104 Commits
Author SHA1 Message Date
siliconsandGitHub 6144b87b9a [IDB IGNORE] [MDB IGNORE] orbital support update 1 / 3 (#7361) 2026-01-20 14:46:22 +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
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 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
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
siliconsandGitHub 8402a432dc refactors suit storage allowed + new vv bitfield system (#7381) 2025-11-04 10:19:15 +01:00
siliconsandGitHub 20b97f52c7 fixes syringe guns, stripper guns, size guns (#7235) 2025-07-07 18:45:44 +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 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 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
AlphaM01andGitHub e96d430e9e Adds a new model of NT handgun. (#6829)
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## About The Pull Request

Adds a new handgun platform known as AXHS, it comes in two models:
AX59 is a .45 ACP semi-automatic pistol which loads 12-round
double-stack magazines. It comes with a built in light and lanyard loop
(see #6826 for gun attachment code, which this will rely on). It is
issued to Exploration through a dedicated gun case in the points vendor
for 250 points.
AX99 is a .44 Magnum semi-automatic pistol which loads 7-round
single-stack magazines. It has no attachments. Per fluff it is the PMD's
less gimmicky service weapon alongside the very confusingly named
Service Weapon.
This PR also makes the base a45 magazine unused. M1911-based platforms
now load a45/singlestack magazines and all other 45 pistols now load
a45/doublestack magazines, therefore, every code mention of the base .45
magazine have been changed to one of them (or both in the case of random
drops).
Capacity on 9mm pistol magazines has been bumped up to 15 base and 21
extended after discussion with dev chat.

<!-- 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

Exploration may or may not move away from the infinitely rechargeable
phasers at some point, this is just a means to give players an opt-in
alternative.
Just giving them a pistol felt cheap though, so I wanted to provide
something designed for the department with QoL which are primarily the
attachments.
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## Changelog

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🆑
add: Added two new pistols "AX59" and "AX99".
add: Added AXHS Gun Case to the exploration points vendor.
add: Added a new morale poster.
tweak: .45 magazines now split into double-stack (12rnd) and
single-stack (7rnd).
tweak: 9mm pistol magazines now hold 15 rounds (normal) and 21 rounds
(extended)

/🆑

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2024-11-17 12:15:52 -08:00
siliconsandGitHub 6899807cd6 fixes h90k mags (#6849) 2024-11-10 21:28:10 -07:00
siliconsandGitHub 6ace2afd6a repository subsystem touchups & moves materials/designs over (#6832) 2024-11-05 15:22:44 +01:00
8fc59d19ec Silver Ammunition & Related Resprites (#6781)
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
You'd think from the title that this is a 2-line PR, but I've actually
coded + sprited silver versions of a few common magazines that used not
to have them, added some new shotgun shells, redid material costs and
damage numbers, fixed a bunch of bugs and inconsistencies, re-sprited
large bullets and speedloaders, and so on.
<!-- 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
Silver bullets have historically been an unbalanced adminspawn thing
that's never used. Considering lore has been moving in the direction of
plain silver not being the end-all-be-all against the supernatural, it
might be nice to give players the option to actually use specialized
(sidegrade) ammo, after all, printing a bullet out of X or Y metal isn't
exactly difficult.
To reflect this, the description HAS been changed to no longer say these
are blessed or anything of the sort. The door remains open for
specialized non-mass-producible blessed ammo variants if that becomes
necessary.
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## Known Issues
.357 is just generally wonky and broken.
Z8 and Bullpup have icon update issues.
Magazine sprites that show the type of round loaded don't care about
what kind of round is actually loaded.

## Changelog

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🆑
add: Added several types of printable silver ammo to the autolathe.
add: Added several sprites to support silver-related additions.
add: Re-Added extended 7.62 magazines including a silver variant.
tweak: new sprites for large caliber bullets and speedloaders.
tweak: 10rnd 7.62 magazines now use the correct sprite.
tweak: shortened and fixed most silver bullet descriptions.
tweak: adminspawn wooden stake shotgun slug is now a metal flechette.
tweak: all silver projectiles standardized to work against
MOB_CLASS_DEMONIC & MOB_CLASS_ABERRATION.
tweak: rebalanced material cost and damage of all ordinarily obtainable
silver ammunition.
tweak: removed a couple instances of xenomorphs using
MOB_CLASS_ABERRATION.
fix: bullet sprites now consistent when using correct speedloader.
fix: .44 rubber magazine now specifies it's loaded with rubber on the
name.
fix: .44 rubber magazine no longer prints preloaded with lethals.
fix: small silver bullets (such as .38 and 9mm) no longer invisible.
/🆑

