174 Commits
Author SHA1 Message Date
935126228a [IDB IGNORE] [MDB IGNORE] entirely rewrites mirrors and throws out old resleeving backend (#7446)
Co-authored-by: silicons <silicons@silicons.dev>
2026-02-24 09:41:30 +01:00
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +01:00
siliconsandGitHub e8f3ff19bf status indicators (#7484)
cm-style do-after status indicator support
2026-01-16 23:58:52 +00:00
siliconsandGitHub 3bd9510bc7 moves some mob verbs to their own files (#7487)
moves my relative shift verbs to their own files for cleanliness of the
main mob.dm
2026-01-16 23:56:01 +00:00
Letter NandGitHub cb37c3ba0a implement INTERACT_ATOM_* (#7465)
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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Why It's Good For The Game

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## Changelog

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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑

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2026-01-14 00:06:48 -05:00
Letter NandGitHub 00045a5961 update vv (#7478)
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## About The Pull Request
title
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## Why It's Good For The Game

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## Changelog

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🆑
add: new adminbuse view matrix editor
code: cleanup legacy stuff & moved them into their own respective
dropdown option
code: use tg display-mutable-appearance
/🆑

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2026-01-13 22:03:31 -05:00
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
Letter NandGitHub bd9a49dd7e pixel w/z stuff (#7477)
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## About The Pull Request
byond shenanigans
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## Why It's Good For The Game

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## Changelog

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🆑
add: you can now point items inside your inventory
tweak: update fulton
/🆑

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2026-01-13 13:38:48 -05:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
siliconsandGitHub 21883078ce /datum/emote - emote refactor, adds vocal cues (#6725)
datumizes and standardizes all emotes because that file is in the
fucking way of my saycode rewrite
adds vocal cues
2025-11-14 23:54:43 +01:00
siliconsandGitHub a3b0d5602b changes statpanel macros (#7287) 2025-09-03 19:31:13 +02:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub fe28006c13 converts all movespeed to new system (#7147) 2025-05-19 18:29:47 +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 11d2f3b4d4 various 516 tweaks (#7071)
@LetterN did like everything I'm late to the party so I'm just here to
clean things up 😊
2025-04-07 09:09:38 +02:00
a523138ce0 Using the is_avoiding_ground() check: Flying no longer has you touching the ground. (#6991)
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## About The Pull Request

Moves a few checks if someone's flying/hovering to use the
is_avoiding_ground check. It also removes the slowdown of a tile if you
aren't actually stepping on it. This check does include more, like if
you are only riding on something that's lifting you up enough, but
unless it flies itself, it'll trigger what you may be avoiding, and in
turn, will be affected by it (i.E falling down the chasm, there is no
delay in my test, so no Yoshiing over a single tile.)
Draft for now to see if there are more places to check for it, and as
the balance change is big enough to warrant additional thoughts.

## Why It's Good For The Game

Flying people no longer leave footprints, nor touch the ground for water
or lava. Logically, they aren't even slowed down by the tiles. This
heavily buffs flying, at least the ignoring the slowdown part, so that
may be removed for the sake of balance. The rest should be more
flavorful, or just making sense.

## Changelog

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🆑
tweak: If you aren't touching the ground, don't interact with things
there.
/🆑

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---------

Co-authored-by: MarsMond <no@email>
2025-03-10 13:27:05 +01:00
siliconsandGitHub aed3013410 bugfix / tweaks (#6959) 2025-01-10 17:34:32 +01:00
Timothy TeakettleandGitHub faa992ac89 add minHealth which controls when carbons die so we can set it in species (#6938) 2024-12-31 14:35:45 +01:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
siliconsandGitHub 6b8a74e682 mob ai: iff factions, small turbolift/maploader fix (#6702)
replaces old faction system with one that supports lists
2024-09-06 13:23:38 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 64ec2547ef inhand interaction refactor (#6633) 2024-08-01 19:54:31 +02:00
siliconsandGitHub 48e5ea649e Action button refactor (#6557)
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.
2024-07-14 11:07:29 -06:00
LordMEandGitHub 4e433a463c Blindness_rework (#6479)
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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
<!-- 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
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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## Changelog

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🆑
refactor: refactored blinding code
/🆑

