- 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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## Stuff for Halloween This Year
For Halloween this year, I have three new mobs here to provide
additional challenges to the crew.
First up the Cyclops: The Blood Cult's very own mech equivalent,
equipped with deadly penetrating eye beams. It can launch a telegraphed
death laser to destroy cover and melt its enemies in seconds. Designed
to actually be a threat to people with ranged weapons, it will hopefully
not disappoint.
Secondly the Alphawraith: Similar to the Gammawraith, this 'living'
paracasual representation of an alpha particle delivers power beam
attacks with low AP in contrast to the Gammawraith's weak attacks with
high AP.
Finally, the Wendigo: A fast, melee death blender that has a leaping and
cloaking variant. It is highly resistant to brute damage, so use beams
to melt through its health.
All of these are still being balanced so some of their abilities and
strengths may change depending on feedback and their in-game
performance.
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## Other Miscellaneous
The Airlock Mimic's sprite now resembles the new airlock art style. The
Gammawraith has a new 4 direction sprite and a buffed firerate. A
Lythios POI meant for caves is now indoors, and Lythios cave POI budget
has also been increased.
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## Changelog
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🆑
add: 3 New Paracasual mobs
tweak: Sprites for Gammawraith and Door Mimic, Lythios POI spawn budget.
/🆑
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## About The Pull Request
_See
https://discord.com/channels/161574200581029888/857117946957266975/1274579475656347689
for the context_
**[OCULUM NEWS NETWORK - GALACTIC DISPATCH]**
_"Thank you Jerry for this fascinating report about the... Farwillas...
In other news...
The Hadii's Folly Governement, the local SDF, and multiple corporation
finaly relaxed the restriction arround a newly formed debrisfield. This
is an opportunity for a new wave of vessel scavengers, able to earn a
good deal. Report from Lrin'Lanri."_
_"2568-08-17 :_
_The BNV 'HELL-WALKER', a military vessel, hijacked by its Rogue AI
OSIRIS, Exploded.
The shockwave of the explosion destroyed every ship that wasn't shielded
enough.
A lot of factions lost souls : Civilians, Military, Corporate, Pirate...
Worst of all : The casulty list is still incomplete._
_This is one of the biggest catastrophe of the the Lythios 43 system,
impacting the life of many. Months later, the shockwave still haunts a
lot of people, with many civilians on Miaphus and 43a recalling the
events. A debris field, 2 times bigger than the Lythios 43 first debris
field, had been restricted acces by the governement, the SDF, and
corporations such as Nanotrasen. A memorial station, build by the crew
of the NSV Von Braun and citizens of hadiis folly, was left serving as
the gates of this space graveyard._
_Yet, the SDFs, corporations and Governement declared lifting any travel
restrictions to the place, the debris field being judged stable enough.
A struck of luck for Explorers, but also a gold mine for Vessel
Scavengers, repairing and using or selling wrecks._
_Lets hope that their work will heal the spirits of the area."_
_"Thank you, Lrin'Lanri. Up next, Carp Sushi, a dish returning on your
pla..."_
## Why It's Good For The Game
Basically, The PR adds a New POI :
The Osiris Debris Field.
The main goal of this POI is :
* More POIs
* Concrete Aftermath of a truly great event in the universe, and visible
impact it had in space
* A new Salvaging mechanic for NT crew, but also traveler, with a new
alt title (Scavenger / Salvager)
So the PR at its current state adds
* Debris Field with new wrecks arround (Smaller Debris have been copy
and pasted from the normal Debris field (THE NORMAL DEBRIS FIELD WILL
STILL BE ARROUND)
* 2 vessel Wrecks that can be repaired (Colonial II, a luxury Liner -
Daidalos, a Merc Warship) and a Shuttle (Spacena Cargoravana, a mix
between the Caravan and Adventurer for those Spacena Shuttle fans). More
will be made.
