Commit Graph

2430 Commits

Author SHA1 Message Date
Spessmann
939a732236 Added more salvage ruins (#36822) 2025-04-21 22:30:20 -07:00
TytosB
92a9740081 new salv ruins (#36798) 2025-04-21 07:25:26 -07:00
Spessmann
d792908e56 Add more ruins (#36785) 2025-04-20 19:16:52 -07:00
Spessmann
1c3bdd5ba5 Small ruin fixes (#36763) 2025-04-20 01:54:01 -07:00
TytosB
394c0c5414 loop lairlock lattice fix (#36758)
* sinful

* funeralofdeadbutterflies

* butterfly

* lattice fix
2025-04-19 23:51:13 -06:00
TytosB
5ad02a0844 New salv ruin- butterfly funeral (#36755) 2025-04-19 22:22:04 -07:00
TytosB
739917641d Salvage ruins- the deadly sins (#36754) 2025-04-19 21:32:19 -07:00
Spessmann
1aa397bcd6 Add More Ruins (#36752) 2025-04-19 21:27:20 -07:00
TytosB
10ca6cb179 fixgridatmos 2025-04-19 16:19:08 -05:00
TytosB
e561836a03 terrarium 2025-04-19 15:42:59 -05:00
Emisse
83db0689d6 Plasma ore silos and department eco (#36715) 2025-04-19 12:56:46 -06:00
Emisse
c9c94bb407 Elkridge - Silo (#36716) 2025-04-19 12:56:21 -06:00
Emisse
54242c6982 Fland Silo (#36724) 2025-04-19 12:56:11 -06:00
Emisse
313e48f911 Packed Silo (#36722) 2025-04-19 12:31:39 -06:00
Emisse
e93bfff6b0 Omega Silo (#36718) 2025-04-19 12:31:28 -06:00
Emisse
492ff9dbd7 Oasis Silo (#36720) 2025-04-19 12:31:12 -06:00
Emisse
85c6ef0fef Convex Silo (#36734) 2025-04-19 12:21:39 -06:00
Emisse
a94404b06b Loop Silo (#36733) 2025-04-19 12:21:28 -06:00
Emisse
30174276e5 Marathon Silo (#36732) 2025-04-19 12:21:15 -06:00
Emisse
03cabf91f6 Box Silo (#36723) 2025-04-19 12:21:01 -06:00
ScarKy0
e168f2007b init 2025-04-19 19:28:25 +02:00
ScarKy0
de8deaf6ad init 2025-04-19 19:18:22 +02:00
ScarKy0
efafd4f98d init 2025-04-19 19:11:17 +02:00
ScarKy0
5c1cee58ba init 2025-04-19 13:30:30 +02:00
ScarKy0
92106c52b6 init 2025-04-19 13:21:07 +02:00
ScarKy0
25a73ce3eb init 2025-04-19 13:13:05 +02:00
ScarKy0
9bdba76f67 init 2025-04-19 12:48:50 +02:00
ScarKy0
d48948aae9 init 2025-04-19 12:17:09 +02:00
ScarKy0
61c3f944f0 init 2025-04-19 12:07:50 +02:00
Deerstop
b09c3f1e56 added silo, moved service request console 2025-04-19 18:54:29 +10:00
jbox1
919425911e Ore silos and department eco 2025-04-19 18:51:53 +10:00
TytosB
68a1e5156a loop minor pipe fix (#36646)
pipe
2025-04-16 22:48:48 -07:00
Nox38
4e60387bd1 Fixed armory power! 2025-04-16 12:49:01 -07:00
Emisse
9cbcdabcfa Meta: Fix unintended wizard robes in dorm room (#36248) 2025-04-16 01:25:57 -06:00
Emisse
76fd2d0648 Elkridge - i forgot the funding allocation console (#36574) 2025-04-16 01:25:26 -06:00
IProduceWidgets
a3b68f7181 Oasis update, request comps etc. (#36582) 2025-04-15 15:48:44 -07:00
ScarKy0
cfbc54d154 Box Dept Economy (#36587)
init
2025-04-15 10:06:32 -07:00
ScarKy0
c6c502d45d Fland Dept Economy (#36589)
init
2025-04-15 10:05:20 -07:00
ScarKy0
c0adeee9e2 Marathon Dept Economy (#36592)
init
2025-04-15 10:03:59 -07:00
ScarKy0
1d7ad04905 Omega Dept Economy (#36559)
init
2025-04-14 22:14:26 -07:00
ScarKy0
7f75645959 Bagel Dept Economy (#36556)
* init

