263 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
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
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
FreeStylaLTandGitHub fbc1407e04 Adds a brain jar head prosthetic (#7388) 2025-11-11 22:49:16 +01:00
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
lolman360andGitHub ef0f336041 augments on robots (#7220)
🆑
fix: aguments can into robot now :D
/🆑
2025-06-19 17:16:14 -09:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
61d28b31b2 Bundle of fixes (#7113)
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## About The Pull Request

A few fixes ran into messing around with the code, every logical unit is
one commit.

## Why It's Good For The Game

People aren't unable to escape some storage, but not other. (Logic wise,
that probably could be handed further to the object, to have people not
escape something like locked secure briefcases or so, but this is just a
quick fix.)
Vore resisting works again, besides slightly less special logic for it.
Augment cooldown actually works, besides splitting the usability check
from the action proc, less duplication
Fancy boxes don't get/spawn invisible.
Runtime fix for the resonate analyzer (available as augment implant),
technically usable.
Plant analyzer doesn't seem to be bigger than the others, so put into
the same size/weightclass

## Changelog

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🆑
fix: Able to escape every storage
fix: vore resist belly interactions
fix: augment cooldowns
fix: Cigar, chocolate, and crayon/marker/chalk boxes don't become
(partly) invisible
fix: resonate analyzer can be used
tweak: plant analyzer is now small
/🆑

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---------

Co-authored-by: MarsMond <no@email>
Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
2025-05-29 18:27:46 -09:00
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
lolman360andGitHub 58e5c3e793 adds doom to ipcs (#7112)
adds doom sprite to ipcs monitors
it SUCKS because i did it myself, so it's awesome.

also added a truly blank style
2025-04-26 11:26:56 -07:00
33d2d3d125 Allows implant augments to be used (#7093)
Co-authored-by: MarsMond <no@email>
2025-04-22 10:50:30 +02:00
Timothy TeakettleandGitHub 4cd153f458 holosphere fixes (#7023)
## About The Pull Request
if you switch to a loadout using the change loadout verb/ability then
unused slots get replaced with a blank icon / 'nothing'
when embedding an object into a bodypart, don't try covering the object
in blood if the species has no blood
the holosphere's shell understands whatever the hologram understands,
thereby fixing things like the AI's name becoming "synthesized voice"

## Why It's Good For The Game
fixes to intended behaviour

## Changelog

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🆑
fix: if you switch to a loadout using the change loadout verb/ability
then unused slots get replaced with a blank icon / 'nothing'
fix: when embedding an object into a bodypart, don't try covering the
object in blood if the species has no blood
fix: the holosphere's shell understands whatever the hologram
understands
/🆑

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2025-03-06 20:48:53 +01:00
siliconsandGitHub ef19e75993 reagent holder rework (#6903)
- reagents are now singletons
- most of reagent holder datums are refactored.
2025-03-06 20:44:34 +01:00
Timothy TeakettleandGitHub c569d058e6 holospheres (TESTMERGE ONLY) (#6964)
## About The Pull Request
IN SO FAR;
- 20 max health species that displays as a hologram
- all clothing and items they wear display as holographic, the same as
their body
- hair and body alpha values can be customized
- other slots can be equipped like backpacks/belts/etc however they
appear holographic (for now, might change this!)
- your loadout/job clothing copies onto your body, priotizing job
clothing first
- if you use the enable-hologram verb or die as a hologram you will be
turned back into your sphere, dying means you are stunned for 10 seconds
and then you turn back into a hologram
- dying loses you nutrition and you also passively regenerate hologram
health over time using nutrition, this can be regained using a
recharging station
- being a hologram they are unable to be healed by normal things, they
don't have a mouth, can't get diseases, etc, this is counteracted by
having incredibly low health and their 'death' being quite punishing
(loss of nutrition that requires a recharger, hardstun that leaves their
shell vulnerable)
- cable coil heals burns on the sphere, welding tool heals brute on the
sphere
- you can pick the sphere up by clicking on it
- you can revive the sphere using a multitool, this takes 10 seconds and
requires the sphere to be full hp
- eye colour on the sphere is the character's eye colour
- if hologram is gibbed/dusted then the shell is also deleted
- action buttons for the verbs
- new clothing flag NO_UNEQUIP stops you unequipping the item
- attempting to strip the holosphere shell will strip the hologram (you
can't avoid getting your items taken off you)

