155 Commits
Author SHA1 Message Date
GySgtMurphyandGitHub b5b31f4691 Scori Alchemy update (#7601) 2026-06-11 20:49:20 +02:00
GySgtMurphyandGitHub 3a17487bbb scori crafting stuff (#7587) 2026-06-07 12:18:05 +02:00
b4a124e557 [IDB IGNORE] cyborg refactor: icons, chassis, modules base (#6929)
- 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>
2026-01-13 18:39:38 +00:00
30fbcfe9b4 Belts & Trashbags (#7443)
requires #6644 

Entirely replaces how (most) belts perform insertion checks.

This pretty much allows belts to hold most things.

Armor vests are next.

Trashbags will also use the systems we use on main.

Closes #7256 and #7435

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-28 22:05:06 -05:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
a18001157c Echoes of Madness (#7162)
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## About The Pull Request

Adds heretic themed objects, structures, mobs and more from TG/other
servers heretic code.
Most of the items will probably remain mechanically featureless. Unless
someone's insane enough to port full heretic functionality.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

MORE madness? MORE magic shit? MORE chaos? What's not to love?!

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## Changelog

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🆑
add: Heretical stuff. More to come.
/🆑

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---------

Co-authored-by: Sorrowfulwinds <rockboy3970@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: silicons-bot <121360372+silicons-bot@users.noreply.github.com>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2025-09-24 22:16:57 -04:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
d9cf405293 lathe pr 2025 (#7200)
lathe pr 2025

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-08-21 04:28:48 -04:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
siliconsandGitHub a83bdbcd61 renames setclickcooldown and get_attack_speed (#7126)
staging for melee PR, the way to modify cooldown is no longer direct
calls but modifying the clickchain
2025-04-30 10:14:43 +02:00
siliconsandGitHub aed3013410 bugfix / tweaks (#6959) 2025-01-10 17:34:32 +01:00
85e24504a1 running bugfix PR (#6914)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-12-23 16:22:00 -07:00
siliconsandGitHub 4c75a8b00b toml config, database storage for repositories / singletons (#6893) 2024-12-15 19:41:14 +01:00
siliconsandGitHub c472903f06 some inventory backend changes & fixes (#6891) 2024-11-29 21:06:24 +01:00
siliconsandGitHub 6ace2afd6a repository subsystem touchups & moves materials/designs over (#6832) 2024-11-05 15:22:44 +01:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub efb1c57bb8 sharp / edge / damage mode regex (#6747)
last regex before #6575 , probably 

deprecated sharp and edge
2024-09-13 08:50:11 -06:00
siliconsandGitHub e6f972666c regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
2024-09-09 15:13:34 -06:00
siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00
NiezanandGitHub 6ec07b0e57 racks construct costs 2 steel (#6707)
## About The Pull Request

if u deconstruct racks, they drop 2 steel. however, they only take 1
steel to make. hmm. now they cost 2 steel to make.

## Why It's Good For The Game

unduplicates ur matter

## Changelog

🆑
tweak: Rack now costs 2 steel to make.
/🆑
2024-09-01 08:29:19 -07:00
ZandarioandGitHub 5813b4a869 [MDB IGNORE] [IDB IGNORE] Premade Wall Tweaks (#6680)
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## About The Pull Request

Made some macros to simplify the creation of custom wall types. This
also made it so we don't need to worry about their icons and colors as
they just use the `::` operators to grab the respective material's
color.

I also got rid of the preview file. I may reintroduce some of the
sprites back into the individual DMIs. Reason why I just ripped it out
for now is that it's the reason why our webmap doesn't render walls.

## Changelog

🆑
imagedel: Tons of unused old wall sprites
refactor: Simplified Wall subtype creation
/🆑
2024-08-29 02:41:32 -07:00
NiezanandGitHub fee84f0c34 Window tint controls now have a in-game construction process. (#6652)
## About The Pull Request

This allows window tint controls to be makeable by using 4 steel sheets,
and the same construction process as a light fixture.

## Why It's Good For The Game

You can make electrochromatic windows, but not the actual switch /
control which seems whatever. By adding it, it also adds a little bit of
fashionable flair someone can use to make cute little rooms.

## Changelog

🆑
add: Window Tint Control is makeable by using 4 steel sheets and the
same construction process as a light fixture.
/🆑
2024-08-15 02:23:06 -06:00
siliconsandGitHub 002dda4bf3 projectiles v8 - ammo & magazines (#6637)
completely overhauls ammo, magazines, and calibers; makes things a lot
more standardized and efficient.
2024-08-04 15:31:26 -04:00
siliconsandGitHub 5134116de4 supply: supply pack datums, some reworks (#6599)
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
2024-07-31 10:28:39 -04:00
CharlesWedgeandGitHub 13220a4bed Botany things (#6607)
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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.

