521 Commits
Author SHA1 Message Date
d9031e23ce fixes some bugs (#7620)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2026-07-03 18:05:10 +02:00
ShadowandGitHub 6eed753aad Bows no longer have safeties (#7599)
## About The Pull Request

Self-explanatory

## Why It's Good For The Game

Self-explanatory

## Changelog
🆑
fix: Bows (and bow variants) no longer have safeties that need to be
toggled.
/🆑
2026-06-07 15:34:02 -04:00
ShadowandGitHub 4fcb732c23 Racking guns is now much quieter (#7589) 2026-05-28 18:06:12 +02:00
27553ac31b repaths spiderlings/vines to structures instead of effects (#7530)
- spider webs / vines should never have been effects in the first place
- spiderlings should probably just be mobs at some point lol

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2026-02-18 12:40:19 +00:00
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +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
e5deee43d4 Terrors In The Void (#7441)
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2026-01-01 20:03:37 +01:00
30fbcfe9b4 Belts & Trashbags (#7443)
requires #6644 

Entirely replaces how (most) belts perform insertion checks.

This pretty much allows belts to hold most things.

Armor vests are next.

Trashbags will also use the systems we use on main.

Closes #7256 and #7435

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-28 22:05:06 -05:00
siliconsandGitHub 67305b1c84 (almost) all guns now fit in (almost) all suit storage slots (#7442) 2025-12-27 17:56:58 +01:00
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- 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>
2025-12-24 12:15:01 +01:00
siliconsandGitHub cd446c0bb5 removes extraneous damage mult from shotguns (#7433) 2025-12-15 09:14:18 +01:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
Athena148andGitHub e0b453db86 The Life Weavers (#7419)
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## About The Pull Request

Adds expanded content for The Weaver precursors.
Lot more to come.

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## Why It's Good For The Game

You'll see :)

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## Changelog

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🆑
add: Added new mechanics or gameplay changes
/🆑

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2025-12-13 15:29:35 -05:00
Timothy TeakettleandGitHub 6f322301f9 fix some missing icons (#7398)
## About The Pull Request
chameleon items appearing blank now support teshari
biomatter magazines now have their icon


## Why It's Good For The Game
fixes missing icons

## Changelog

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🆑
fix: chameleon items appearing blank now support teshari
fix: biomatter magazines now have their icon
/🆑

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2025-11-15 19:23:43 -05:00
4ab234f10c maploader / overmaps update - struct system, overmaps location bindings, misc backend improvements (#6403)
tl;dr level collections that can easily be logically restructured/moved
as necessary

will eventually be used for radio and overmaps location resolution.

this is the last part of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841
that has not yet been integrated.
this will be a draft for a while.

---------

Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-11-06 17:49:23 -08:00
siliconsandGitHub 8402a432dc refactors suit storage allowed + new vv bitfield system (#7381) 2025-11-04 10:19:15 +01:00
5f06fa4583 The Eclipse (#7348)
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## About The Pull Request
Event code for 
'Unto The Eclipse'
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## Why It's Good For The Game
Halloween event!
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## Changelog

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🆑
add: Event code and maps
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-11-01 20:35:47 -04:00
77969e8214 Big Mech Time/Quasimodo Addition (WIP) (#7334)
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## About The Pull Request
This prepares the grounds for 3x3 mechs to be added into the game,
starting off with the first trial of the Quasimodo. The Quasimodo is
designed to carry a single large, anti tank weapon, with minimal room
for other equipment or weapons. The idea is to make it large and tanky,
but at the cost of it not being able to be repaired unless attached to a
mech platform to hold it(To be Added). The weapons planned to be
attached to it is an explosive, Anti Tank/Anti Building Cannon, with
more like it along the way.
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I'll be honest, this was mainly for fun. I remember that people have
been wanting larger mechs for a while, so I wanted to try my hand at it.
At the very least, if my mech doesn't get approved for crew creation,
it'll still lay the grounds for other coders to create larger mechs for
events/crew usage.
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## Changelog

- ✓ Adds the Quasimodo!

- ✓ Adds the HAG-30(AC-20) 

- ✓ Adds a new mech weapon class! (Heavy Arms)

- (WIP) Adds the mech platform to create and repair the new 3x3 mechs
with!

- ? Doesn't send the server into hell over the balance of 3x3 mechs!
(Optional)



https://github.com/user-attachments/assets/2a811bc3-0076-4561-ab22-1049bff95d61



https://github.com/user-attachments/assets/8872563e-6ed3-43e7-924f-e6b902556171



https://github.com/user-attachments/assets/9f6513c5-cc56-4249-8a16-284fbf2442c7


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🆑 Kade
add: Adds the new 3x3 mech class and the Quasimodo to go along with it.
Also includes a weapon class (Heavy) to be used along side the 3x3
mechs.
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-10-16 13:56:45 -07:00
siliconsandGitHub 0642cbf2a4 fixes arc projectiles and some other oversights (#7343) 2025-10-14 19:19:44 +02:00
siliconsandGitHub 3f1a13bb59 undoes qdel list change, fixes guns qdel logic (#7339) 2025-10-11 19:32:29 +02:00
CharlesWedgeandGitHub 33644e566d Three Freaks and Fixes (#7313)
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## Stuff for Halloween This Year
For Halloween this year, I have three new mobs here to provide
additional challenges to the crew.