PLANNED:
testmerge this for a round or two and just get a better feel for their
balance

## Why It's Good For The Game

## Changelog

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🆑
add: holospheres
/🆑
2025-02-25 06:46:49 -08:00
siliconsandGitHub 6394f34694 repaths projectile weapons from /obj/item/gun/* to /obj/item/gun/projectile/* (#6997)
tl;dr we don't want snowflaking for "projectile firing gun" to be the
same as "launcher firing gun" so we're separating them

this is in prep for #6740
2025-02-14 22:38:22 -07:00
79a80e3607 Effectivly gives xenochimera the weaving trait (#6981)
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## About The Pull Request

Gives Xenochimeras everything the weaving trait would give a custom
species. Given spider silk is protein fibers, it would also fit right
in, while allowing to explain the organ as a sort of fat reserve,
leaving it up to the player whether their chimera did adopt such an
ability.

## Why It's Good For The Game

Gives Xenochimeras another tool to be the spooky ambush predators in the
dark tunnels. It follows the comment that they get all the special
verbs, as they can't pick them. The only counter point may be that they
won't be affected by weaversilk traps due to having the organ, even if
in character, they never have adapted such an ability.

## Changelog

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🆑
add: Gave Xenochimeras the weaving abilities.
/🆑

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Co-authored-by: MarsMond <no@email>
2025-02-03 15:37:30 -07:00
Timothy TeakettleandGitHub 0c16363d29 stops gibbing people killing them twice (#6982)
## About The Pull Request
gib removes your organs
removing your brain kills you
you are then killed by being gibbed
thus, you have died twice

(this is bad because we want to know if the source of someone's death
was being gibbed or not for species handle_death proc!!!)

## Why It's Good For The Game
you shouldn't kill someone who is already dead

## Changelog

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🆑
fix: stops gibbing people killing them twice
/🆑

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2025-02-03 15:37:05 -07:00
siliconsandGitHub 3e2fea9958 moves some trivial configs around to new config (#6950) 2025-01-10 17:34:45 +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
85e24504a1 running bugfix PR (#6914)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-12-23 16:22:00 -07:00
siliconsandGitHub 161078dc7f Throws out color priority system (#6897) 2024-12-13 16:46:32 +01:00
CharlesWedgeandGitHub e849b6cd52 Asbestos, Nanites and Polonium! Oh My! (#6892)
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## Some Toxins Are Hard to Get Rid Of
As a med player, it has always bothered me that all reagents could be
removed easily with the sleeper. Now that this is no longer the case, I
will take full advantage of it by adding new terrible poisons that act
slowly and require special circumstances to remove. Rather than being
rapidly processed by the body these special toxins process a static
Metabolism rate of .01 meaning 1 unit can last for 100 ticks. To remove
them quickly you need to apply the right chemicals which may not be
readily available. Some of these reagents are specifically designed to
not show signs that you are poisoned immediately. This PR also reworks
nanites slightly. Harmful nanites do not process as quickly but instead
take forever to be removed from your system. In order to fully remove
them you will need to apply a shock chem to yourself such as grubmeat's
200 V or the new homemade 2 V substitute.

The new reagents are as follows:

- 2V: is a Medical made chem specifically designed to remove nanites
from the body. Made with Iron Lithium Carbon and Phosphorus. It delivers
an electrocution act to the body as it removes the nanites, a small
price to pay for getting the tiny murderbots out of you.
- Heartkill Nanites: Enter the body where they group together around the
heart to cause heart clots. (Silicons is fixing heart damage). Cured
with 2V or 200V.
- Asbestos: Enters the lungs causing cough and occasionally causing lung
damage. It can also be used as a vastly inferior chemsmoke alternative
when splashed. It is removed by respirodaxon.
- Polonium 210: A radioactive isotope that causes 5000 radiation a unit
and 50 radiation a tick. It is removed by nicotine and Arithazine which
reacts with it to make nuclear waste (which is actually removable by
sleepers). This is the deadliest chem by far and I still made it less
deadly than it actually is.
- Superhol: A synthetic fake alcohol that slowly drips ethanol into your
body, and instantly makes you suffer the effects of alcohol poisoning.
Cured with Ethylredoxrazine and Hepanephrodaxon.

