31 Commits
Author SHA1 Message Date
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 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
CharlesWedgeandGitHub a0b4b6b987 Lythios Colonist Hotfixes [Ready To Merge] (#7056)
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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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2025-04-04 20:04:56 +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.

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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
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 ef19e75993 reagent holder rework (#6903)
- reagents are now singletons
- most of reagent holder datums are refactored.
2025-03-06 20:44:34 +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 483d595d3e mass turf repath (#6865)
enough is enough with these damn planet subtypes

also drops unused 140x140's
2024-11-25 22:43:28 -07:00
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
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
siliconsandGitHub 01fa629df2 frame refactor (#6336)
rolling bugfix + frame refactor branch
2024-05-26 20:08:28 +02:00
BlueWildroseandGitHub 19884e15c4 Adds bluespace mining satchels + BS mining satchel upgrade for minerborgs (#6189) 2023-12-15 20:13:17 +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
Captain277andGitHub 33cae266af Subtypes Corporate Crates, Fixes Mapped Biohazard Crate, Renames Advanced Voidsuit (#6126)
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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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observed by players or admins you should add a changelog. If your change
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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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2023-11-13 16:33:07 -08:00
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
Captain277andGitHub 2ea5d21d7d Fixes Various Icon Bugs (#6049)
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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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observed by players or admins you should add a changelog. If your change
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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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2023-10-03 18:13:15 -07:00
Captain277andGitHub d84bacb769 Canonizes the LiquidFood Straw, Adds Opening Proc to Foods For Snack Purposes, Seals Snack Foods (#6017) 2023-09-26 19:57:58 +02:00
6268313705 Repaths rigs to hardsuits (#5455)
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>
2023-05-06 01:57:53 +02:00
fd91cb3b08 [MDB IGNORE] ballistic gun repath & lazyinit ammo & casing flags & reorganiation (#4908)
## 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>
2023-01-05 19:10:40 -08:00
KTandGitHub 37365d1fdc This went a lot faster than I expected (#4499) 2022-10-07 19:41:32 -07:00
KTandGitHub 8048c004b5 POI's to Rift, Bug Fixes, and more! (#4482)
* 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
2022-10-05 00:11:07 -07:00
siliconsGitHubVM_USER <VM_USER>
867868f32b repaths /decal/cleanable to /debris/cleanable to prep for persistence serialization (#4359)
* wild

* regex maps

* regex code

* that

Co-authored-by: VM_USER <VM_USER>
2022-08-18 16:45:31 -07:00
UrsaMajoraandGitHub a5ac8ec0a8 Of lattices and artifacts. (#3545)
Disables a redundant error report and xenoarchaeology items from ruins.
2021-10-21 19:43:14 -07:00
663b919445 [IDB IGNORE] [MDB IGNORE] Tether - remade on cit repo so people can PR to this (#3043)
* Tetherport

* sigh

* more fixes

* shields

* more

* woo

* compile

* e

* a

* Tether, compilable and running

not playable tho

* Tether, compilable and running

not playable tho

* Automatic changelog generation for PR #3200 [ci skip]

* why

* EOL

* nukes edited areas. if you had something important in here, you didn't deserve to.

* another folder down

* one more folder

* the refacotring continues

* change those

* okay

* dynamic zlevels

* move stufF

* reorganize that too

* get rid of unneded archives

* move talon too and rename that

* meh

* woop

* fixes

* move those

* fixes

* fix

* Submap Repathing/Reconciliation

* Attempts to fix Gecko invalid variable bug.

* Alright. Let's actually fix every bugged instance.

* Another round of updates. That same turf issue exists.

* Should fix the last of those weird varedits.

* One snuck by?

* Another round of fixes.

* I want to know who put all these var edits in.

* Another batch down.

* Yet another batch.

* A map at a time, at this rate.

* I hope these are the last four, but probably not.

* Hopefully the last, but probably not.

* ANOTHER stealth var_edit that snuck through.

* Manually checked the rest of the map files I found. These were updated.

* Did the same for bad var_edits. Caught these.

* Updates the 140x140.

* Sorts Talon and partially adds Point Defense. Too complex for me.

* tether_turfs

* I think this is it. The last variable bug.

* Telenetwork Delenda Est

* linterS

* fix

* extraneous files

* woo

* mmm

* add that in until reagents hardsync

* woo

* sync

* updates

* t

* weather

* i want to rewrite telecomms

* test

* shift those

* woo

* move that

* FUCK

* Fix

* fix

* or null

* shuffle

* Fixes

* Fixes

* Fix

* fixes

* woo

* that

* facility safety

* that too

* move that out

* fixes

* woops /

* rename those

* those

* woo

* test

* fixes

* woo

* exploration map edits

changes oxygen tanks to o2 jetpacks, co2 jetpack to an o2, adds pathfinder voidsuit, suit cycler for medical, and fixes access restrictions on the PF's office and locker

* mh

* Update fueldepot.dmm

* woo

* woo

* woo

* fix

* utterly fuck you

* Automatic changelog generation for PR #3225 [ci skip]

* test code

* w

* that

* fieldgens

* better

* singulo

* fixes

* fix

* fix

* adds mirrortools, removes backup implants

* why

* Prevents falling through catwalks and lattice,
stolen from Silicons

* Lots of stuff!

* Update talon2.dmm

* Automatic changelog generation for PR #3226 [ci skip]

* Removes Mining Stacker

* Slight remap changes to Deck 3, pending more.

* Automatic changelog generation for PR #3228 [ci skip]

* fix that

* that

* R&D remap.

* Lighting fix and correcting a talon vault issue?

* Conflict clean-up.

* Multi-floor modifications. Chem change. R&D revert. Etc.

* Adds a few extra timeclocks.

* Missed the bioregens. Hooray.

* Re re readjusts R&D to a lobby design. Adds Space Spice. Maybe fixes Captain spawner.

* woo

* fix

* not that

* Xenobotany and Trash Pit adjustments.

* proper

* De-militarizes Talon. Will Trader-ify them when I wake up.

* fix

* fix

* ashet pls

* ashet pls v2

* cleaner

* cleaner

Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
Co-authored-by: Captain277 <agentraven16@gmail.com>
Co-authored-by: Mag <86886852+MonaraMir@users.noreply.github.com>
Co-authored-by: nik707 <38332985+nik707@users.noreply.github.com>
Co-authored-by: TheLordME <58342752+TheLordME@users.noreply.github.com>
2021-07-11 23:29:24 -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
BlackMajor 6339ffdbf2 lavaland fixes 2021-02-14 16:41:18 +13:00
BlackMajor 6cf79d1188 Go big or go home 2021-02-14 04:01:34 +13:00
kevinz000 e26025599c wew 2020-04-12 17:31:11 -07:00
kevinz000 6c1c339191 Updates code to November 2019 Vorecode 2020-02-08 00:41:54 -07:00
Aronai Sieyesandletterjay ee44d1d219 Polaris Sync 2018-05-01 2018-05-13 22:22:11 -05:00
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