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## About The Pull Request
use tgui on ones that have a tgui, update some stuff
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## Changelog
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🆑
tweak: folders are more immersive
tweak: filing cabinets can now hold small objects
/🆑
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look, mom! components can hook transform updates now. surely this will be used responsibly and i won't have to revisit this in the future.
when do we get structs so we can go full ECS pattern with appearance updates? having this fragmented across multiple procs is kinda annoying!
modifies the hollow metrics API; that'll probably be implemented soon
adds init stages
changes SSatoms to not abuse its `initialized` variable
closes#6858
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## About The Pull Request
adjusts the repo to work with opendream
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## Why It's Good For The Game
a more modern, and hopefully more reliable engine!!!
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## Changelog
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🆑
code: changed the code to work with Opendream
/🆑
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## About The Pull Request
update init code, LateInitialize now complains if it doesnt have
anything in it
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## Changelog
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🆑
code: update how init does things
code: update matrix helpers
/🆑
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## About The Pull Request
Expands upon the Xenomorph Rehaul project, beautifying the code,
separating it into its own category and sub-categories. Also adds a few
new Xenomorphs and re balances some of the older ones.
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## Why It's Good For The Game
Beautifies and cleans Xenomorph code, adds a few new gimmick xenomorphs
as well.
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## Changelog
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🆑
add: Burster, Sprinter, Berserker and Inferno
qol: Made Xenomorph code prettier and easier to add/remove from
balance: Re balances some older Xenomorphs
imageadd: Adds sprites for the Burster, Sprinter, Berserker and Inferno
Xenomorphs
/🆑
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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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## 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 adherent maintenance to be less inviting to get hurt in
/🆑
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## About The Pull Request
Adds a unique, event only Hivebot faction named the 'Enigmatic
Salvagers.'
The Enigmatic Salvagers are a special type of Hivebot faction that comb
through the Galaxy, searching for old Abductor ships, worlds and
installations to salvage and then modify themselves with the parts.
Legend has it that they're controlled by a shadowy Artificial
Intelligence that exists far beyond habitable space. Why are they
salvaging Abductor technology? What is the goal of this Artificial
Intelligence, and why is it puppeting a Hivebot army for its purposes?
Maybe we'll find out.
## Why It's Good For The Game
Adds a new event/admin spawn only Hivebot faction. Should be fun for all
parties.
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## Changelog
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🆑
add: Adds the 'Enigmatic Salvagers'
soundadd: Adds new Hivebot/mechanical sounds
imageadd: Adds sprites for the Enigmatic Salvagers
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
## About The Pull Request
A (almost) complete rehaul of Xenomorph Code, modifying their combat
statistics including health, armor, speed, abilities and AI. It also
modifies their sprite to use the much more modern CM-SS13 versions,
along with adding a few entirely new xenomorphs, the Line Breaker,
Burrower and Marksman with more to come!

## Why It's Good For The Game
Xenomorph code was in a desperate need of a rehaul. I intend to make
Xenomorphs an *actual* threat, rather than something that's laughably
easy to kill or handle. This MIGHT be over-tuned for its first few
iterations, so plenty of chances will be made to the xenomorph
statistics.
## Changelog
SIDE NOTE: RESIN SPRITES CURRENTLY DO NOT CONNECT TO EACHOTHER, ZANDARIO
WILL HOPEFULLY HELP BUG FIX SOMETIME. I'LL FIX THIS AS SOON AS POSSIBLE.
🆑
add: 'Charge' ability recycled from Thrumbo/Horing code for Line Breaker
and Monarch.
add: Multiple new Xenomorph castes. The 'Line Breaker' a boss mob with
heavy armor and a special charge attack that's meant to break enemy
defenses. The burrower, a spider-like xenomorph that burrows underground
to stun targets, and the Marksman, a acid sniper that works best at long
ranges.
del: Basically all the old xenomorph code, including axing empress/queen
mother. Also modifies spawning no boss mobs can't spawn randomly in
PoI's.
qol: Makes xenomorph code actually comprehensible instead of relying on
ancient vore code (why would anyone ever do this.)
balance: re balances Xenomorph code as a whole. Xenomorph castes now are
a lot more effective with eachother when aiding in combat, enforcing
hive/teamwork mentality.
soundadd: Ports CM-PVE/TGMC audio for ALL xenomorph mobs.
imageadd: Ported PvE sprites for all current xenomorphs.
imagedel: deleted old xenomorph sprites.
/🆑
tl;dr refactors supplypacks to a new system
- all access locks yanked from crates other than the ones that actually
need to be locked
- preps system for reworks, translates stuff over to a new format
- adds unified subsystem parsing & support for other descriptors for
cargo crate contents other than typepath
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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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🆑
add: a pellet gun and associated icons.
add: two new hangable targets that don't look like people
/🆑
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for future use in remote control indirection
Actions are now multiple owner single target
Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
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## About The Pull Request
- Rocks are attackable.
- Outcrops are attackable.
- The two above can also be instantly destroyed by a proto-kinetic
accelerator.
- "Ausbushes" are attackable.
- Floodlights are attackable.
- Curtains are attackable.
- Fences are attackable.
- some other random things are attackable.
- gives feedback when using the fossil machine
- removed redundant code from curtains
## Why It's Good For The Game
get this snowflake no-melee nonsense out of my way.
there's probably a lot more to be sorted out but some of these are the
more egregious examples because they're usually obstructive in some way.
## Changelog
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🆑
fix: A few rocks, plants, and some other things are able to be removed
via harm intent melee. You can now blast rocks with PKAs as well.
/🆑
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- fix: 2ear slot item in 1 slot if equip first then equip 1-ear is no
longer a thing
- fix: anchored items can no longer be picked up by trashbags and
certain other things
- fixes deconstruction and reconstruction of mapspawn gas heaters /
freezers
- buffed turnstile armor
- all holsters now work with drop pouches
- fix: material doors couldn't be destroyed
- falling apart airlocks can now be decon'd
- airlocks are now able to be meleed
- restart controller no longer infects the MC with the caller's `usr`
- fix: you can no longer place multiple omni gas filters on one tile
- fix: assert rigsuit storage volume bug is gone by gathering last sheet
of metal from metal in storage as a test
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## About The Pull Request
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## Why It's Good For The Game
kinda silly otherwise
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🆑
fix: fixed curtains not being anchored by default
/🆑
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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
changes how blindness is handled in game
temporary sources of blindness add a status effect to the affected mob
while permanent sources (such as missing eyes/vision organs) add the
traits
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## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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## Changelog
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🆑
refactor: refactored blinding code
/🆑
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