- 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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## About The Pull Request
Refactors clothing/under to use the new rendering system for both icons
and flags and does some general rearranging and cleanup of the code
files.
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## Why It's Good For The Game
One single consistent system is good. This also fixes a lot of missing
rolldown, rolled sleeves, and maybe some species specific sprites.
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## Changelog
- Moves clothing/under/accessories to clothing/legacy_accessories
- Reformats under into under/casual, /costumes, /formal, /workwear
folders.
- Changes all /obj/item/clothing/under to use the new clothing render
system
- Annihilates uniform.dmi into a thousand pieces
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🆑 _Shadowcat_
refactor: refactors under clothing to new render system
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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## About The Pull Request
this doesnt work yet lol
bring over the ticket printer from CHOMPers. now you too can slap a
ticket on your friends for extreme bottom activity
## Why It's Good For The Game
soul
## Changelog
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🆑
add: add ticket printing
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Zandario <zandarioh@gmail.com>
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## About The Pull Request
Makes the warden and HoS Office electrochromic windows work.
removes two of the three warrant projectors in the security officers
locker
fixes two cameras in the Hammerhead hangar
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## Changelog
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🆑
tweak: tweaked the security department on atlas
/🆑
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this is a quick one
makes them less code copypaste-y and easier to modify in the future as
i'll want to do some experimentation on the system when we start
reworking explo
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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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🆑
tweak: tweaked the lavaland base to use geothermal power proper instead
of the problematic TEG setup
tweak: removes items given to miners two or three times
/🆑
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## Civilian Shooting Made Easy!
Many characters on the server may be from societies where firearms are
restricted (after all not everyone has a military backstory) or
otherwise come from peaceful planets. Now living in the dangerous
frontier, they may want to learn to shoot. However, very reasonably the
environment of the station restricts access to firearms. A pellet gun
provides them the opportunity to learn the basics of ballistic firearms
operation without needing security to look over their shoulder. This PR
adds a simple pellet gun and an outdoor range to Atlas. Security can
hand out the pellet guns without worry they may be misused. Civilians
can freely use the pellet guns for recreational purposes or training.
The outdoor range also provides a no-access required public-use facility
for shooting.
The station starts with four pellet guns and four pellet boxes stored in
the security entrance checkpoint in plain-view locker. They simply need
someone with sec access to unlock it and hand it off to people. Single
ones can also be ordered from cargo.
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## Why Not Just Use Donk Soft Guns?
Mechanically not much different but aesthetically/in character they are.
In Character, most people see the brightly colored toy dart gun much
differently from a pellet shooter which resembles a real weapon, NT
probably thinks so too. Consider this, in terms of RP, the middle step
between a character learning to shoot a dart gun versus beginning to use
a real one.
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## Changelog
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🆑
add: a pellet gun and associated icons.
add: two new hangable targets that don't look like people
/🆑
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## About The Pull Request
- gives refrigerator actual sprites
- gives wall locker actual sprites
## Why It's Good For The Game
consistency.
## Changelog
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🆑
fix: Fridge sprites and wall locker sprites are proper.
/🆑
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---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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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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🆑
qol: made the genpop lockers use tgui inputs when setting up prisoner
IDs
fix: fixed prisoner IDs missing the GENPOP_ENTRY access
/🆑
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑
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## About The Pull Request
Adding a Pilot Office on Surface 3 of the NSB Atlas. is in compliance
with the development roadmap for pilots.
Adding planetary sensors
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## Why It's Good For The Game
The pilot office is in the mentality of the future development plans for
the job, making them less dependant on exploration (since they have
their own rooms now)
Without planetary sensors it you have to send a shuttle into orbit to
see your local space, now you can do that from the comfort of your
bridge/pilot's office.