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---------

Co-authored-by: Shadow <shadowtail117@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2024-10-25 23:48:00 -07:00
siliconsandGitHub 7678e98fa0 nt expeditionary weapons (#6682) 2024-10-14 16:32:21 +02:00
siliconsandGitHub faa9eabcc6 regexes damage to damage_force on projectiles (#6734)
for clarity and standardization purposes; it's this way on /item
2024-09-07 19:26:28 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
NiezanandGitHub 5c1f96824a Dart gun & 5.7x28mm mag fixs (#6685)
## About The Pull Request

fixes 5.7x28mm mags as well as dart gun mag fixs. also adds tiny dart
sprites and fixes the magazine texture.

## Why It's Good For The Game

bug fixs + fixs sprites.

## Changelog

🆑
fix: 5.7x28mm mags can now be loaded / unloaded properly.
fix: dart gun magazines can now be loaded / unloaded properly.
imageadd: dart sprite added.
fix: dart magazines now have the correct texture.
/🆑
2024-08-30 18:25:13 -07:00
siliconsandGitHub c0fd997d39 fixes some ammo issues (#6645) 2024-08-05 17:48:36 +02:00
siliconsandGitHub 002dda4bf3 projectiles v8 - ammo & magazines (#6637)
completely overhauls ammo, magazines, and calibers; makes things a lot
more standardized and efficient.
2024-08-04 15:31:26 -04:00
siliconsandGitHub 5134116de4 supply: supply pack datums, some reworks (#6599)
tl;dr refactors supplypacks to a new system

- all access locks yanked from crates other than the ones that actually
need to be locked
- preps system for reworks, translates stuff over to a new format
- adds unified subsystem parsing & support for other descriptors for
cargo crate contents other than typepath
2024-07-31 10:28:39 -04:00
CharlesWedgeandGitHub e4e31a0356 A Pellet Gun! A Recreational rifle for Civilians. (#6628)
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## Civilian Shooting Made Easy!
Many characters on the server may be from societies where firearms are
restricted (after all not everyone has a military backstory) or
otherwise come from peaceful planets. Now living in the dangerous
frontier, they may want to learn to shoot. However, very reasonably the
environment of the station restricts access to firearms. A pellet gun
provides them the opportunity to learn the basics of ballistic firearms
operation without needing security to look over their shoulder. This PR
adds a simple pellet gun and an outdoor range to Atlas. Security can
hand out the pellet guns without worry they may be misused. Civilians
can freely use the pellet guns for recreational purposes or training.
The outdoor range also provides a no-access required public-use facility
for shooting.

The station starts with four pellet guns and four pellet boxes stored in
the security entrance checkpoint in plain-view locker. They simply need
someone with sec access to unlock it and hand it off to people. Single
ones can also be ordered from cargo.

<!-- 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 Not Just Use Donk Soft Guns?
Mechanically not much different but aesthetically/in character they are.
In Character, most people see the brightly colored toy dart gun much
differently from a pellet shooter which resembles a real weapon, NT
probably thinks so too. Consider this, in terms of RP, the middle step
between a character learning to shoot a dart gun versus beginning to use
a real one.

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## Changelog

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🆑
add: a pellet gun and associated icons.
add: two new hangable targets that don't look like people
/🆑

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2024-07-28 11:14:00 -07:00
siliconsandGitHub 50371db6fe projectiles v8 - raycasting (#6544)
Atomizing the physics solver out of #5934 

Tldr this is way less overhead, complicated, and far more accurate than
the old one
2024-07-05 14:08:38 -06:00
bearrrrrrrrandGitHub 03d62dda8e new gun sounds AND phoron rifle stuff .. (#6520)
## About The Pull Request

we want to modernize sounds so im just gonna start w/ my babies. reuses
existing sounds with
https://pixabay.com/sound-effects/plasma-gun-fire-162136/, royalty-free

## Why It's Good For The Game

sounds good.

