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>
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## I SAID TESTMERGE IT FIRST!
And you didn't now this needs to be a separate PR. Anyway this fixes
several crafting recipe runtimes for Lythios Colonist recipes. It fixes
the spiderbite spray spawning without spray, adjusts some sprites, Adds
a missing Taj Pemmican sprite, also colonists now start with crude
bandages so bleeding isn't a death sentence.
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## Changelog
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🆑
fix: See above
balance: Colonists now start with crude bandages.
/🆑
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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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🆑
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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## About The Pull Request
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merging your PR! -->
## Why It's Good For The Game
Give medical a way to produce the standard supplies they might need
during their day to day operations.
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🆑
add: Added minilathe for medical
/🆑
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## About The Pull Request
title
## Why It's Good For The Game
fixes a bug
## Changelog
🆑
fix: stop large hypovials going in non-advanced hyposprays
/🆑
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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>
## 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>
## 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>