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## Changelog
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🆑
add: Added Pilot office to surface 3
add: Added planetary sensors to lythios43c
code: Moves Exploration dep. areas into their own file, instead of the
huge messy file they were in before
/🆑
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## About The Pull Request
Many mapfixes including but not limited to:
Gravity in security prep
Scrubbers/vents in security EVA
Relabeling core ejection buttons in Engineering
Medical tint control fixes, and glass/electrochromic doors and windows
at reception
Surgery now has tintable windows/doors, and a surgery sign all linked to
the same button(s)
Nebula Gas Tradeport has its landing zones fixed (hopefully)
Backup bodycams for sec/exploration
Body/helmet cameras placed into all security/exploration lockers (some
only getting bodycams due to limited access to helmets)
Access fix for exploration bodycams. All exploration roles can view
cameras from tablets/laptops as long as they have pilot access.
+more
## Why It's Good For The Game
Bugfixes and QOL additions.
## 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
1. **Returns Security Vest and Helmet to Lockers.**
## Why It's Good For The Game
1. _Not sure why these were removed, or even when, but it's no great
harm to put these in the lockers by default. The number on the map needs
to be trimmed down too, but that can wait until after October and the
Halloween Bar._
## Changelog
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🆑
add: Adds Sec Vest and Helmet to Lockers.
/🆑
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## About The Pull Request
1. **Adds Cameras and Two Rolls Film to Detective Locker.**
2. **Places Correct Console In Toxins Gas Storage.**
3. **Rotates CentCom Barsign (Triumph).**
4. **Adds Air Alarms to Escape Lobby and Teleporter Room (Triumph).**
5. **Fixes Richard Mask.**
## Why It's Good For The Game
1. _Player request, deemed practical._
2. _Apparently the console in the room is not the correct type to link
to scrubbers._
3. _Just a minor tweak to help alleviate strange rotation issues. (It
won't really help.)_
4. _These areas have experienced breaches with no alerts due to an
oversight in mapping._
5. _This mask has been missing its mob sprite for way too long. Kinda an
odd PR to put it in, but it was sorta accidental, and it's a bugfix PR
at least._
## Changelog
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🆑
add: Adds camera and two rolls film to Det. locker.
add: Adds air alarms to escape lobby and teleporter room on Triumph.
tweak: Rotates Triumph Central barsign.
fix: Changes out a console for the appropriate type.
/🆑
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## About The Pull Request
TONIGHT ON FIX GEAR:
Hammond beats the mech lathe with a wrench until it produces the correct
version of the efficient mech harness!
James sends a formal complaint to the Ramune soda corporation until they
fill their bottles up with the same amount of liquid as the other sodas.
Jeremy spends 5 quid to give all miners a mining scanner in their
lockers.
The Stig raids an FTU shuttle and makes the circuit boards for the
Phazon obtainable with research!
And finally
We get a look at the slimmed down RPED code, since someone decided to
redeclare things that didn't need to be redeclared, in preparation for
the RPED 2 (Powercells and Beakers Edition).
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## Why It's Good For The Game
You already have to play an expensive gacha to obtain a full phazon
frame. The makers of the gacha made the boards inaccessible, making it
essentially admin spawn. Since nobody went and made it admin spawn, it
is now player obtainable, if difficult.
Miners should have a basic ore scanner in their lockers. They shouldn't
have to be something that map makers have to put in. This changes that.
Nobody tested the efficient mech harness craft, and all this time it's
been crafting the basic one, but for more materials. This has been
fixed.
The ramune soda maybe should have only have 20 units in it, but c'mon,
we can spring for 10 more units for the hard working people of the
station.
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## Changelog
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🆑
fix: The upgraded mech harness is now an actual upgraded mech harness.
Next time, watch your build path!
fix: Miners now start with a baseline ore detector in their lockers. We
ideally want miners to actually somewhat target their explosives/drills,
no?
fix: Players can now realistically, if criminally, create a Phazon if
they are willing to put the time and effort in.
qol:Ramune Sodas now have 30 units of fizzy melon goodness, instead of
20.