~~*New Scavenger ghoste role, with a New Big Ship docked on Nebula, a
Mega Tug able to carry said Repairables Wrecks on a trailer.~~
**_The scavenger ghostrole will be added in a later PR wich will be
focused on more Offmaps jobs_**
**Memorial Station**

---------
Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
More motivation to do main map exploration.
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## Buried Treasures
The ice of Lythios is shifting again, revealing a lot of the
infrastructure left behind from the old base. In total 14 new POIs have
been added and 2 have been altered. In addition, small changes have been
made to the static map, adding a static POI to explore and loot if you
know how to safely access it. This will hopefully allow even regular
crew to engage at least in part with low-risk exploration as these POIs
have only basic enemies and environmental hazards (radiation). They can
even be salvaged easily by Colonists ghost roles.
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## Changelog
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🆑
add: Added new mechanics or gameplay changes
tweak: 2 existing POIs, western Rift maps
/🆑
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## About The Pull Request
Turns out the Gateway is supposed to pick a random away mission at the
start of every round. You know that stargate rip off in the back of
explo?
Looks like it's been loosely broken since #2917 4 years ago. Though I
don't remember anybody ever using the gateway since before that.
This PR fixes the system and simplifies it quite a bit.
code/modules/awaymissions/zlevels.dm is now gateway_maps.dm
The method for loading and picking a map has been reduced to a hardcoded
list in gateway_maps.dm instead of using a hardcoded txt file loaded
using a bunch of nonsensical string processing.
There are 4 functional maps I've fixed and added back in:
Carpfarm
Listening post
Snowfield
Snow outpost
Zoo would be really nice to have but it has a number of issues that are
outside the scope of this PR so I've set it as a TODO.
Similarly I'm sure a bunch of the archived missions might be quite fun.
For those unfamiliar with the gameplay loop of the Gateway (considering
its never worked):
1. The gateway has a ~30 minute timer roundstart where it is performing
"warpspace triangulation". (Click on it it will tell you)
2. After that timer is over you can activate the Gateway and walk into
it.
3. This will teleport you to the Gateway mission level randomly.
4. Find the Gateway in the mission level and smack it with a multitool
to calibrate it and return.
5. Once you calibrate the return gateway you can teleport between the
two freely.
!!All of these maps are explo HARDCORE mode and will absolutely kill
you. This ain't miaphus!!
Devdocs:
If you want to make a gateway map it's extremely simple!:
1. Build a gateway, It's like 8 separate pieces just copy one from a
station map.
2. Set the gateway console center bit to a:
/obj/machinery/gateway/centeraway.
3. Sprinkle your map with /obj/landmark/gateway_scatter.
- Players will be randomly teleported to these while the gateway is
uncalibrated. Consider them your starting spawns.
5. Add a /datum/map_level/gateway/[mapname] and a
/datum/map/gateway/[mapname] to your maps .dm file
- See maps/away_missions/carpfarm_140/carpfarm.dm for example.
6. Add the /datum/map/gateway/[mapname] path to the
potentialGatewayLevels list in
code/modules/awaymissions/gateway_maps.dm.
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## Why It's Good For The Game
I don't particularly want the Gateway to even exist from a lore and game
design standpoint.
But content today is better than content tomorrow.
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## Changelog
-Rebuild gateway away mission maps
-Rebuild gateway away mission selection at roundstart
-Touch up away_mission folders and names
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🆑 Shadowcat
refactor: refactored gateway mission code
fix: Fixed gateway random mission picker
fix: Fixed a few gateway missions to actually work
/🆑
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## About The Pull Request
"A chilly wind starts blowling in your back whil you descend from a
shuttle. It whistle on the rusted metal base you are starting on, a
mighty sky rig... Indeed, all arround you is a Ocean of clouds, it
"waves" floating lightly in air. But you also know that the views is
only one side of a coin... This is paradise, and underneath, deep under
the clouds, is an Acidic hell... Welcome, on Lythios 43a."
This PR adds a new 6 Z level exploration map, like Miaphus and other POI
planets.
This planet have random generated POI like Miaphus, but also new
activities beyond exploring.