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2024-06-13 11:09:03 -06:00
9c8b0997e5 Atom hud refactor (#6446)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-05-26 19:56:13 +02:00
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
siliconsGitHubVM_USER <VM_USER>silicons
8ca04ad274 persistence update + spraycans + graffiti + persistent debris + glass shards (#4301)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2024-03-04 23:06:10 +01:00
66c5210e13 refactors bodytemperature stabilization, refactors taking organ damage, etc (#6262)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2024-01-17 12:02:31 +01:00
3ca375872e various bugfixes (#6165)
- test elevator GPS
- weight ignores space noslow (yikes)
- accessories (rings, etc) are still weighing
- hologram offsets
- water breathing collapsed lungs (check vacuum on inside & outside for
collapse check?)
- multitools won't work for circuit debugging
- test fuel rod inhands to make sure it isn't showing the funny nuke
sign

---------

Co-authored-by: silicons <no@you.cat>
2023-11-28 23:45:28 -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
1dfc2cf2b6 Carry weight (#5791)
Co-authored-by: silicons <no@you.cat>
2023-10-12 11:04:59 +02:00
816a22cbb9 fixes alignment issues with macros/micros/etc (#5992)
closes #5875

Co-authored-by: silicons <no@you.cat>
2023-09-19 14:48:39 -07:00
BlueWildroseandGitHub 3e1f98dbbe Fixes resized human HUD offsets (#5877)
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## About The Pull Request

HUDs won't resize with a micro/macro. They'll remain at the same size
now.

Macros/micros will no longer have HUDs that are hovering well above
them, or are hardly able to be seen if they're a micro.

## Why It's Good For The Game

Fix good.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
fix: Macros/Micros no longer have HUDs in extremely awkward positions,
like several pixels away from a macro.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2023-08-16 10:11:37 +01:00
LordMEandGitHub 9b128134df Revert "fixes noncompliance with 514 procpaths" (#5780)
Reverts Citadel-Station-13/Citadel-Station-13-RP#5779
2023-07-24 21:50:50 +01:00
58f4094413 fixes noncompliance with 514 procpaths (#5779)
turns out the old way of doing procpaths is illegal now

this should fix some weird potential (?) bugs

---------

Co-authored-by: silicons <no@you.cat>
2023-07-24 21:26:17 +01:00
siliconsGitHubVM_USER <VM_USER>silicons
78a633ba80 new client security and refactors and playtimes and--- (#5603)
cleans up config
adds new role time.tracking system
adds new panic bunker
adds new VPN detection system
unfucks the automated age gate
does a bunch more cleanups
refactors client security checks a little

---------

Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-06-26 20:43:50 +01:00
ffa25c4aea buffs wallflowering (#5618)
Co-authored-by: silicons <no@you.cat>
2023-06-18 15:07:35 +02:00
siliconsGitHubVM_USER <VM_USER>silicons
fd5e67ff71 runtime maploading: fifth time is the charm (#5524)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-06-15 19:21:14 +02:00
15ba149d71 persistent pictures framework (#5589)
no player facing changes

makes pictures persistent. fixes up the character saving system too.

---------

Co-authored-by: silicons <no@you.cat>
2023-06-13 18:00:58 -07:00
62fb1f9e05 reworks rendering, night vision, planes, etc (#5384)
Co-authored-by: silicons <no@you.cat>
2023-06-03 19:58:47 +02:00
ZandarioandGitHub 23e3591023 Chore: Converting all text("[]", foo) to "[foo]" (#5549)
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## About The Pull Request

I did this because some of the old text() uses would cause BYOND Beta
version 515.1607 to no longer compile. (Which is a bug but still an
excuse to finally deal with this)


## Beware

I hastily did this.


## Changelog

🆑
code: Converted all text("[]", foo) to "[foo]"
/🆑
2023-06-01 14:25:27 -07:00
6a7c7e697a adminheal/revive changes (#5536)
Co-authored-by: silicons <no@you.cat>
2023-05-30 22:59:58 -05:00
304bf65a9b mobility flags (#5202)
Co-authored-by: silicons <no@you.cat>
2023-04-22 19:32:16 +02:00
ba4eb67d8d Ability System (#5186)
Co-authored-by: silicons <no@you.cat>
2023-04-13 22:14:04 +02:00
cce3ceba0d reworks holograms (#4952)
🆑
code: some tg movement stuff
add: holocalls
add: holocalls are rather advanced; enjoy. cross ship communication will
finally be a thing.
add: AI/pAI custom holoforms; enjoy, you can finally fuck around as your
own character
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-04-03 14:40:51 -07:00
8b778b0321 Armor rework (#5158)
Co-authored-by: silicons <no@you.cat>
2023-03-25 11:58:25 +01:00
9cb893d7a6 slight refactor to wounds, restructures the organs folder, removes organs ticking germs while dead (#5118)
Co-authored-by: silicons <no@you.cat>
2023-03-08 12:53:29 -06:00
817e7c1f22 Characteristics - Stats / Skills / Talents Backend, /datum/character backend, background-locked alt title backend (#4840)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Felix <58342752+TheLordME@users.noreply.github.com>
2023-02-09 23:34:43 +01:00
993cdb5bc3 Ashlanders: Phase 3 (#4983)
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## About The Pull Request

