## 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.
/🆑
- 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>
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>
- 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>
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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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## 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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## 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>
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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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
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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
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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>
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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.
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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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## About The Pull Request
The screenshake RN is extremely heavy handed. Its nausea inducing. The
gun itself is more of a meme on itself (you cannot print its ammo).
Mostly used for CDDA or Milsim larpers anyhow.
## Why It's Good For The Game
It still has considerable screenshake but hopefully not so much that it
makes the JSDF rifle fan puke. It is really *that* bad. Don't believe
me? Give it a try, try using it with lots of stuff on the screen, it is
quite nauseating. And its a thing waiting to happen till John Explorer
goes looc: "brb puking due to JSDF screenshake".
## Alternatives?
Rename it to "Metaphysical Sickshot Battlerifle" because it manages to
affect the "It" every character has.
## Changelog
🆑
balance: JSDF rifle shouldnt induce motion sickness IRL anymore when
firing it.
/🆑
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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.
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## 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>
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## About The Pull Request
It's 500 years in the future and Exploration's 1k point designated
marksman equipment is a choice between:
A self-recharging hitscan laser sniper rifle.
A _refurbished reproduction garand made by Cybersun_
One of these things is not like the other. Therefore:

Please keep in mind that this thing does the same damage as the Garand.
The differences are:
1) It loads from standard 10-round 7.62 magazines (can be printed in the
lathe) as opposed to 8-round clips (cannot be printed)
2) It doesn't eject the mag on empty.
3) The gunbox gives you 10 mags instead of 7 clips (100rnds as opposed
to 56rnds, the 10 mags fit the bandolier exactly)
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## Why It's Good For The Game
Weird previous WW2 obsessions aside, the Garand takes specialty garand
clips which cannot be printed in the lathe, is a massively outdated
platform, and according to it's flavor text it's actually a highly niche
"handmade" item that shouldn't have been thrust into this particular use
case to begin with.
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## Changelog
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🆑
add: Added a new weapon, the Expeditionary Reconnaissance Rifle.
tweak: Replaced exploration's marksman box's M1A Garand with the new
Recon Rifle
/🆑
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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