- 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
_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>
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>
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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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## 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>
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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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## 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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## Does what it says on the tin.
8 New POIs for Miaphus'irra, in addition, the transition between the
beach and the desert zones is nicer and better signposted. The new POIs
provide more variety for explo and potential events. Included are two
oil-related POIs, and a new pirate hideout POI which the pirate skiff
should be able to land at allowing the pirate to have a secret base on
Miaphus'irra.
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## Changelog
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🆑
add: 8 Miaphus'irra POIs
tweak: Miaphus'irra map has better transitions
balance: larger Miaphus POIs no longer make dupes
/🆑
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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>
## 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. **Adds Quicksilver to Triumph Central Command.**
## Why It's Good For The Game
1. _I have been going CRAZY over the awful specops shuttle still being
used on the Triumph CentCom branch. This copies over the Quicksilver I
made for the Marksman. The Marksman fleet now roams around the map._
## Changelog
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🆑
add: Adds Quicksilver to Triumph CentCom.
/🆑
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## About The Pull Request
As I'm having issues with the new shuttle, and I would really like to
push unrelated changes to the tradeport I'm pushing this prefix PR.
Adds a visitor lobby to the Tradeport. Adjusts the hanger for the future
shuttle addition. Fixes a handful of issues on the Tradeport and
modernizes the map.
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## Why It's Good For The Game
Bugfixes are important. Silicons requested the addition for future
off-map visitor spawns.
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## Changelog
-Adds a visitor terminal lobby and proper vending to the TradePort
public areas.
-Fixes all windows on the Tradeport to newer autospawners
-Adds Salt, Pepper, Enzyme to trade kitchens.
-Fixes power wire in Beruang Hanger
-Fixes scubber/vent pipes in Tradeport kitchen.
-Adds more solars to support new shuttle expansion.
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🆑 Shadowcat
add: Added visitor terminal lobby and attached vending
add: Added more solars to support future expansion.
fix: Fixed hanger APC power
fix: Fixed kitchen scrubber and vent
/🆑
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## Oh No More Robots
There is actually less paths for the hivebots. They are actually some of
the most primitive mobs on the codebase. So it was high time they were
given a facelift. As I said with my previous mob update robots are a
good alternative as mobs compared to humanoids, and with the hivebots we
can present a threat of hostile machine intelligence to round out the
existing threats of pirates, mercs, aliens beasts and the supernatural.
Once more these robots are also far mroe generalist then the existing
robot varieties and as most types of them are not very dangerous they
can be released on civilian crew without fear of them causing extreme
damage,
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## Changelog
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🆑
add: A couple new varieties of both melee and ranged hivebots
removed: redundant hivebot varieties
tweak: siegebots now have sniper range fitting their name, their attack
has been nerfed (holy fuck the one shoot explode on contact grenades
with a base attack of 10... that's 1 frag grenade a second!!!)
fix: hivebots now use their various cataloguer entiries
sprites: hivebot types are now more visually distinct
/🆑
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- 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>
Reverts Citadel-Station-13/Citadel-Station-13-RP#5385
1. **Reverts my Job to Ghostrole PR**
1. _I think using the Ghostrole system for traders is ideal, but they've
lost access to their banks and loadouts. It's probably too much trouble
to figure out right now and it's beyond me on my own._
🆑
fix: fixed traders not having the access they require (apparently)
/🆑
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## About The Pull Request
_Following an uptick in malicious activity around Lythios 43b,
NanoTrasen has approved the dispensation of one Hammerhead Patrol Barge
to the NSB Atlas facility. A common NanoTrasen patrol craft, the
Hammerhead is bulky and broad. Its prow is designed for ramming -
generally to dislodge embedded shuttlecraft from the exterior of captive
vessels. Featuring two fighter bays and a fore-positioned ready area,
the Hammerhead affords its contingent of armed Security guards multiple
vectors through which they may deploy and aggressively suppress hostile
actions._
1. **Adds the Hammerhead Patrol Barge.**
## Why It's Good For The Game
1. _With the uptick in events - especially overmap specific events -
there's been a lot of complaining about Exploration being used to do
Security's job. Now Security themselves can get involved, thanks to the
Hammerhead! Featuring a secure bridge, a secure Brig, a Security staging
area at the fore, two fighters bays, and a "EVA Breach" counter-boarding
port, the Hammerhead was designed to patrol sectors and repel hostile
boarding actions!_
## Changelog
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🆑
add: Adds Hammerhead Patrol Barge.
/🆑
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since lohikar / moony talked sense into me we're not doing the
everything must be .json thing anymore
this means there's no more point to separating the folders
i'll be unifying the maploader after this pr and adding
traits/attributes as-is
---------
Co-authored-by: silicons <no@you.cat>