- 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>
- 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>
- 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
removes the adminbus_trash variable
removes the option to play audible hunger noises
removes option to TF people into eggs
Moves the feral variable from /mob/living to the xenochimera species
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## Why It's Good For The Game
Unused variables are not helpful.
TF to egg is unused and broken.
only chimera uses the feral variable anyway, and even then it mirrors
the mob variable for use, so lets just move it to chimera
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## Changelog
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🆑
del: Removed unused variables that held over from vorestation
del: Removed Vore belly transform to egg options
del: Removed audible hunger noises
tweak: tweaked feral to be a chimera specific variable, instead of a mob
variable thats only used by chimera
/🆑
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## About The Pull Request
- You can now deactive a life crystal by using it in your hand. This is
permanent (it breaks it), since not being able to reuse them seems to be
intentional according to a code comment.
- Ghosts can no longer interact with the coffeemaker.
- Blood splatters from bleeding now correctly use a species' blood color
(or custom blood color for custom species).
## Why It's Good For The Game
The life crystal one is arguably very QOL for people who use them but
want to take off their uniforms for whatever reason. Blood color is also
a nice touch for people who use custom blood colors for their species
(or really, for any species that doesn't use the usual blood color). The
other is a simple bugfix.
## Changelog
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🆑
add: You can now deactivate a life crystal by using it in your hand.
fix: Ghosts can no longer brew coffee.
fix: Bleeding now respects a species' blood color (including custom
blood color).
/🆑
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## About The Pull Request
Refactors clothing/under to use the new rendering system for both icons
and flags and does some general rearranging and cleanup of the code
files.
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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
One single consistent system is good. This also fixes a lot of missing
rolldown, rolled sleeves, and maybe some species specific sprites.
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## Changelog
- Moves clothing/under/accessories to clothing/legacy_accessories
- Reformats under into under/casual, /costumes, /formal, /workwear
folders.
- Changes all /obj/item/clothing/under to use the new clothing render
system
- Annihilates uniform.dmi into a thousand pieces
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🆑 _Shadowcat_
refactor: refactors under clothing to new render system
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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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>
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## About The Pull Request
Just changes the living_mobs(1) to view(1), which in turn includes the
mob it gets checked from
## Why It's Good For The Game
"Licking your wounds" is something a person does on themselves, not on
others, so the ability should probably allow it to be used on the person
itself. Right-clicking on your own mob also lists it already, but can't
be called, putting the verb and the argument in the command bar, without
working.
## Changelog
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🆑
tweak: people are able to lick their own wounds
/🆑
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Co-authored-by: MarsMond <no@email>
Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.
`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment
This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.
Also:
- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
never really used on citrp and has confused people more than it's added
to any semblance of RP.
in the future, weight will be replaced with a descriptor system.
## About The Pull Request
title
ooc escape still gets messaged to admins
## Why It's Good For The Game
i feel like i don't need to explain myself here
## Changelog
🆑
tweak: changes vore deaths to be logged rather than yelled at every
online admin
/🆑
## About The Pull Request
This PR reworks how IDs are displayed, allows for traits to be displayed
within IDs, fixes a few things, and generally makes 'em look nicer. This
was primarily motivated by
https://discord.com/channels/161574200581029888/1262064135110398032

The screenshot above is how the new IDs look ingame, featuring a few
snippets of what a few traits display as within. IDs now properly
display the photo (and the generation for said photo has been fixed!),
IDs will now show your pronouns, and IDs now have a confidential
information section (of which visibility can be toggled by alt-clicking
the ID).
Additionally, the new feature where traits are displayed on your ID card
is something that can be controlled in character generation, under the
new "ID-visible traits" section. This section lists all traits you have
that feature text for your ID. Clicking a trait will toggle whether or
not it's hidden from your ID. This allows traits like vetalism to be
omitted from IDs if desired.

## Why It's Good For The Game
The primary benefit to this is allowing medical to view potentially
important information regarding a patient, such as if they have alcohol
intolerance, require blood for their survival, are naturally deaf or
blind, and more! All while making sure that information is hidden by
default, with the ID needing to be physically held in order to toggle
the visibility of that extra information. There's also the additional
layer of players being allowed to omit traits from their ID.
Additionally, it simply looks quite a bit nicer overall, as IDs now
display a preview of the character.
## Changelog
🆑 Bhijn and Myr
add: The way IDs display information via examine has had an overhaul.
They will now display a photo of the employee tied to them, and are now
capable of displaying information related to traits. Additionally,
confidential information (such as your blood type and trait information)
is hidden by default, and their visibility can be toggled by
alt-clicking the ID.
add: Additionally, character generation has a new section that allows
omitting information from IDs outright.
/🆑
## About The Pull Request
goes in glove slot
available in utility section of loadout
equipping it sets your size to 100% as if you were shot with a size gun
removing it sets your size back to whatever size you were before wearing
it, again like if you got hit by a size gun
## Why It's Good For The Game
better ic explanation to size changes while avoiding size gun / NIF /
size change trait because they kinda suck
## Changelog
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🆑
add: adds size standardization bracelets
/🆑
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## About The Pull Request
starts adding the emp bow
## Why It's Good For The Game
as went over in discord; unstandardizing explo's equipment/making it
more utility based reinforces a 'you are not soldiers' type of deal
~~also, ultra wip~~ **good to go**
## Changelog
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🆑
add: emp bow - rechargable ion gun for explo. 32 cranks for 1 shot lol
lmao
/🆑
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adds variable timing schedulers
adds core AI holder abstraction and services
kicks current AI to /polaris and shims everything; reconcilation will
come later.
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## About The Pull Request
Title. The life crystal never got set off if the owner ever gets gibbed. This is most common with prometheans, but it can easily apply to anyone else.
## Why It's Good For The Game
Fix man good.
## Changelog
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🆑
fix: Life crystals will now detect owners who vanished out of existence via gibbing or some other means like dusting... provided the crystal survived.
/🆑
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## About The Pull Request
fixes improperly set unloaded icon for the JSDF rifle
## Why It's Good For The Game
things should work
## Changelog
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🆑
fix: fixed JSDF rifle unloaded icon state
/🆑
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