- 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
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>
## 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
/🆑
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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>
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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
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## 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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--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>
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
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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## Changelog
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🆑
refactor: refactored blinding code
/🆑
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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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## About The Pull Request
improved passive healing of hybrids, its now boosted by resting, being
on weeds or hybrid nests, and by an ability
give hybrids an ability to boost their heal massively
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Xenomorph hybrids have the highest passive health regeneration, which
was comparable to chemistry
After this hybrids need to put in some effort to get the same effects
again.
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## Changelog
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🆑
tweak: tweaked xenomorph hybrid healing to be more complex (purely
passive is now 0.5 with all boosts its 6.336)
/🆑
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## About The Pull Request
replaces our hyposprays with.. well, better hyposprays
adds hypospray kits to medical
sprites courtesy of @granodd and aurora 😊
furthermore, upgrades reagent system a bit (initial paths on recipes
instead of ids only) and buffs small beakers/bottles to be smaller to be
on par with large beakers, for volume efficiency.
## Why It's Good For The Game
syringes are boring and our hyposprays + their vials are shit, let's
make something cool and flashy to standardize on medical.
this is the future / sci fi, after all.
as for why to rebalance beakers/bottles:
we already have large beakers that store 2x. with the same space. it's
kind of silly to just lock this capability behind having an autolathe.
## Changelog
🆑
add: new hyposprays and hypospray vials
balance: beakers/bottles are now smaller.
add: injection port clothing flag
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
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## Why It's Good For The Game
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## Changelog
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🆑
fix: fixed diona brain runtime errors
fix: fixed Command secretaries clocking off to off-duty worker
/🆑
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## Why It's Good For The Game
Cleaner code
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## Changelog
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🆑
refactor: refactored rarity_value into non-existance
refactor: refactored prone_icon into non-existance
refactor: refactored species.economic_modifier into non-existance
refactor: refactored organ_icons into non-existance
refactor: refactored species variables
/🆑
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