- 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>
- 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
Moves a few checks if someone's flying/hovering to use the
is_avoiding_ground check. It also removes the slowdown of a tile if you
aren't actually stepping on it. This check does include more, like if
you are only riding on something that's lifting you up enough, but
unless it flies itself, it'll trigger what you may be avoiding, and in
turn, will be affected by it (i.E falling down the chasm, there is no
delay in my test, so no Yoshiing over a single tile.)
Draft for now to see if there are more places to check for it, and as
the balance change is big enough to warrant additional thoughts.
## Why It's Good For The Game
Flying people no longer leave footprints, nor touch the ground for water
or lava. Logically, they aren't even slowed down by the tiles. This
heavily buffs flying, at least the ignoring the slowdown part, so that
may be removed for the sake of balance. The rest should be more
flavorful, or just making sense.
## Changelog
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🆑
tweak: If you aren't touching the ground, don't interact with things
there.
/🆑
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---------
Co-authored-by: MarsMond <no@email>
## About The Pull Request
for some reason trait_requires_nutrients / requires_water just stops the
health. instead of like. just stopping nutrient/water intake. (which I
would like it to do)
so farm bot would just go schizo
I also dont think it actually works as it should as it was before.
you also had no way of telling what the actual drain of both was,
because the trait removes the visibility of intakes from the scanner.
This PR just basically makes the trait more obvious in what it does by
making plants not drain their respective resource if they have that gene
trait.
## Why It's Good For The Game
the trait was super obscured and actually just sort of made it
impossible to restore your plants, making the trait sort of a negative
one. now it's a lot more obvious as to what it's doing, and it
correlates better to its actual name so the Farmbot doesn't also just go
Schizo.
## Changelog
🆑
tweak: Xenobotany's trait_requires_water & trait_requires_nutrient now
stop the depletion of water/nutrient instead of health loss from a lack
of either.
/🆑
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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## Adds Origins for Alraune and three new seed types.
The Alraune now have origins expanding on their colonies in line with
what already exists in the wiki. In total, they get four origins and a
new citizenship type. I also corrected some typos in the Krisitik
section. Three new seeds have also been added, Creeper Sphagnum produces
gunpowder (this is a surprise tool that will help me later), Ironwood
produces ironwood logs a superwood in low yields. Finally, fungiwheat is
a fungal alternative to regular wheat. All three seeds are obtainable
from cargo through not to represent that they are not standard issue
station plants. All three plants also have cataloguer data.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
It adds further variety to botany, further background information for
Alraune characters, and a way to obtain the rare gunpowder reagent
outside of chemistry. As I plan on working on further recipes that
require the gunpowder reagent in the future, this addition will greatly
increase the accessibility of those recipes.
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🆑
add: Alraune Origins
add: Three new botany plants orderable from cargo.
fix: Some Krisitik origins spelling/grammar
/🆑
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## Why It's Good For The Game
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## Changelog
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🆑
fix: fixed kitchen knives not working for slicing fruits
/🆑
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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


New! Exciting! Things! YEEHAW!
Okay, hype aside, this adds two plants from Main -- the third, and most
powerful sister of the ambrosia family, and the better grass, carpet!
Ambrosia Gaia: A difficult plant to keep alive, being very vulnerable to
weeds, pests, and any amount of toxins in the tray, as well as voracious
when it comes to nutrients and water. In exchange, the plant produces a
very, very powerful healing agent: Earthsblood.
For the cost of your brain, your ability to gauge how injured you are,
and when it works again, the ability to see clearly, your body will be
repaired in miraculous ways! (4/4 Brute Burn, 4 tox, 10 oxy, 2 clone).
The current damage is set to 1 brain damage, which means you'd need to
use a fair amount to die -- but not treating it will debilitate you.
Overdoses at over 15u.
In the future, it will also be a usable plant chem -- but let's not
worry about that until after I scream at the entirety of botany.
Carpet: Grass mutation, pull it free, get free carpet tile. OR! Mix with
the items in the image to create New! and Exciting! colors. Mix 2 parts
liquefied carpet, with 1 part plasticide, and you too can redecorate
like the best of them*
*some colors still have to be bought from cargo.
*someone help me make it a sprayable so we don't need solidification
please....
This also buffs a certain aspect of xenobotany -- plant cells.