**Mobs:**
1. **Adds the Shank.**
2. **Adds the Stormdrifter.**
3. **Goliaths can now be milked for gunpowder.**

**Structures:**
1. **Adds Ashlander Structures: Magma Forge and Brick Press.**
2. **Adds Ashlander Catwalks.**
3. **Adds Goliath Hide curtains.**
4. **Adds a Tying Post.**

**Map Edits:**
1. **Removes the Harmony colony.**
2. **Removes Ashlander Camp.**
3. **Adds Ashlander Village.**

**Adjustments/Changes:**
1. **Tweaks Bone Axes and Spears.**
2. **Restricts Tribal Recipes.**
3. **Rearranges Ashlander structures and icons into bespoke files.**
4. **Beakers can now scoop ash piles off the ground.**
5. **Shows Reagents in Stone Mortars on Examine.**
6. **Creates Preset Types for Bone Tables/Benches & Sandstone
Tables/Benches.**
7. **Wood Fences are now craftable with planks.**
8. **Boosts Ashlander Darksight.**
9. **Changes the lid colors of Ashlander containers.**
10. **Gives Ashlanders a Dedicated Language.**

**Alchemy:**
1. **Adds a craftable Ashlander Alchemy Station.**
2. **Adds a craftable stone mortar.**
3. **Creates New Reagent: "Alchemical Base"**
4. **Adds a Fertilizer recipe.**
5. **Adds an Alternate Tallow recipe.**
6. **Adds a Soap recipe.**
7. **Adds a Charcoal Stick recipe.**
8. **Adds a craftable Calcinator.**
9. **Adds the Industrial Plant Cersut.**
10. **Creates a craftable Stone Dropper.**
11. **Adds Juhtak Poultice recipe.**
12. **Adds Pyrrhlea Poultice recipe.**

**Craftables/Content:**
1. **Creates Craftable Saddles.**
2. **Adds Sandstone Flooring.**
3. **Adds Wooden Roofing.**
4. **Adds the craftable lava-proof boat and oar.**
5. **Adds elder stones and a harvestable outcrop.**
6. **Adds Charcoal Sticks - a pen subtype.**
7. **Adds craftable Sandstone jars.**
8. **Adds craftable Cooking Spit.**
9. **Adds primitive Soap.**
10. **Adds Goliath hide gloves.**
11. **Adds Goliath hide ore bags.**
12. **Adds bone specific arrow recipes for Ashlanders.**
13. **Provides specialized armor for Ashlanders.**
14. **Adds Bone Talisman (Disenchanted) to Loadout.**
15. **Adds Goliath half-cloak.**
18. **Adds Goliath plant bag.**

**Weaponry:**
1. **Adds the Stun Lance.**
2. **Removes Firing Pins from Muskets.**
3. **Adds the Bone Sword and Elder Bone Sword.**
4. **Adds Shiv Knife.**
5. **Removes Musket safety.**
6. **Removes the safety from bows.**

## Why It's Good For The Game

**Mobs:**
1. _Gutshanks can now be matured into Shanks, which serve as mounts for
Ashlanders. If a Shank has a saddle on it, you can set its name/rename
it with a charcoal stick._
2. _Stormdrifters are floating mobs who wander the Eastern Plains
aimlessly, having been blown off-course by storms. They likely have some
kind of utility._
3. _Goliaths eat lots of sulfur and saltpeter-rich rocks and sand, and
now canonically create gunpowder as a waste byproduct. This can now be
collected by Ashlanders to replenish musket reserves._

**Structures:**
1. _Ashlanders need a way to generate rods to create flooring for their
structures, and also a way to access lead sheets to make musket balls.
The Magma Forge creates rods when fed iron ore, lead ingots when fed
lead ore, copper ingots when fed copper ore, and slag when fed sand. To
encourage more thematic construction, Ashlanders can use a Brick Press
to create sandstone bricks when they feed it sand._
2. _I wanted a bridge/catwalk system for Ashlanders, and this is what I
came up with._
3. _Instead of heavy stone doors and stuff, I thought goliath hide
curtains would be pretty nifty. So we've got those now!_
4. _This craftable bone tying post allows you to anchor your mount in
one spot, just like in the Wild West!_