<!-- 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
The new reagents are part of my ambition to make sure there is more to
medical than just brute force healing damage. Though medics may be able
to heal the damage caused by these reagents, this only delays the damage
and the toxins will long outlast the reagents used to heal them. This
could force a retreat and even for medics to stasis patients until they
can get them to safety. It also provides more tools for EM antaggery
(The Polonium pills are great for assassinations) and I plan to use the
asbestos for future mining expansions.

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## Changelog

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🆑
add: 5 New Reagents
add: New Break_organ proc for organs and the heart_attack() proc for
humans
add: 2 new nanite chemsmoke grenades, for fun.
tweaks: 4 Nanites reagents adjusted to be more DoT then burst damage.
tweak: 200V calls electrocute act to do damage.
tweak: Happy Pills now use the 'happy pill' sprite

/🆑

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2024-12-08 05:43:48 -08:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
siliconsandGitHub 742bc3eafe languages are now under a repository (#6864) 2024-11-20 09:25:26 +01:00
siliconsandGitHub 6ace2afd6a repository subsystem touchups & moves materials/designs over (#6832) 2024-11-05 15:22:44 +01:00
Letter NandGitHub d38246bb69 Init-&-co (#6833)
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## About The Pull Request
update init code, LateInitialize now complains if it doesnt have
anything in it
<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game

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## Changelog

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🆑
code: update how init does things
code: update matrix helpers
/🆑

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2024-11-03 10:06:10 -08:00
siliconsandGitHub a13176a1c2 reagents: reactions (#6816) 2024-10-31 19:35:20 +01:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub 16c07e9e61 Projectiles reorganization and cleanup, impact effects, subtle EMP tweaks (#6741)
No gameplay changes except for EMP rebalancing.

Emps are now deterministic
Ion rifles now always hit for strength 2 instead of a probability tree
of strengths
EMP damage slightly lessened as this makes a lot of things guaranteed to
hit with strength 2 instead of 3
2024-09-13 10:09:49 -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 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
d1a4e379b0 Shadekin and Crewkin changes (#6393)
--Do not testmerge yet! PR was made so Kev can work on it as well.--

## About The Pull Request

After a discussion with the lore team, changes were proposed to
Shadekin, both for their lore and their mechanics. This PR will do the
necessary changes.

## Why It's Good For The Game

These changes are tied to the lore of the species, as well as to the
wishes and limitations that the lore team asked for them.

## Changelog

🆑
add: Pocket Dimension ability for Shadekin and Crewkin, a small storage.
change: Adjust all lore texts in code to fit the new Shadekin lore.
/🆑

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2024-08-31 16:36:42 -07:00
siliconsandGitHub 42806d707d preliminary turret upgrade (#6668) 2024-08-20 20:04:31 +02:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
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
siliconsandGitHub d013379426 medibeam stream projectors (#6555) 2024-07-01 22:31:04 +02:00
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
siliconsandGitHub fd51eaf9a7 linter fixes (#6486)
tl;dr spacemandmm updated and our codebase no longer lints due to our
abuse of `//!`
2024-06-01 16:57:49 -06:00
Putnam3145andGitHub f8ba4e5842 Overhaul of alcohol to use proof instead of vague "strength", stack different, last longer (?) (#6430) 2024-05-15 22:51:18 +02:00
7073993cb4 Blowing your head no longer runtimes the server (#6422)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-05-07 09:34:05 +02:00
siliconsandGitHub 5bc1c44c9a fixes emps, tweaks protean balancing number sagain (#6424) 2024-05-05 12:41:41 +02:00
bearrrrrrrrandGitHub 1556c20fca promethean number tweaks (#6416) 2024-05-01 12:20:47 +02:00
b1388fe5c3 adds a few hairs and horns from skyrat for a friend (also refactors human rendering a bit) (#6349)
Co-authored-by: silicons <no@you.cat>
2024-04-25 19:04:04 +02:00
siliconsandGitHub 9971486566 fixes limb damage & slight promethean rebalance (#6383)
prommies are no longer invuln
fuck

they also lost their ridiculous damage modifiers and have more limb
health now.
2024-04-15 12:28:03 -06:00
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
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑

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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-03-13 16:01:23 -07:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
FreeStylaLTandGitHub ace96c7dc6 adds more protogen faces, and a flat screen head (#6273) 2024-01-17 12:08:24 +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