- 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>
- 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>
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## About The Pull Request
Applies a nerf to Monarch's charge, no longer instantaneous.
Lowers Monarch's burn/energy resist, burn should work better against it
since Xenomorphs are weak to fire.
Axes **any** and all mentions of natural spawn positions, this should
never spawn naturally. It is a boss mob.
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## Why It's Good For The Game
This has been an issue for a while, but the natural spawn points for the
Monarch were the last straw. Oopsies.
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## Changelog
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🆑
balance: lowers Monarch's burn resist, makes charge not instant.
fix: Removes any reference to the Monarch spawning naturally, probable
or not.
/🆑
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## About The Pull Request
Pointless recursion and postfix --? What's not to like?
## Why It's Good For The Game
Infinite recursion doesn't kill the game, but it does cause megalag for
a few seconds.
## Changelog
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🆑
fix: Fixes the "random camera off" event not to infinitely recurse on
nets with no working camera
/🆑
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## About The Pull Request
Space dust has had an incorrect icon_state for 7+ years, this makes it
visible again. Updates the space_dust event to actually work if
triggered by the GM events. It was using specific strings while being
fed integer defines instead.
Cleans up some older code, a commented out call to space_dust that is
older than the hard sync and can just go away. Removes space_dust not
damaging singulo engine equipment since we don't use the singulo and its
a skill issue if your singulo gets sniped by space dust.
I think the entire event system on its own may have issues actually
turning on but this event can at least be manually triggered by GMs and
work now.
<img width="132" height="117" alt="image"
src="https://github.com/user-attachments/assets/8fc35622-feeb-4189-9c40-9990615caa4e"
/>
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## Why It's Good For The Game
Lowers legacy tech debt, increases shareholder value.
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## Changelog
-Fix the icon for space dust.
-Modernize severity value to use EVENT_LEVEL_* defines.
-Add EVENT_LEVEL_EXTREME define for a severity 4 choice.
-Remove old code for protecting singulo equipment.
-Remove commented out code for dust swarm older than the hardsync.
-Update gm event system to correctly call dust_swarm.
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🆑
fix: fixed space dust
/🆑
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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
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## About The Pull Request
Well shit, seems like the pirates managed to get their hands on
fighters. Dukes and Barons can be dispatched to attacks vessels...
Including nanotrasen vessels.
This PR adds a new Random event, spawning fighters simple mobs outside
vessels.
## Why It's Good For The Game
Gives security something to do, exploration too, and finally, makes the
uses of vessels bound fighters.
_"Raider detected on DRADIS, launch Vypers"._
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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
Mappers thought their reign would last a thousand years, and hardcoded
extremely specific announcements that make no sense in new maps.
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## Changelog
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🆑
tweak: tweaked many IC event announcements
tweak: small medical terminology fixes
tweak: cult and meteor alarm volume has been reduced
/🆑
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## 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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## About The Pull Request
Fixed a curtain in the Atlas library that was closed but the sprite
showed it open, added a light right next to it to illuminate the back
wall, and cut the volume on the asteroid and cult boarding alarms.
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## Why It's Good For The Game
The curtain goes without saying, it's not meant to be that way, I just
put it the right way on. The light was a request on the mapping issue
triage and I just got to it myself, it does help brighten that corner of
the library when the curtains are closed. And for the volume, it was
tremendously loud, if you're just sitting doing something, and not
hearing airlocks opening then suddenly hear the PA ring and get your
ears BLASTED with these sirens, it's not good.
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## Changelog
Lowered announcement alarms for the meteors and cult events.
Added a light fixture and fixed a curtain on Atlas.
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🆑
add: light fixture in the back of Atlas library
fix: fixed the Atlas library's curtain
config: changed meteors and cult's event PA announcement alarm volume
/🆑
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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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3/3 is world structs and the fun that comes with that
this pr has:
- transitions
- new multiz system
- lookup optimizations
- misc updates
---------
Co-authored-by: silicons <no@you.cat>
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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
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>
- repaths things to /entity and /tiled
- basic ticked physics movement system
- basic cross/uncross/etc system for tiled
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
This is a major event which affects viro and security; there was no
differentiation between the one that hits viro, xenobio, or security.
## Why It's Good For The Game
It's an entire severeity level higher than the other ones; it should
have more fanfare.
## Changelog
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🆑
tweak: Greytide event which affects Security and Virology is now far
more obvious that it will affect both.
/🆑
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## About The Pull Request
These two events not only don't function, but also make no sense on a
planet bound station. So they're turned off now.
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## Why It's Good For The Game
events which do nothing mean we dont get an event which might do
something
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## Changelog
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🆑
tweak: tweaked chances of rolling gravloss/solar storm to 0
/🆑
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…l-Station-13-RP into xenoEvent<!-- Write **BELOW** The Headers and
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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 xenomorph infestation
/🆑
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## About The Pull Request
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## Why It's Good For The Game
Adds the opportunity for EMs to spawn a challanging Event
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## Changelog
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🆑
add: Added new event that summons xenomorphs
/🆑
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