**Map Edits:**
1. _As much as I love Harmony, it has served its narrative purpose.
Instead of extending Lavaland with another Z-Level, as I planned a while
back, I'm going to instead remap East to be the new Ashlander spawn
zone._
2. _The exile POI for Ashlanders no longer serves purpose._
3. _It is instead replaced by this village!_

**Adjustments/Changes:**
1. _Bone axes and spears now use their bespoke sprites, instead of
material inheritance sprites._
2. _To craft Tribal recipes, you must now be an Ashlander. This should
encourage more commercial trade between Ashlanders and station crew._
3. _I had to create a new file and icon sheet for Ashlander specific
structures. I have moved the primitive seed press and the yurt to this
file, and adjusted the relevant areas in code._
4. _I was surprised to discover this function didn't exist. It seems
obvious that you should be able to sweep ash up. Most people don't even
realize ash is a valid reagent type. Now it can be utilized somewhere,
hopefully! Besides just me, I mean._
5. _There have been complaints about the confusion around stone mortar
contents on Surt. The ability to see reagents in a beaker used to exist,
but appears to have been removed somewhere. It was a pain, but I figured
out how to restore it for stone mortars. Now Ashlanders can safely know
whether they're about to drink water or gunpowder._
6. _I just wanted these so I could map them in to replace most of the
wood in the Ashlander village._
7. _I've seen some pretty weird fencing solutions for when the Ashlander
corral breaks. I'm debating a bone-based fence for it, but in lieu of
that, these should be craftable anyways._
8. _Originally I had this set to 5. It turns out 5 was too low. Even 7
feels a little inadequate. I'm considering other solutions._
9. _To match with more bone and less wood, these should be changed!_
10. _Apparently I was using an Admin event language all along. Now they
have a language of their own!_

**Alchemy:**
1. _I know there isn't like, a super obvious utility for this yet, but
it feels like something that might be useful later. Maybe for advanced
Ashlander medicines like poultices or something. Maybe a Phase 4 thing._
2. _The stone mortar functions as a beaker, and can be used to contain
reagents for Ashlanders, such as gunpowder._
3. _This chemical serves as the core reagent in Ashlander alchemical
recipes. It helps to prevent overlap in recipes considering the limited
number of reagents Ashlanders have access to. It can be crafted by
combining ash and sulphuric acid._
4. _Ashlander players have also requested access to fertilizer. Although
you can grind up plants currently to provide plots with nutrients,
giving the players access to a baseline fertilizer recipe (which I was
surprised to see didn't exist/doesn't exist in a way Ashlanders can
fairly access) works too. It can be crafted by combining equal parts
tallow, ash, and alchemical base._
5. _Tallow is vital for a couple of my early concept alchemical
formulas. It also serves to add additional utility to raw meat which
might otherwise go unused. I designed this alternate recipe to require
little more than grinding meat down into its components. It can be
crafted by combining equal parts triglyceride, protein, and alchemical
base._
6. _Butchering animals is dirty work. There have been multiple requests
for a way to wash dirty items. Unfortunately, providing Ashlanders with
a puddle of water or other water-based vectors would undermine the
purpose of farming Gutshanks. However, primitive cultures knew about
soap and how to create it. It can be crafted by combining equal parts
tallow, water, and ash._
7. _That Charcoal has to be made somewhere! It can be crafted by
combining equal parts tallow, ash, and alchemical base._
8. _In alchemy, Calcinators are used to reduce ingredients to ash and
release their interior potential. This is a fancy way of saying you burn
stuff into ash. This machine was a total headache to me, and took up the
majority of my code work on this particular day. It's essentially a
bastard child of the reagent grinder designed to burn wood or bone (only
bone really matters for Ashlanders), and pump out ash for use in
recipes._
9. _The eagle eyed may have noticed earlier that Alchemical Base
requires sulphuric acid to craft. This is possible due to the addition
of Cersut. This leafy plant leeches Sulphur out of the soil, which is
processed through its body. Consequently, the leaves retain a
significant amount of sulphuric acid. Cersut is not designed for any
form of consumption. It is purely an industrial plant._
10. _I've discovered that due to some uneven production results, you can
get some total nightmare situations with Ashlander beakers. I've
considered adding some kind of chem master to allow for faster
refinement, but I mean. Where's the fun in that?_
11. _This poultice can be used to heal brute damage in a more focused
way. Made by mixing ten parts alchemy base with ten parts bicaridine._
12. _As the above, but used to heal burn damage. Made by mixing ten
parts alchemy base and ten parts kelotane._