## Changelog

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🆑
add: two new gun sounds, added to a slug, wild hunt, slug spitter,
separated slug spitter/wildhunt projectiles
/🆑

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2024-06-19 10:15:36 -04:00
bearrrrrrrrandGitHub fc55e4ed6e caseless rifle bonanza (#6425)
## About The Pull Request

PR related to a ore thing about rifles/etc. the objective of these guns
is gonna be as ultrarare loot/asset protection/ert stuff. basically this
is just the ballistic equivalents to the pulse rifle.

so far - gorlex Wild Hunt rifle, 100% AP (not extra damage vs armored
though), 50 brute, sets on fire


![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/54826962/bb84cccf-e2fc-4c72-8963-37f9a3b4673e)

also adds a generic new sprite - purple boolet


![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/54826962/4d582f63-a1b5-43f3-a121-d319983e7773)


todo: sprites


## Why It's Good For The Game

gun and lore fun.

## Changelog

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🆑
add: caseless rifles
/🆑

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2024-05-23 02:31:15 -07:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
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
85dec9b21f alt-click context menus & object cell systems (#6029)
Co-authored-by: silicons <no@you.cat>
2023-10-02 13:28:11 +02:00
Captain277andGitHub 78888efd8b Adjusts Improvised Weapon Fail Rates and Adds Improved Tyrmalin Rokkit Launcher (#6009)
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## About The Pull Request

1. **Reduces Tyrmalin Rokkit Launcher Fail and Jam Percentages by 50%
and 30% respectively.**
2. **Adds the Advanced Tyrmalin Rokkit Launcher - An Upgrade Base Rokkit
Launcher.**
3. **Replaces Rocket Sprite With Its Alternate Variant.**
4. **Adds Fault Variables to Base /gun Type.**
5. **Makes the Pipe Gun, Zip Gun, Junker Zip Gun, and Zip Las Faulty
Weapons.**

## Why It's Good For The Game

1. _When I first coded these, the fail states seemed weighted pretty
low. However they happen a little too often. This reduces them just to
make the gun more viable and less punishing._
2. _The Advanced Tyrmalin Rokkit Launcher can be crafted by reinforcing
a Tyrmalin Rokkit launcher with plasteel and then going through some
further assembly steps. Inspecting the object guides the player. It has
no fault chances, like the basic model, making it on par with a normal
rocket launcher._
3. _During testing I realized I was dropping invisible rocket shells
around. I don't like that and I have an alt file available. I think I
made it? I can't remember. Anyways the alt file has a nice spent tube
shell so I think we should use this one._
4. _It started to make more sense to make this an intrinsic variable for
guns rather than defining it for four different models._
5. _Improvised guns should have cheeky fail rates. I put them at 5%
originally but it was pretty statistically rare, so I've bumped them up
to 10%. After getting some feedback I might tweak them further, but if
10 is too much 5 will be where it settles._

## Changelog

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🆑
tweak: Reduces weight of tyrmalin rokkit launcher fault chances.
add: Adds Advanced Tyrmalin Rokkit launcher.
tweak: Changes the rocket sprite.
add: Adds fault variables to gun type.
add: Adds fault checks to improvised ranged weapons.
/🆑

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2023-09-25 19:45:58 -06:00
5ec771921d Caliber updates (#5941)
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## About The Pull Request
 
Changing some Russian specific calibers out for more appropriate ones
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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


Fewer /k/ memes from 20 years ago would be nice

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## Changelog

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🆑

tweak: tweaked a few things, name wise

/🆑

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---------

Co-authored-by: Captain277 <agentraven16@gmail.com>
2023-09-10 15:21:14 -07:00
749579b9f9 Lathe/Design/Materials refactoring + misc changes (#5123)
## About The Pull Request

rewrites lathes 
they are now embeddable within other interfaces, have unified controls +
queue management, and have support for using

- materials
- reagents
- even using / transforming existing items

rewrites /datum/design to be semi-singletons
adds SSresearch to hold designs
rewrites atom material system a bit

also:

- adds MIT license identifiers to some of my old TGUI work of which I am
the only one on the git history. i'd like to keep the tgui section and
my own code samples in there as MIT instead of AGPL.
- removes vorestation id restorers from maps because they're unused
nowadays
- removes partslathe as they're basically just unused
- Revamps sheetmaterials stylesheet as it really didn't need to just be
stacks.dmi

## Why It's Good For The Game

lathes sorely needed a redo
we want good materials support ontop of that.
also fixes autolathes :)

the "also" part is already covered above.