First up the Cyclops: The Blood Cult's very own mech equivalent,
equipped with deadly penetrating eye beams. It can launch a telegraphed
death laser to destroy cover and melt its enemies in seconds. Designed
to actually be a threat to people with ranged weapons, it will hopefully
not disappoint.

Secondly the Alphawraith: Similar to the Gammawraith, this 'living'
paracasual representation of an alpha particle delivers power beam
attacks with low AP in contrast to the Gammawraith's weak attacks with
high AP.

Finally, the Wendigo: A fast, melee death blender that has a leaping and
cloaking variant. It is highly resistant to brute damage, so use beams
to melt through its health.

All of these are still being balanced so some of their abilities and
strengths may change depending on feedback and their in-game
performance.

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## Other Miscellaneous
The Airlock Mimic's sprite now resembles the new airlock art style. The
Gammawraith has a new 4 direction sprite and a buffed firerate. A
Lythios POI meant for caves is now indoors, and Lythios cave POI budget
has also been increased.

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## Changelog

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🆑
add: 3 New Paracasual mobs
tweak: Sprites for Gammawraith and Door Mimic, Lythios POI spawn budget.
/🆑

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2025-10-04 13:54:19 -04:00
LordMEandGitHub f299c067e3 Xenohybrid improvements (#7309)
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## About The Pull Request
So I decided to tweak xenohybrids some more
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## Why It's Good For The Game
We love features
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## Changelog

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🆑
add: Added a bunch of COMSIGnals to make the later work.
add: Added new stealth ability for xenomorph hybrids
/🆑

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2025-10-04 13:54:14 -04:00
ShadowandGitHub af5c7847d8 Fixes unintuitive aim mode code (#7310) 2025-10-02 11:11:36 +02:00
a18001157c Echoes of Madness (#7162)
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## About The Pull Request

Adds heretic themed objects, structures, mobs and more from TG/other
servers heretic code.
Most of the items will probably remain mechanically featureless. Unless
someone's insane enough to port full heretic functionality.

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## Why It's Good For The Game

MORE madness? MORE magic shit? MORE chaos? What's not to love?!

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## Changelog

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🆑
add: Heretical stuff. More to come.
/🆑

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---------

Co-authored-by: Sorrowfulwinds <rockboy3970@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: silicons-bot <121360372+silicons-bot@users.noreply.github.com>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2025-09-24 22:16:57 -04:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
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
siliconsandGitHub 20b97f52c7 fixes syringe guns, stripper guns, size guns (#7235) 2025-07-07 18:45:44 +02:00
a11e86717d inflict agony actually inflicts agony/hallos (#7225)
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## About The Pull Request

Just a single line change to make inflict_agony actually do it

## Why It's Good For The Game

Less or non-lethal projectiles that use that var should actually be less
lethal, instead of applying the damage with the type of the base
projectile (i.E. 80 brute beanbags)

## Changelog

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🆑
fix: certain type of less-lethal projectiles now are less-lethal again
/🆑

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Co-authored-by: MarsMond <no@email>
2025-06-19 17:17:11 -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
siliconsandGitHub 457423ad6c melee refactor atomization - attack_mob -> legacy_mob_melee_hook (#7167) 2025-05-20 22:23:13 +02:00
lolman360andGitHub 770c306580 gives protean blobs unlimited power (1 singular hand slot) (#7159)
gives protean blobs hand

they can't shoot guns
2025-05-20 01:05:02 -09:00
siliconsandGitHub fe28006c13 converts all movespeed to new system (#7147) 2025-05-19 18:29:47 +02:00
siliconsandGitHub 95de4c698a refactors grenades (#7138) 2025-05-15 20:10:16 +02:00
siliconsandGitHub b86df808be adds varname assertion to firemode sets (#7139)
fixes runtimes but it doesn't fix the issue
(the issue fix is to convert every legacy firemode)
2025-05-04 01:32:23 -06:00
siliconsandGitHub 87b8da5f83 rename soundbyte/grouped/sparks to soundbyte/sparks (#7124)
/grouped was a bad idea and is bad
2025-04-30 10:15:32 +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
1d43e8821b Small gun fixes (#7104)
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## About The Pull Request

Potentially dirty fixes, although there is only one new var to stop the
revolver spinning to use the full magazine equals chamber logic of that,
which does seem like it has the intended effect for double-barrel
shotguns.
The crossbow attack_self returns early as it attempts to switch
firemodes, which is why it can't be drawn, object to be thrown was just
moved into the shooter.