* lockboxes
2025-04-14 22:13:41 -07:00
Spessmann
542ac16a14 Convex update (#36575)
conbex updoot
2025-04-14 21:15:18 -07:00
TytosB
f73d721aa5 loop station dept request pcs (#36566)
* request pcs

* forgor lockboxes

* allocation pc
2025-04-14 18:47:02 -07:00
Deerstop
b0f2e4dc26 changed theatre doors back to theatre access, moved some wallmounts in engi locker 2025-04-15 11:05:28 +10:00
Fildrance
d38042a0c0 3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests

* Fix sandbox type errors

* First pass on procgen

* Procgen adjustments

* Networking

* Cruft and god and beauty and analysis console

* convert to data types that dont make me want to kill myself

* starting work on console UI

* drawing nodes n shit

* damn that ui FUCKS

* XAT

* Add a bunch of basic triggers

* Fix trigger gen

* Add node info into the analysis console UI

* Add node unlocking

* more trigger cuz thats pretty cool

* final triggers + incorporate gnostic faith

* some ui changes, mostly

* Fix orphaned procgen segments

* its not random dipshit

* yeah... this one will make pjb happy....

* we call it a day for the UI

* imagine... shared power code...

* extraction WIP but we gotta sidequest momentarily

* oh hey would you look at that its the actual functionality

* distrotrased

* Small departure for randomness.

* ok yep yep indeed that is an effect very cool.

* thanos snap oldcode

* fuck it we ball

* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.

* refactor: most of preparations, cleanup and groundwork. also segment-related tests

* feature: all basic effects returning

* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working

* feat: prevent non-first-time-predicted calls in shared artifact effect systems

* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action

* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again

* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun

* refactor: fix protos

* refactor: fix linter

* fix: fix old artifact component names in yml

* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents

* fix: removed old component usage in maps

* fix: remove more deleted components from map

* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest

* refactor: fix tests, add loc description to toolshed commands

* Changed node scanner to tell the whole story about current artifact state

* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay

* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,

* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling

* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration

* refactor: set default value for XenoArtifactComponent.EffectsTable for tests

* fix: now explosions XAE can be activated for effect

* refactor: added some usedelay so artifactuse would'nt be spammed

* refactor: artifact-related hints improvements

* fix: artifact no longer spawns fauna into itself

* refactor: xml-doc and minor refactoring

* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems

* map for playtest, TODO REVERT THIS

* fix: magboots trigger art from a mile

* refactor: bind artifact animation to unlocking state

* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)

* fix: random artifact node durability now is rolled for max and not current value

* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation

* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase

* use only 1 file with art use animation

* refactor: minor artifact dmg triggers tuning

* feat: now nodes that CAN be unlocked are displayed with specific color in console.

* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing

* feat: now non-active unlocked nodes return more points if durability was not wasted

* feat: now puddle/foam effects change description of node

* fix: fix test failure

* refactor: renamed phasing effect, fixed failing test for elkridge

* minor balance changes

* refactor: split rare materials into separate effects

* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node

* fix: removed OnIrradiatedEvent duplicate c-tor

* revert changes of reach for playtest

* revert last row empty line removal on reach.yml

* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client

* fix: fix elkridge for tests (again)

* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems

* refactor: naming

* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides

* fix: duplicate xeno artifact unlocking sound fixed

* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor

* feat: networking for shared XAE components + xml-doc leftovers

* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be

* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles

* refactor: xml-docs, minor refactors

* revert XenoArtifactCommand.ArtifactPrototype being PrototId

* refactor: simplify the way ExtractionResearchLabel works

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 10:34:53 +10:00
Deerstop
264017a25e adds funding allocation console cos i forgot 2025-04-15 09:44:13 +10:00
ScarKy0
ec31847e9e Packed Dept Economy (#36560) 2025-04-14 12:06:16 -07:00
Southbridge
1947b47d92 Amber Station - Small Improvements (#36335) 2025-04-14 11:58:21 -07:00
Deerstop
e7d20275d3 fixed some cameras, removed apc from xenobio 2025-04-14 19:49:02 +10:00
Deerstop
9ce1cac393 added department request consoles, rebuilt AI core 2025-04-14 15:24:33 +10:00