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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Changelog
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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑
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- 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
byond shenanigans
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🆑
add: you can now point items inside your inventory
tweak: update fulton
/🆑
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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>
- 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
As title. Grave digging is supposed to take 6 seconds; instead, it takes
as little time as you want, because interrupting it has it go through
anyway. do_after needs to be checked, you can't just put it in on its
own. There should probably be a "must use result" lint for functions.
## Why It's Good For The Game
bugfix
## Changelog
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🆑
fix: Gravedigging no longer goes through even if interrupted
/🆑
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this is a quick one
makes them less code copypaste-y and easier to modify in the future as
i'll want to do some experimentation on the system when we start
reworking explo
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
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## About The Pull Request
Patches as much stuff as I can fix before this PR gets reviewed.
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## Why It's Good For The Game
why did they do that
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## Changelog
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🆑
fix: Advanced trauma treatment no longer requires you to juggle fixing
burns and bruises
fix: Tyrmalin mining drills can no longer instantly destroy windows
balance: Poor quality control on Mars has impacted NanoTrasen's Tyrmalin
mining equipment imports. At least these don't jam as much.
/🆑
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## About The Pull Request
Adds a new handgun platform known as AXHS, it comes in two models:
AX59 is a .45 ACP semi-automatic pistol which loads 12-round
double-stack magazines. It comes with a built in light and lanyard loop
(see #6826 for gun attachment code, which this will rely on). It is
issued to Exploration through a dedicated gun case in the points vendor
for 250 points.
AX99 is a .44 Magnum semi-automatic pistol which loads 7-round
single-stack magazines. It has no attachments. Per fluff it is the PMD's
less gimmicky service weapon alongside the very confusingly named
Service Weapon.
This PR also makes the base a45 magazine unused. M1911-based platforms
now load a45/singlestack magazines and all other 45 pistols now load
a45/doublestack magazines, therefore, every code mention of the base .45
magazine have been changed to one of them (or both in the case of random
drops).
Capacity on 9mm pistol magazines has been bumped up to 15 base and 21
extended after discussion with dev chat.
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## Why It's Good For The Game
Exploration may or may not move away from the infinitely rechargeable
phasers at some point, this is just a means to give players an opt-in
alternative.
Just giving them a pistol felt cheap though, so I wanted to provide
something designed for the department with QoL which are primarily the
attachments.
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## Changelog
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🆑
add: Added two new pistols "AX59" and "AX99".
add: Added AXHS Gun Case to the exploration points vendor.
add: Added a new morale poster.
tweak: .45 magazines now split into double-stack (12rnd) and
single-stack (7rnd).
tweak: 9mm pistol magazines now hold 15 rounds (normal) and 21 rounds
(extended)
/🆑
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## About The Pull Request
Removes the Proto Kinetic Accelerator damage modkit from the codebase.
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## Why It's Good For The Game
PKA's have been a long standing issue, being able to deal upwards of
60-80 damage in one hit if you use full damage modkits on your PKA. This
is completely ludicrous if you're in an area where they can be used,
such as vacuum, the outside of Rift (NSB Atlas map) and a few other
areas. This is a TEMPORARY SOLUTION until Silicons reworks PKA's.
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## Changelog
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🆑
del: Removes the PKA Damage Modkit.
/🆑
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adds PKA Capacity modes, that increase total capacity at the cost of
damage
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## About The Pull Request
Adds a mod capacity mod for Proto Kinetic Accelerators, increasing
capacity by 15 and decreasing damage by 6 each with a maximum of 2
installable mods.
## Why It's Good For The Game
This adds an option that fills the gap for the to be removed damage
increase mod, exchanging damage for more customization, ultimately
giving a small but useful increase in options. The 6:15 damage to mod
capacity means it will not be viable to increase damage if damage mods
end up being preserved
## Changelog
🆑
add: PKA Capacity Mod
:add: Mining vendor sells PKA Capacity Mod
/🆑
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## 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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## From Bone to Bronze
Many Scorian items were borrowed from Main's Ashlander assets. The
borrowed assets did not do a good job of showing the status of the
Scorian civilization as a bronze age civilization as the majority of
their tools ended up being bone, to say nothing of the borrowed tools
that used assets from mobs that do not exist RP (Legion powered welder
and cautery). As such I have replaced the bone tools with bronze ones,
in addition, the recipes of the affected items have also been adjusted.
Scori will need to acquire more copper to make their tools. Bones are
still used for some tools and as components on other recipes.
Many tools have been altered for fluff purposes. Many Scorian Recipes
now require tools of some kind (As we can no longer assume they can
assemble complex items from raw materials with their bare hands). This
may be a slight nerf for the Scori as the bone material may be
overpowered. Please don't full merge until we can be sure the balance
isn't overly altered by these changes.
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🆑
add: Bronze Tools and Weapons (May be slightly worse than bone due to
material fuckery)
tweak: many many recipes
imageadd: icons for the new tools, inhands icons for the tools
/🆑
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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
for future use in remote control indirection
Actions are now multiple owner single target
Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
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## About The Pull Request
- Rocks are attackable.
- Outcrops are attackable.
- The two above can also be instantly destroyed by a proto-kinetic
accelerator.
- "Ausbushes" are attackable.
- Floodlights are attackable.
- Curtains are attackable.
- Fences are attackable.
- some other random things are attackable.
- gives feedback when using the fossil machine
- removed redundant code from curtains
## Why It's Good For The Game
get this snowflake no-melee nonsense out of my way.
there's probably a lot more to be sorted out but some of these are the
more egregious examples because they're usually obstructive in some way.
## Changelog
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🆑
fix: A few rocks, plants, and some other things are able to be removed
via harm intent melee. You can now blast rocks with PKAs as well.
/🆑
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## About The Pull Request
changes how blindness is handled in game
temporary sources of blindness add a status effect to the affected mob
while permanent sources (such as missing eyes/vision organs) add the
traits
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## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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🆑
refactor: refactored blinding code
/🆑
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i decided to atomize my prs a little
- map obfuscation module upgraded
- obfuscation now happens via mangling id, inspired by nebula. atoms loaded with the same mangling id will generate the same obfuscated ids from a given and matching input id
- /datum/map_injection added; it's a composition-based system for modifying maps during spawn
- /datum/map_injection/starting_gear; inspired by barotrauma, pretty much just injects starting gear as necessary with a given configuration. multiple of these can be stacked in a given maploading.
- /obj/map_helper/gear_marker; markers for where starting_gear should populate things.