/🆑
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---------
Co-authored-by: TheObserver-sys <Gizmomaster777@gmail.com>
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## About The Pull Request
Some prepwork for mapping modular laptops/helmcams
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## Why It's Good For The Game
Remaking the PR without all the mapping because it wasnt merged fast
enough last time, causing me to conflict with my newest mapping project.
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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 warrant projectors to the Security officer Lockers
/🆑
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## About The Pull Request
Renames the Syndicate combat coat to comply with NT lore, places it in
the HOS locker.
## Why It's Good For The Game
Same colorations as an HOS, and helps get rid of this stinky syndicate
presence on the server without removing content.
The gold S on the back of the coat is usually covered by backpacks, but
can _easily_ be excused as "security"
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## About The Pull Request
Largely a port of code from Daedalus Dock and icons from Bay/Nebula.
Lots of things need to be touched with this.
## Why It's Good For The Game
It just looks better, imho.
## Changelog
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🆑
/🆑
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---------
Co-authored-by: silicons <no@you.cat>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
## About The Pull Request
Ports the functionality of turnstiles and the genpop lockers from oracle
station. No remapping of security as of yet to accommodate these new
changes though we might test them out in another PR
https://github.com/OracleStation/OracleStation/pull/419
## Why It's Good For The Game
This is a viable replacement for timed cells if we decide to go in this
direction. Also turnstiles on their own can be used pretty much
anywhere, they function similarly to airlocks in that you can set their
access to be whatever
## Changelog
🆑
add: Genpop lockers
add: Turnstiles
/🆑
## About The Pull Request
replaces our hyposprays with.. well, better hyposprays
adds hypospray kits to medical
sprites courtesy of @granodd and aurora 😊
furthermore, upgrades reagent system a bit (initial paths on recipes
instead of ids only) and buffs small beakers/bottles to be smaller to be
on par with large beakers, for volume efficiency.
## Why It's Good For The Game
syringes are boring and our hyposprays + their vials are shit, let's
make something cool and flashy to standardize on medical.
this is the future / sci fi, after all.
as for why to rebalance beakers/bottles:
we already have large beakers that store 2x. with the same space. it's
kind of silly to just lock this capability behind having an autolathe.
## Changelog
🆑
add: new hyposprays and hypospray vials
balance: beakers/bottles are now smaller.
add: injection port clothing flag
/🆑
---------
Co-authored-by: silicons <no@you.cat>
## About The Pull Request
The other expedition PR before I start mapping; The renaming of weapons
to get away from a more "Western" feel with the weapons. No one really
buys the kit but that's a non-sequitur, what matters is what people see
at first glance.
No damage was changed, just renames.
## Why It's Good For The Game
Moving away from a Western-like feel to encourage a state of the
arc/starfleet feel is something that I feel like goes a long way.
## Changelog
🆑
add: adds the pistols to the locker
tweak: renames the PF gun to make it feel more distinct.
/🆑
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Right now secutors have:
10 stun revolver electrodes at 40 agony for stun mode,
12 phaser shots with 30 damage for a total of 360 potential damage
(spiders have 100-150 usually, horings have 500) (lowest normal phaser
does 35 damage)
8 lethal lasers that do 25 damage per shot (160 damage before armor if
all shots land)
Lethals are locked behind blue alert or higher at the moment
Intention is to make this the standard issue carry instead of tasers.
It's capable of taking down players without a hitscan window-piercing
shot, and can fight off animals during lowpop or similar
situations/threats where the alert wouldn't be raised above green, but
sitting there clubbing it with a baton is cringe.
Now mapped into lockers via secure.dm, as well as spares in the armory.
🆑
code: some tg movement stuff
add: holocalls
add: holocalls are rather advanced; enjoy. cross ship communication will
finally be a thing.
add: AI/pAI custom holoforms; enjoy, you can finally fuck around as your
own character
/🆑
---------
Co-authored-by: silicons <no@you.cat>