- 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
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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.
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Co-authored-by: silicons <silicons@silicons.dev>
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
refactors the asset subsystem to make it much more managed
adds support for 'deferred' assets for tgui, which will be later used
for things like tgui character setup and admin panels.
deferred means that it'll be 'sent in a timely manner after the ui
opens', as opposed to 'sent before the ui opens'
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Co-authored-by: silicons <no@you.cat>
65% multiplier - 10 per sheet constant loss
requested by @TheObserver-sys and signed off by me
mining rework will make this more balanced but vorestation has it; i
think it's fine to throw mining/science a bone.
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Co-authored-by: silicons <no@you.cat>
Co-authored-by: BlueWildrose <57083662+BlueWildrose@users.noreply.github.com>