Indeed, the planet is home of the Voidline Shuttle Racing competions,
and comes with 3 race shuttles to compete. (A fourth one, the Arrowhead,
is on Nebula)
New planet, new foes. Flying lizards, "Dragoons", roam the skies. While
green one are peacefull, the Blue, Yellow and Red ones are too be
avoided....
Speaking of that, to defy their control in the sky, youll need probably
a fighters. Good think Pinances are arround, and crew can lauch them
from NT Outpost Hyades, a EX-SDF base.
## Why It's Good For The Game
-New destination, with new POI. Offers new place to explore, in the
harder side in some places and easier in others.
-Use of a game mechanic, fighters, that isn't used much (they are
usefull to explore arround.
-New out of spawn activity : Shuttle Race.
Still a WIP.

Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.
`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment
This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.
Also:
- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
## About The Pull Request
This PR adds visitors spawns on Nebula. Meaning that people outside NT
can now spawn outside a NT station.
This PR adds 4 new alternative name for outside spawning Visitors :
-> Visitors, (the normal)
-> Contractor
-> Freelancer
-> Frontier Colonist
-> Tourist
Additional : Makes solar bigger.
Now, with visitors on nebula, they can just RP there, use one of the 5
free to use shuttle to wander off in space. In the eventuality that all
shuttle are taken, not to fret !
- Visitor can make a call to order a NT pilot to get them ! (If one is
on station) via public holopads or fax.
- Traders can bring them with their shuttle (the Udang is a passenger
shuttle they can use)
NOTE : For now, no shuttle have been coded to work with the Endeavour.
Only the Beruang.
## Why It's Good For The Game
Off station spawn have been requested for a long time.
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## About The Pull Request
The code for the 'Fey Forest' event.
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## Why It's Good For The Game
Just some code and a map for the upcoming event
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## Changelog
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🆑
/🆑
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---------
Co-authored-by: GySgtMurphy <tmiliusis1@gmail.com>
…l-Station-13-RP into opendream_branch<!-- Write **BELOW** The Headers
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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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## Why It's Good For The Game
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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
converts global vars to regular defines
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## Why It's Good For The Game
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## Changelog
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🆑
code: radiocode now uses defines, you cant tweak it from world.variables
anymore (or whatever that is)
/🆑
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## A special ship map for Halloween
Adds a spooky ship made from the Vespa for a Halloween event. I would
also like it permanently merged in case others want to use the design in
the future.
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## Changelog
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🆑
add: A new ship where awful things certainly won't happen to anyone.
/🆑
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## About The Pull Request
This is the initial pull request for the new map under rapid
development. Everything is currently a work in progress, with a lot of
work yet to go. But, this will allow this effort to be rolled together
with ongoing system improvements.
## Why It's Good For The Game
It's a NEW MAP!
## Changelog
---------
Co-authored-by: Niezann <madarauchiha66612@gmail.com>
Co-authored-by: Shikarasu <washikarasu@hotmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
## About The Pull Request
Working on some generic templates and starting to cut down on the planet
specific turfs which are in use.
## Why It's Good For The Game
More POI's and more content!
## Changelog
🆑
add: New generic POI's
tweak: Turf pathing
/🆑
---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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## About The Pull Request
A planet can't have an atmosphere filled with fuel and oxidizer at the
same time, except trace amounts of one or the other. If a planet's
atmosphere is sufficient for fire to spread, then a single spark of any
sort anywhere (such as, say, lightning, or a rock rolling down a hill
just right) will cause the whole planet to catch fire.
This changes the Class G mineral planet so that it's already done that.
