- 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>
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.
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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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## 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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request process. -->
## 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
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## 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.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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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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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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---------
Co-authored-by: TheObserver-sys <Gizmomaster777@gmail.com>
Co-authored-by: Captain277 <agentraven16@gmail.com>
## 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>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Would you believe me if I hadn't updated my git in about 400 years, and
had to blow the old version of my repo up?
Yes? No? It doesn't matter.
Anyways! Meat and potatoes of this:
Allows players to make gene and plant discs freely in the protolathe.
Since we do not have a dedicated genetics, this will help the pains of
actually doing genetics by giving us storage solutions for genes.
Fixes a problem with brass also creating slag when compressing, by
setting the copper alloy flag to 1.
And finally: Allows you to upgrade the braces! If your brace has T3 or
better, a single brace can hold an entire drill. All credit goes to
Hatterhat for this one, as I pretty much wholesale ripped it from his
buff of the big drill™ on Virgo.
<!-- 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
Not making slag is ALWAYS good. It saves on material, too.
Having more discs for a cheap cost is also good, it means you can reduce
headaches while scoping out for genes, because there are many, and the
ability to track them are currently few.
And honestly, the less lugging a person has to do with the mining drill,
the more likely people might stop blowing up an already unstable planet
with miniature hydrogen bombs.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 The0bserver
add: Discs are able to be produced in the protolathe now. Go nuts, or
don't. I'm not your guardian.
balance: Mining Drills can finally be operated with just one brace with
the requisite parts. Thank you, Hatterhat!
fix: Copper no longer smelts slag when set to "Alloying."
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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---------
Co-authored-by: TheObserver-sys <Gizmomaster777@gmail.com>
## About The Pull Request
bandaid for mining balance ,standardizes all probabilities and yields
in the future we'll use generation systems to determine this per planet
## Why It's Good For The Game
it really sucks that an entire department's game loop was knocked down
to "Throw bombs around".
this fixes that, without kneecapping mining entirely (as we haven't
redone lathe costs Yet)
## Changelog
🆑
del: big tyrmalin mining charges
tweak: tyrmalin mining crates are way cheaper
tweak: tyrmalin mining bombs have lower yield
tweak: drills massively buffed
tweak: aboveground ore yields massively buffed
/🆑
---------
Co-authored-by: silicons <no@you.cat>
* start
* i hate people who pack shit into one file
* sigh
* regex
* inventory rework
* stubs
* regex
* this is insanity
* oh no
* backend moment
* a
* changes
* wild
* regexing
* changes
* put in hands
* more errorS
* attackby
* more helpers
* replacements
* wild
* fixes
* pain
* fxies
* fixes
* unneeded
* ape
* ape
* wild
* wild
* more
* wild
* there
* fixes
* fixes
* l
* wild
* more
* moer
* fixes
* enough for todayd
* regexing
* long time coming
* shaking and crying
* end me
* fixes
* fixes
* e
* fxies
* rig refactor moment
* fixes
* fixes
* fixes
* fixes
* out with the shitcode
* thanks git
* partial rig rewrite here we go
* more
* fixes
* WWWW
* ok
* wild
* bitfield defines
* nobludgeon
* pain
* pain
* fixes
* more
* wild
* wild
* fixes
* pain
* move behaviorsr
* fixes
* next up, finishing core procs
* y
* .
* time to finish this
* time to finish this
* propagate accessories
* hate this accursed engine
* hate this accursed engine
* pain
* more
* cancer
* epic
* genuinely hate
* wild
* that
* why
* circuitry is my bane
* y
* how
* sort
* logging
* logging
* im dying
* fixes
* next
* f
* more
* epic style
* fixes
* on meta
* fix
* wild
* uh
* quirky
* fixes
* agh
* pain
* fixes
* fix
* sigh
* a
* epic1
* fixes
* ugh
* epic
* fixes
* uhh.
* is this even a fix
* fix
* fixes
* fixes
* we love optimization
* wear over system
* correct
* worn over stuff
* just augments
* coggy
* implant magnetic catch
* implant magnetic catch
* fixe
* a
* g
* t
* fix
* fix
* wack!
* fix
* a
* semantics
* fix
* that
* fixes
* handle denesting
* w
* fixes
* e
* bugs
* fixes
* fixes
* unit tests
* absolutely wild
* fixes
* fix
* fix
* fixes
* on god this is bad
* fixes
* fixes
* fix
* fix
* wacky!
* fix
* wack
* manual
* fixes
* closets
* OOPS
* wack
* pain
* pain
* flags
* regex
* fixes
* wakc
* changes
* more
* augh
* more
* replaces
* more
* that
* acc
* acc
* fix
* fix
* fix
* oh woops that was important
* wack
* epic
Co-authored-by: fake_vm_user <fake_vm_user>
Co-authored-by: VM_USER <VM_USER>
alters machines that could be dismantled through default_crowbar_deconstruction() without a circuit to either have a circuit (coils, drill braces, exonet nodes), or not to be deconstructable (xenobotany machines)
alters xenobotany machines to be wrenchable and moved around while i'm at it.