## Changelog

🆑
refactor: lathes are completely rewritten
fix: autolathe x5 and x10 buttons
del: autolathes can no longer be hacked. all hacked recipes are instead
accessible as normal recipes.
del: partslathes - redundant
del: id restoration consoles - unused / prohibited by server rules
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-07-08 22:53:25 +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
a7fe729af8 adds quick mag loading & makes dynamic tool functions slightly better (#5379)
Co-authored-by: silicons <no@you.cat>
2023-04-18 20:29:38 +02:00
8b778b0321 Armor rework (#5158)
Co-authored-by: silicons <no@you.cat>
2023-03-25 11:58:25 +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

<!-- 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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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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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.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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. -->

---------

Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2023-02-04 23:02:58 -08:00
fd91cb3b08 [MDB IGNORE] ballistic gun repath & lazyinit ammo & casing flags & reorganiation (#4908)
## About The Pull Request

tin

## Why It's Good For The Game

memory improvements & code efficiency

## Changelog

nah

Co-authored-by: silicons <no@you.cat>
2023-01-05 19:10:40 -08:00
Captain277andGitHub 65a5c99f78 On the Edge (#4427)
* Jacket finished.

* Grit

* Grit Buff

* Grit Buff

* Augment Adjustment Patch

* Final touches.

* Cyberpsychosis staging.

* Re-Recoil

* The Loudening

* Rebecca's Jacket

* Lucy's Outfit - aka Half Moon

* Small organizational tweak.

* Yay s tag.

* Minor boot tweaks. Think HM needs better contrast.

* Minor housekeeping.

* Adding weapon spread.

* Oh boy. This got big fast.

* The Final Edit.
2022-09-27 04:16:30 -07:00
CharlesWedgeandGitHub 4ca672bca8 Muskets by Ruskit (#4408)
* It Begins

* Add files via upload

* The Muskets

* Add files via upload

* Add files via upload

* Add files via upload

* SPELLING!

* Update citadel.dme

* Add files via upload

* Add files via upload

* Period Accurate Colonial Crate

TALLY HO!

* Oops

* missed this

* Opps forgot the sound

* made dummy mistake

Don't Code Tried

* updates checks to respect prefs

Yes I am rerunning all these checks so it only creates smoke and expends powder when people actually intend to fire it.

* Reciepe for making more musket balls

* fixes Taj gun inhand sprites
2022-09-12 17:14:37 -07:00
siliconsGitHubVM_USER <VM_USER>
6dec5d41e7 refactors pushing, movespeed, actionspeed, throwing, movement, pass flags, and probably things i forgot about; adds overhand throwing (#4360)
* initial

* wack

* changes

* insanity

* staging

* t

* note2self

* wild

* find replace

* changes

* pain

* fixes

* that's right out

* augh

* augh

* wild

* lol

* fuck this not refacotring all that in one day

* oopsy doopsy

* that goes away

* fixes

* pain!

* throwing stuff

* Fixes

* g

* eternal curse upon you, space indenter

* eternal curse upon you, space indenter x2

* real combat refactor energy

* refactors

* stuff

* subsystem logic

* a

* pain

* logic

* push logic

* logic

* i hate micros

* fixes

* a

* convert the rest

* let's finish this

* s

* fixes

* aah.

* augh

* AUGH

* stuff

* a

* more

* a
git pu

* fixes

* fixes

* fix

* fixes

* warnings

* more

* maybe don't have them throw past walls

* fixes

* ack

* f

* better ui

* fixes

* fixes

* a

* proximity monitors

* proximity monitors

* proximity monitors

* wack

* swap stuff

* a

* fix

* fix

* fix

* default

* Fix

* fixes

* ayy

* aoug

* aoug

* stuff

* fix

* fix

* ay

* ay

* ough

* ayo

* fix

* cannon

* wack

* i tested it

* fix

* why

Co-authored-by: VM_USER <VM_USER>
2022-09-08 01:43:03 -07:00
siliconsGitHubfake_vm_user <fake_vm_user>VM_USER <VM_USER>
934ad25bfe refactors: inventory, mousedrag, stripping, species bodytypes, inventory HUD, and probably some unrelated things (#4092)
* start