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## 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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## Changelog

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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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2024-07-28 11:07:11 -07:00
siliconsandGitHub 50371db6fe projectiles v8 - raycasting (#6544)
Atomizing the physics solver out of #5934 

Tldr this is way less overhead, complicated, and far more accurate than
the old one
2024-07-05 14:08:38 -06:00
siliconsandGitHub 1270722e8d storytellers: world system + very slight codebase reorganization (#6490)
- 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.
2024-06-06 16:57:19 -06:00
siliconsandGitHub 01fa629df2 frame refactor (#6336)
rolling bugfix + frame refactor branch
2024-05-26 20:08:28 +02:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
6f27895d86 small CI system rewrite (#6166)
this fixes mapmerge hooks

---------

Co-authored-by: silicons <no@you.cat>
2023-11-30 01:27:15 -08:00
BlueWildroseandGitHub 7adbcdc811 Ore Stacking (#6136)
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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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2023-11-17 23:07:22 -08:00
f00535983e [MDB IGNORE] [IDB IGNORE] atom damage (#5235)
## 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>
2023-11-11 17:33:57 -07:00
Captain277andGitHub 26606dfbe5 Adds New Apidean Chair & Fixes Utilitarian Helmet (#6088)
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## About The Pull Request

1. **Adds New Apidean Chair / Rearranges Apidean Chair Recipes.**
2. **Fixes Utilitarian Helmet Mob Sprite.**

## Why It's Good For The Game

1. _Player request, adds new intermediate apidean chair sprite._
2. _This has been broken since I originally ported it. Found the old
sprite sheet it was from so I can finally fix it._

## Changelog

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🆑
add: Adds new Apidean chair.
fix: Fixes Utilitarian Helmet.
/🆑

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2023-10-20 11:22:30 -07:00
1dfc2cf2b6 Carry weight (#5791)
Co-authored-by: silicons <no@you.cat>
2023-10-12 11:04:59 +02:00
c4551806aa fixes tables (#6051)
Co-authored-by: silicons <no@you.cat>
2023-10-04 09:24:22 +02:00
siliconsandGitHub 2b85090ef6 fixes wood recipe gen (#6047)
i don't know how ci didn't catch that, is it because i'm lazy
initing????? shouldn't be right???
2023-10-03 17:46:31 -07:00
BlueWildroseandGitHub 8d77f5cea7 Makes bananium, silencium actually spawnable - retypes chitin to be a material (#6018) 2023-09-25 13:12:48 +02:00
abad04c75d sculpting update + major stack crafting improvements (#5950)
Co-authored-by: silicons <no@you.cat>
2023-09-22 22:15:31 +02:00
BlueWildroseandGitHub 038617065a Spellcheck: Synthesiser > Synthesizer (#5872)
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## About The Pull Request

Title

## Why It's Good For The Game

fixed spelling good

## Changelog

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🆑
spellcheck: Typo fixed: Synthesiser > Synthesizer
/🆑

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2023-08-15 23:51:44 -07:00
749579b9f9 Lathe/Design/Materials refactoring + misc changes (#5123)
## About The Pull Request

rewrites lathes 
they are now embeddable within other interfaces, have unified controls +
queue management, and have support for using

- materials
- reagents
- even using / transforming existing items

rewrites /datum/design to be semi-singletons
adds SSresearch to hold designs
rewrites atom material system a bit

also:

- adds MIT license identifiers to some of my old TGUI work of which I am
the only one on the git history. i'd like to keep the tgui section and
my own code samples in there as MIT instead of AGPL.
- removes vorestation id restorers from maps because they're unused
nowadays
- removes partslathe as they're basically just unused
- Revamps sheetmaterials stylesheet as it really didn't need to just be
stacks.dmi

## Why It's Good For The Game

lathes sorely needed a redo
we want good materials support ontop of that.
also fixes autolathes :)

the "also" part is already covered above.

## Changelog

🆑
refactor: lathes are completely rewritten
fix: autolathe x5 and x10 buttons
del: autolathes can no longer be hacked. all hacked recipes are instead
accessible as normal recipes.
del: partslathes - redundant
del: id restoration consoles - unused / prohibited by server rules
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-07-08 22:53:25 +02:00
8cc591c244 Baylike Walls and Windows (#5547)
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## About The Pull Request

Largely a port of code from Daedalus Dock and icons from Bay/Nebula.
Lots of things need to be touched with this.

## Why It's Good For The Game

It just looks better, imho.

## Changelog

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🆑

/🆑

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---------

Co-authored-by: silicons <no@you.cat>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2023-07-07 08:59:23 -07:00
Timothy TeakettleandGitHub e8d855549e removes the wood recipe for the (bone) horse post (#5632)
## About The Pull Request
it's a horse post made out of bone and sinew found in the crafting menu
intended for ashlanders to make use of
it gets deconstructed into bone still which is what caused it to get
reported in bug-triage in the first place

## Why It's Good For The Game
it's um made of bone so you should probably not be able to make it from
wood (but someone making a wooden one would be neat!)

## Changelog
🆑
del: removes the recipe for the horse post that requires wood, because
it is made out of bone and sinew
/🆑
2023-06-22 10:14:34 -07:00
104cb8693b hypospray update (and small reagent touchups) (and small clothing flags touchup) (#5562)
## 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>
2023-06-06 10:16:59 -04:00
ZandarioandGitHub 25a548e4d3 Bitmasked Windows and stuff. (#5353)
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## About The Pull Request
This was originally just going to be bitmasked windows w/ some dmi file
splitting for structures but I've spent half my day fixing a smoothing
update.
2023-04-17 00:36:24 -07:00
4f76022369 fishing port from tgstation (#5360)
Co-authored-by: silicons <no@you.cat>
2023-04-16 16:16:51 +02:00
Captain277andGitHub 929020d4d1 Adds Diggable Graves and Fancy Coffins (#5287) 2023-04-05 22:58:11 +02:00
Captain277andGitHub ea56683e48 Adds Two Scori Crops (#5269)
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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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2023-04-02 13:50:35 -07:00
8b778b0321 Armor rework (#5158)
Co-authored-by: silicons <no@you.cat>
2023-03-25 11:58:25 +01:00
siliconsandGitHub ece91cb131 fixes window building (#5194) 2023-03-16 19:14:59 +01:00