be one object or something and whoever
made it forgot to map it in for Atlas CentCom._
5. _Foam spears weren't using the correct icons._
6. _Worms were slightly repathed, breaking a few goblin recipes.
Corrects this._
## Changelog
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🆑
tweak: Shifts cult armor to new sheet.
tweak: Shifts heretic robes to new sheet.
del: Removes duplicate icons of the above from old sheets.
fix: Remaps new memorial on Atlas.
fix: Fixes spear icon state issue.
fix: Fixes worm pathing in recipes.
/🆑
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## About The Pull Request
Changing some Russian specific calibers out for more appropriate ones
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## Why It's Good For The Game
Fewer /k/ memes from 20 years ago would be nice
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## Changelog
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🆑
tweak: tweaked a few things, name wise
/🆑
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---------
Co-authored-by: Captain277 <agentraven16@gmail.com>
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## Oh No More Robots
There is actually less paths for the hivebots. They are actually some of
the most primitive mobs on the codebase. So it was high time they were
given a facelift. As I said with my previous mob update robots are a
good alternative as mobs compared to humanoids, and with the hivebots we
can present a threat of hostile machine intelligence to round out the
existing threats of pirates, mercs, aliens beasts and the supernatural.
Once more these robots are also far mroe generalist then the existing
robot varieties and as most types of them are not very dangerous they
can be released on civilian crew without fear of them causing extreme
damage,
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## Changelog
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🆑
add: A couple new varieties of both melee and ranged hivebots
removed: redundant hivebot varieties
tweak: siegebots now have sniper range fitting their name, their attack
has been nerfed (holy fuck the one shoot explode on contact grenades
with a base attack of 10... that's 1 frag grenade a second!!!)
fix: hivebots now use their various cataloguer entiries
sprites: hivebot types are now more visually distinct
/🆑
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## About The Pull Request
Requested by Monara.
## Why It's Good For The Game
N/A
## Changelog
Changelogs are broken.
New meat spawner for Beurang added.
Species roasts, etc, restored, recipes and all.
Probably going to work on this a bit to get things I've missed.
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I realized it's literally impossible to translate all of this code at
once. RIG suit code is just all over the place.
This lets me develop rigs from the ground up without conflicting with
existing code. Old rigs will therefore not be the same item or ecosystem
as new rigs.
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
1. **Adds a wide array of clothes, listed below.**
## Why It's Good For The Game
1. _My good friend Tech provided me with some sprite sheets when I was
working on Ashlanders, requesting a hobo coat. Going through the sheets
I found several different items I thought it would be fun to add to our
expanding list of customization and fashion options. The list is huge so
I'm just gonna itemize it here. As for attributions, as I understand it
most of this is from a D&D server, and some from a 40k server._
2. _Two of the outfits, the Belial and Lilin items, are sprites crafted
by our very own Doopy, as part of their Lindenoak line!_
## Outfits & Where to Get them
**Costume Vendor**
1. _Banana Costume_
3. _Hashashin Costume_
4. _Bard Hat_
5. _Aquiline Enforcer Uniform_
6. _Scavenging Sniper Set_
7. _Spiral Hero Outfit_
8. _Body Tape Wrapping_
9. _Redcoat Uniform_
10. _Despotic General Uniform_
11. _Post-Revolution American Uniform_
12. _Prussian Uniform_
**Suit Vendor**
1. _Ragged Coat_
2. _Spiral Hero Cloak_
3. _Nerdy Shirt_
**Jumpsuit Vendor**
1. _Toga_
2. _Countess Dress_
3. _Baroness Dress_
4. _Revealing Cocktail Dress_
5. _Belial Striped Shirt and Shorts_
6. _Lilin Sash Dress_
**Shoes Vendor**
1. _Utilitarian Shoes_
**Loadout**
1. _Ragged Coat_
7. _Spiral Hero Cloak_
8. _Nerdy Shirt_
9. _Bard Hat_
10. _Utilitarian Shoes_
11. _Toga_
13. _Countess Dress_
14. _Baroness Dress_
15. _Scavenging Sniper Set_
16. _Spiral Hero Outfit_
17. _Body Tape Wrapping_
18. _Revealing Cocktail Dress_
19. _Belial Striped Shirt and Shorts_
20. _Lilin Sash Dress_
**Medieval Armor Supply Crate**
1. _Crimson Knight Armor_
2. _Forest Knight Armor_
3. _Hauberk_
4. _Elite Paladin Armor, Helmet, and Boots_
5. _Alternate Knight Helmet_
**Cryosuit Supply Crates (Under Voidsuit Menu)**
1. _Cryosuit, Variants: Security, Engineering, Atmos, Mining_
**Crafting Menu**
1. _Duraskull Helmet_
**Ashlander Specific Crafting Menu**
1. _Ashen Vestment_
2. _Ashen Tabard_
**Ashlander Spawn**
1. _Priests now spawn with the Ashen Vestment._
**Admin Spawn**
1. _Actual armored versions of all new Knight sets._
5. _Utilitarian Military Helmet, Armor, and Boots._
## 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
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🆑
add: Adds a wide array of new clothing items. Itemized in PR. #5408
/🆑
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## About The Pull Request
tin
## Why It's Good For The Game
memory improvements & code efficiency
## Changelog
nah
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request

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merging your PR! -->
## Why It's Good For The Game
Kinda cool, plus you can drop them around places where a medkit would be
overkill
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## Changelog
🆑
add: Added first aid pouches you might know from bay or polaris
code: Added a single use storage subtype
refactor: MREs are now single_use subtypes
/🆑
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Co-authored-by: Zandario <zandarioh@gmail.com>
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## About The Pull Request
Various asset systems I want in before more TGUI work. and also
byond-tracy support... and also light update debugging...
## Changelog
🆑
tweak: Chem Master UI has been reworked slightly.
* Painus
* Yep
* Moar
* Let the agony begin
* text.dm
* scramble.dm
* time.dm
* fix
* unsorted.dm
* job_controller.dm
* _legacy
* computerfiles.dm
* events.dm
* global_iterator.dm
* topic_input.dm
* underwear.dm
* uplink
* periodic_news.dm again
* areas
* genes
Also renamed midget to dwarfism as it's a slur.
* changeling
* Cult
* gamemodes
* machinery
* mecha
* effects
* objects part 1
* Fine I'll commit the YAML
* objects part 2
* moar
* atmos
* ooga
* ahrde
* You can tell my sanity is going down
* Second-To-Last Step
* Almost
* Poggers
* nvm we're not ready for that <.<
* Test
* minor
* Touching stuff, yay
* Submaps seeding now functional
* Why arent largecrates subtypes of crates
* Minor changes
* Added Random crystals and directional APCs
I refuse to manually var edit alarms_hidden apcs. Went ahead and added directional bump versions of all the other ones too
* Fixed Icon_state for window spawners
* Fiddling with POI's
* Fine then, no air alarms in this POI.
* Added in placeholder submaps to make datums happy
* Cleaned up some stuff and move a few things
* Freebird begins playing aggressively.
* Adds the Konigin to the loot pile.
* Corrects issue with underslung weapon.
* Comments out examine for undershotgun.