* i hate people who pack shit into one file

* sigh

* regex

* inventory rework

* stubs

* regex

* this is insanity

* oh no

* backend moment

* a

* changes

* wild

* regexing

* changes

* put in hands

* more errorS

* attackby

* more helpers

* replacements

* wild

* fixes

* pain

* fxies

* fixes

* unneeded

* ape

* ape

* wild

* wild

* more

* wild

* there

* fixes

* fixes

* l

* wild

* more

* moer

* fixes

* enough for todayd

* regexing

* long time coming

* shaking and crying

* end me

* fixes

* fixes

* e

* fxies

* rig refactor moment

* fixes

* fixes

* fixes

* fixes

* out with the shitcode

* thanks git

* partial rig rewrite here we go

* more

* fixes

* WWWW

* ok

* wild

* bitfield defines

* nobludgeon

* pain

* pain

* fixes

* more

* wild

* wild

* fixes

* pain

* move behaviorsr

* fixes

* next up, finishing core procs

* y

* .

* time to finish this

* time to finish this

* propagate accessories

* hate this accursed engine

* hate this accursed engine

* pain

* more

* cancer

* epic

* genuinely hate

* wild

* that

* why

* circuitry is my bane

* y

* how

* sort

* logging

* logging

* im dying

* fixes

* next

* f

* more

* epic style

* fixes

* on meta

* fix

* wild

* uh

* quirky

* fixes

* agh

* pain

* fixes

* fix

* sigh

* a

* epic1

* fixes

* ugh

* epic

* fixes

* uhh.

* is this even a fix

* fix

* fixes

* fixes

* we love optimization

* wear over system

* correct

* worn over stuff

* just augments

* coggy

* implant magnetic catch

* implant magnetic catch

* fixe

* a

* g

* t

* fix

* fix

* wack!

* fix

* a

* semantics

* fix

* that

* fixes

* handle denesting

* w

* fixes

* e

* bugs

* fixes

* fixes

* unit tests

* absolutely wild

* fixes

* fix

* fix

* fixes

* on god this is bad

* fixes

* fixes

* fix

* fix

* wacky!

* fix

* wack

* manual

* fixes

* closets

* OOPS

* wack

* pain

* pain

* flags

* regex

* fixes

* wakc

* changes

* more

* augh

* more

* replaces

* more

* that

* acc

* acc

* fix

* fix

* fix

* oh woops that was important

* wack

* epic

Co-authored-by: fake_vm_user <fake_vm_user>
Co-authored-by: VM_USER <VM_USER>
2022-07-29 00:20:47 -07:00
ZandarioandGitHub db39fde779 Butchering, Macro standardization, and generic tidying (#3936)
* Beginning

* Moar

* Blelelelele

* Robo Organs *Flooshed*

* Went overboard and organized a shit ton of tags...

* Partially implements VOREStation#9287

* Performance fixes from Polaris#7759

* More Code Cleaning

* Recompiled TGUI Bundle
2022-04-26 13:21:19 -07:00
ShadowandGitHub 747d416d8c Add better gun sfx and impact/miss sounds (#3899) 2022-04-18 15:33:02 -07:00
Captain277 c6464439c8 Fixes dart embedding, shotgun shell ejection, and shell pickup sounds. 2022-04-06 21:19:50 -07:00
Captain277 0287eb33bb DONKsoft relaunch 2022-04-06 13:50:51 -07:00
Captain277 1a76582f0c Here we go again. 2022-04-03 11:54:37 -07:00
Captain277 72f1671ee1 Here We Go Again 2022-04-03 09:10:46 -07:00
Captain277 a812c09c92 Tyrmalin Rocket Fix 2022-04-02 03:18:09 -07:00
Captain277 ee22c4b439 Rocket Launcher Fix and Memorial 2022-04-02 01:40:28 -07:00
Captain277 3e9886dc41 Rocket Updates, Mecha Skin Randomizer, Goblin Food for Culture Crates, Crate Redistribution 2022-04-01 08:49:07 -07:00