For reasons only known to god.. and I think he left baycode a long time
ago, plant cells could only ever reach a maximum rating of 2000. As a
large cell. So you can't stuff it in a gun. This is dogshit --
especially for the challenge of reaching 200 potency on a plant, a feat
that is nearly impossible. The math has been buffed, so if you even
manage to get to 100, you at least have a Rating 20000 cell, something
you can run a department off of if straits are dire.
The final, and more QoL thing than straight buff or new thing: GPS
Drills
Drills now have a GPS signal. Never lose a pesky drill again!*
*you did remember your GPS device, yeah?
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Give a xenobotanist something worth working to in normal gameplay, and
they'll endeavour to do so while waiting for the fun plants to come back
to station. Don't, and watch them just kinda wilt waist deep in glow
berries, gold apples, and ice chilis. Also, it's easier than you think
to lose a giant drill when you've stepped away from the planet for a
long while. only to come back later. Putting GPSes in them just means
you can continue the work again.
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## Changelog
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🆑
add: Two new plants, Ambrosia Gaia, and Carpet
add: New chems! Earthsblood, trading the mind for the body, and Carpet
and it's many mixtures, capable of being solidified later!
qol: Mining Drills now have an integral GPS. It took strength of a
million men to not make the tag DRILLD0 as a terrible joke.
/🆑
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---------
Co-authored-by: TheObserver-sys <Gizmomaster777@gmail.com>
Co-authored-by: Captain277 <agentraven16@gmail.com>
## 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>
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## About The Pull Request
1. **Adds Craftable Bone Mask.**
2. **Adds Craftable Alchemy Bandolier.**
3. **Adds Leporazine to Pokalea.**
4. **Implements Ashlander ChemMaster.**
5. **Makes a Vehicle Variant for Stormdrifters.**
6. **Corrects Chitin Type on Gutshanks.**
7. **Adds Poultice of Bitter Ash.**
## Why It's Good For The Game
1. _This was requested as an aesthetic addition._
2. _Alchemist players have requested the ability to carry alchemical
goods in a bandolier._
3. _It was always intended to give pokalea a second chem, but it took a
while to settle on one. Leporazine being a 'cooling' chem seems
thematic._
4. _Time to do more favors for alchemy by making it less painful._
5. _Ashlander Blimps! It's purely a fun thing. It's no faster than
shanks, but it does fly over lava safely. I kinda just see it as a cute
alternative to boats._
6. _Turns out Gutshank chitin just hasn't been dropping because of a
bug._
7. _This basically functions similarly to slime potion, but for player
mobs. It works both ways, but it's primarily designed so visitors to the
village can avoid getting constantly aggro'd by the farm animals._
## Changelog
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🆑
add: Adds craftable bone mask.
add; Adds craftable alchemy bandolier.
add: Adds leporazine to pokalea.
add: Adds Ashlander chem master variant.
add: Adds Stormdrifter gondolas.
fix: Fixes chitin type dropped by shanks.
/🆑
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---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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## About The Pull Request
1. **Removes Macro, Micro, and Normalcillin.**
2. **Removes plants that contain these chems.**
## Why It's Good For The Game
1. & 2. _It turns out these chems are just awful code and cause severe
lag._
## Changelog
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🆑
del: Removes Sizechems.
/🆑
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## About The Pull Request
1. **Restores the Tobacco Plant.**
## Why It's Good For The Game
1. _Sometime ago someone removed the tobacco plant and didn't remove its
seeds. This fixes the tobacco plant's removal._
## Changelog
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🆑
fix: Restores tobacco plant.
/🆑
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## About The Pull Request
1. **Adds Shimash and Pokalea.**
2. **Adds an Ashlander styled drying rack.**
3. **Adds bone crates.**
4. **Expands the Ashlander village a bit.**
## Why It's Good For The Game
1. _Adds two new plants to Surt to fill gaps in medical treatment and
recreation. Shimash is a fruit with pain killing properties. Pokalea is
a fibrous pod rich in nicotine, perfect for usage in pipes._
2. _Gotta get that plant processed._
3. _This has been a requested addition for some time._
4. _Wanted to improve the farm and storehouse, and add a little
bar/recreational longhouse._
## Changelog
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🆑
add: Adds two fruit: shimash and pokalea.
add: Adds Ashlander drying rack.
add: Adds bone crates.
add: Adds longhouse and expands farm/storehouse.
/🆑
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