## Why It's Good For The Game

Double barrel shotguns should actually load two shells, and crossbows
are currently spawned in, but don't work.

## Changelog

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🆑
fix: crossbows can be drawn
fix: double-barrel is actually two barrels
/🆑

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---------

Co-authored-by: MarsMond <no@email>
2025-04-26 11:17:05 -07:00
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
CharlesWedgeandGitHub b0449e99ae The Lythios Colonist Ghost Role: Invasion of the Cat People (#7043)
Tajara Peasants are coming.

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## A New Ghost Role and Lythios Features!
It seems like the crew is finally getting some neighbors on good old
Lythios. Tajara, of course, you have to source your colonists locally
after all. Nanotrasen is even going to let them onto station grounds to
work and trade with the crew. The new ghost role Na'sahira Colonist is
an Atlas-specific ghost role in the same vein as ashlanders. Like
Ashlanders, Colonists have unique crafting recipes, which use the new
gatherables I have added. Hopefully, this will give them more products
to trade with the crew.

In addition, I have made some other balance chances and additions: 

- Two new plants that can be harvested from now spawn randomly in the
Lythios snow
- Spiders now drop poison gland items which can be extracted for their
reagents.
- Butchering now produces between 0 and the set amount of the butchering
loot rather then 0 **or** the butchering loot greatly increasing the
chances of you at least getting something from butchering.
- The powder horn now holds double the gunpowder.
- Colonist recipes are in a new "Special Recipes" Tab which I believe is
a good place to add recipes from species backgrounds or ghost role in
future development.

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## Why It's Good For The Game
The Ashlanders never saw their full potential since the crew was always
limited in how they could interact with them. Travellers and traders by
contrast are extremely freeform but are still separated from the
station. Colonists will spawn directly on the Lythios map and can
interact directly with the entire crew without delay. The colonist
recipes give incentives to interact with the new Lythios map features
and the Lythios map in general. The butchering change removes the
frustration inherent with butchering an creating and getting no rewards.
The powder horn was buffed to make it more in line with similar-sized
reagent containers and to make sure black powder weapons are better
suited for longer periods of combat. The spider poison gland PR was made
when I figured spiders


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## Changelog

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🆑
add: The Lythios Colonist ghost role.
add: two new snow plants that can be harvested, new crafting recipes, 
tweak: butchered creates drop 0-amount loot rather then 0 or amounts
loot
balance: powderhorn capacity doubled
fix: Welderspear recipes now in the correct recipe category.
/🆑

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2025-03-24 22:28:18 -07:00
siliconsandGitHub 92d1f7cfc4 removes suicide from carbons and suicide_act (#7037)
not realistically used on the server in the foreseeable future, so let's
not have to maintain it
2025-03-13 14:07:20 -06:00
siliconsandGitHub 4f31a67f2d ballistics hotfix (#7035)
- fix internal mag at 0 ammo left
- fixes phase guns wield state
2025-03-13 00:02:31 -06:00
siliconsandGitHub 10731332da fixes revolver (#7032) 2025-03-11 17:58:49 -06:00
siliconsandGitHub 1fb3828254 ballistic refactor (#7019)
yeah turns out gun refactor wasn't done

- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
2025-03-11 21:40:32 +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
siliconsandGitHub 5c1d70e491 bugfixes (#7008) 2025-02-25 19:21:11 +01:00
siliconsandGitHub da359e0a92 fixes magrifles (#7006) 2025-02-25 19:20:23 +01:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
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
b871cdae93 Guerilla Bandits and Insurgents Oh My!: Adhomai's Cold War comes in Hot! (#6972)
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## Gunmen of a Different Caliber (And Species)
Exploration and the station in general have been stuck shooting at
human, totally not syndicate, mercenaries, it is time we begin shooting
at other species and ones that are more politically relevant then the
not-syndicate people. Introducing Tajara guerillas which come in three
varieties representing the Tajara nations they come from. New Kingdom
Bandits, Democratic Republic Guerillas, and People's Republic
Insurgents. In addition, I have added 3 Tajara assault rifles (one from
each nation) and a laser pistol.


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## Why It's Good For The Game
Though we in general want to get away from humanoid enemies, the primary
issue with them is that currently selection of humanoids are faceless
mercs that have no real reason to be there beyond gameplay. The Tajara
factions have far more flavor and more easily readable motivations than
the regular mercenaries and will be essential to events in and around
the Atlas map. POIs involving the new mercs will be added at a later
date likely replacing the remaining merc presence on Miaphus.

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## 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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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑
add: 3 Tajara humanoid factions with a total of 11 mobs.
add: 3 Tajara assault rifles and a laser pistol.
/🆑

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---------

Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
2025-02-04 19:26:47 -07:00
siliconsandGitHub 161078dc7f Throws out color priority system (#6897) 2024-12-13 16:46:32 +01:00