## Why It's Good For The Game
I mean having a burn mix planet is genuinely a little funny but it's:
1. Not actually that fun gameplay-wise (it just means nobody ever goes
there)
2. Completely goofy setting-wise (for reasons mentioned)
3. Phoron's awful on its own, it doesn't need to catch fire
## Changelog
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🆑
tweak: Oxygen on the Class G Mineral-Rich planet changed to CO2
/🆑
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## A Whole New Gaia
The presence of the Gaia worlds bugged me from a world-building
perspective. It made earthlike resort planets seem common. This PR
remedies that by transforming Gaia World into Gaia Station! That is not
the only thing it changes. It also divides Gaia into multiple biomes
with added desert and snow biomes: After All paradise for a Teshari is
not a tropical jungle! Additional changes and attractions have been
added to the planet. The Landing pads have also been expanded now able
to land up to five ships. In addition (legally) accessing Gaia now
requires you buy a pass (you didn't think this was free now did you?).
The prices may be steep but the resort is now even more worth it!
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## Changelog
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🆑
add: Three IDs to represent Gaia station passes and a vendor to dispense
them.
add: additional wildlife for all three Gaia biomes
add: a lot of lotion, you can still get burnt even if the sun is fake
tweak: countless Gaia map tweaks including: Race Track Edits, separate
biomes
qol: Gaia gambling area now has the nerd dice bag (so it can be used for
dare dice and other games)
/🆑
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## About The Pull Request
- Fixes things not being properly pathed and resulting in an invisible
"snack" where LiquidFood was intended instead.
Adds the following to the lunchbox loadout options:
- LiquidProtein Ration
- Blood Sausage
- Moghesian Sea Delight
- Bludbox and Bludbox Light
- Milk and Chocolate Milk
- Dumb Bitch Juice
## Why It's Good For The Game
This is primarily a PR focused on giving vetalan, xenochimera, unathi,
or just someone who likes blood some lunch options for their lunchbox.
Otherwise, fixes good.
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## Changelog
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🆑
add: Adds a few new options for the lunchbox loadout item, particularly
blood-related foods for vetalan and xenochimera folk.
fix: A few areas where liquidfood was pathed improperly is now pathed
properly.
/🆑
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- moves stuff to more sane places so modules folder isn't so messy
- adds a world system that is the start of being able to data-define
world locations and having the game act differently based on which
location a map is in
there's no ability to separate 'pre-load map' (and a way for persistence
to inject this so we can have moving maps yet) but we can add it in
later since things are decently abstracted.
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## About The Pull Request
1. make the garden stairs safer
2. makes xenobotany much smaller
3. makes hydroponics slightly smaller
4. makes the Medical treatment center a bit smaller
5. changes the surface airlocks to use proper machines instead of magic
energy creators and gas destroyers
- Total cycle time (out and back in) is about 2 minutes
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## Why It's Good For The Game
We want tether
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## Changelog
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🆑
tweak: tweaked tether map
/🆑
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## About The Pull Request
Adds the 'OM Planet - NSB Croatoan (New Z)' To map template spawning
options, including its areas, power-networks, structures, etc.
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## Why It's Good For The Game
Entirely new z-level to explore, meant for the second event in the
'Carpenter Incident Event Chain.'
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## Changelog
N/A
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🆑
add: Added the OM Planet - NSB Croatoan (New Z) to map template spawning
options.
/🆑
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---------
Co-authored-by: CharlesWedge <52897649+CharlesWedge@users.noreply.github.com>
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## Fixes Tiny Carrier
Comments out a Proc that was causing consistent Runtime with the 'Tiny
Carrier' POI. Hopefully this greatly reduces debris field runtimes. Can
you believe that when I put up the debris field PR I didn't get this
runtime at all since the ship didn't spawn in CI tests?
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## Changelog
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🆑
fix: broken procs commented out
/🆑
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## About The Pull Request
Fixes a couple runtimes that frequently occure during IntTests
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## Why It's Good For The Game
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## Changelog
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🆑
fix: fixes wrong fake stairs on miaphus beach
fix: fixes duplicate lattice on debris14.dmm
fix: adds extra check to submap seeding, checking if the tiles are empty
fix: adds check when adding blood writing, to make sure we arent using
to many instances per tile
fix: fix rename_areas for the tiny carrier should happen during lateload
to avoid not finding the shuttle
/🆑
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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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