**Craftables/Content:**
1. _Saddles allow you to ride Shanks when crafted and applied._
2. _Now Ashlanders can construct interior floors out of sandstone._
3. _Now we can have wood roofs, instead of just steel ones. This is
basically a fluff addition._
4. _The current redesign for Lavaland East has a lot of lava rivers and
stuff going on. It'd be nice if Ashlanders had special boats to sail
over it with._
5. _Older Lavaland recipes for certain tools required Cultist soul
stones. Obviously on Main this makes sense, but less so here. So I've
created Elder Stones, slightly anomalous gems that can be found in
special outcrops. I've come up with some lore for these, but it doesn't
belong here. They're used in recipes for things like lava-proof boats,
Ashlander welders, and Elder Swords, all of which are meant to be rare._
6. _Originally I had this concept of Ashlanders using charcoal sticks to
draw pictures and stuff, but I realized it would just lead to graffiti
and English letters all over my sand. So instead I've made them
primitive pens with no vector for paper, etc. They can be used to label
stone mortars, and feature in at least one crafting recipe._
7. _Since there's no wood on Surt, wood buckets don't make sense. Now
Ashlanders can craft sandstone jars - which function as buckets - in
their stead._
8. _The people have cried out for a way to cook food. I've made this
grill subtype that's just a spit over fire. Originally I was going to
make it require charcoal sticks as fuel to consume, but I think that'd
just add tedium (and I kinda don't wanna code it.)_
9. _It's ugly and it doesn't smell fancy, but it sure cleans stuff up._
10. _Fashion and utility! These gloves will protect you from stinging
nettles when farming._
11. _Picking up ore one at a time is kinda lame at this point._
12. _Since there's no way for Ashlanders to reliably get wood, I've made
it so they can craft arrows just using bone._
13. _Ashlanders have been using borrowed Gladiator uniforms for a while.
Now they have Babylonian style lamellar armor._
14. _Disenchanted bone talismans may now be selected in the accessory
loadout, at the request of players who have received them as gifts from
Ashlanders._
15. _This is purely an aesthetic/style addition._
16. _Adds Plant Bags for Ashlanders._

**Weaponry:**
1. _Designed to work in tandem with jousting, Stun Lances are more of a
tool for flavor._
2. _Muskets are ancient, primitive tech. They wouldn't use firing pins._
3. _As with the above, mechanical safeties didn't exist for
decades/centuries after muskets._
4. _Bone swords are neat! Elder Bone Swords were a recommendation by
someone, but I really loved the concept. Both are craftable, although
the Elder requires advanced (for Ashlanders) materials._
5. _I'm already touching the misc weapons file and someone suggested a
cheap shiv made of duct tape and knife blades. Sounded fun._
6. _Bows shouldn't have safeties._


## Changelog

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🆑
add: Adds the Shank.
add: Adds craftable saddles.
add: Adds craftable stone mortar.
add: Adds gunpowder milking feature to Goliaths.
add: Adds Stun Lance.
add: Adds Ashlander crafting structures (Magma Forge and Brick Press)
add: Adds Ashlander alchemy station.
add: Adds sandstone flooring.
add: Adds wooden roofing.
add: Adds the bone sword and elder bone sword.
add: Adds lava-proof boats.
add: Adds elder stones.
add: Adds Ashlander catwalks.
add: Adds Ashlander Village to Lavaland East.
add: Adds a shiv.
add: Adds Goliath hide curtains.
add: Adds alchemical system.
add: Adds alchemical recipes: alchemical base, fertilizer, tallow, soap,
charcoal sticks.
add: Adds Calcinator.
add: Adds industrial plant 'Cersut'.
add: Adds primitive soap and charcoal stick pens.
add: Adds sandstone jars.
add: Adds cooking spit.
add: Adds stone dropper.
add: Adds preset bone & sandstone tables and benches.
del: Removes Harmony colony.
del: Removes Ashlander Exile POI.
tweak: Removes firing pin requirement for muskets.
tweak: Changes Bone Axe and Spear sprites.
tweak: Restricts Tribal recipes to Ashlanders.
tweak: Rearranges Ashlander structures into specialized files.
tweak: Allows inspection of reagents in stone mortars.
/🆑

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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: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2023-02-04 23:02:58 -08:00