* Renamed sexy clown and mime mask and removed lusty xenomorph poster.
* removing odd file changes. not sure why these were edited at all.
* gaaaahhh
* removed some of the old templates
* Renaming sexy mime and clown instances.
* removed unwanted gitignore edit
* Renaming sexy clown and sexy mime mask and
Removing lusty exomorph poster.
* Remove lusty xenomorph poster.
* reverted changes to maps files, actually. Other contrib is learning, appologies for excessive commits
* requested changes
* lusty migration removal
* dirty hanging whitespace
* correct date format comment
---------
Co-authored-by: NathanielJ14 <nathanielalbert1202@gmail.com>
* Renamed "Irish Car Bomb" drink to "Irish Slammer", due to concerns over insensitivity.
* Fixing some missed references
* Added prototype id changes to migration.yml. Removed any reference to the troubles (and corrected ale to stout for flavour text).
* Corrected description back to "Irish Cream"
* Removed non-entities from migration.yml
* first migrate
* clean up prototypes
* Update polymorph.yml
* Update flora.yml
* and this one
* and this one x2
* and this one x3
* Update migration.yml
* Rename Dungeon Master Laws to not run into copyright problems
* Revert direct map changes
* Added renaming of DungeonMasterCircuitBoard to migration.yml
* Remove whitespace changes to oasis.yml
---------
Co-authored-by: Litrax <email@emal.com>
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* Add Protagonists
* Give visitors the right PDA at least, we need that RP value.
* tidy up
* spell check my beloved
* Everything about jobs have the same id names ahhhh!
* s
* rarity scarity.
* Update Resources/Locale/en-US/ghost/roles/ghost-role-component.ftl
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* cargo event now no has cargo access doors.
* break everything.
* still WIP, please excuse.
* finish all role loadouts
* extra roles, fix up grids, special pdas.
* Ghost role descriptions and mime powers
* rest of the fucking owl
* I tripped.
* I also fell.
* Fix the broken entity storage?
* hide mess under rug
* Stuff the rest of the mess into a closet.
* I forgor a spinny majig.
* a small lighting tweak.
* 1984 shuttles to new pr.
* 1984 shuttles to new pr 2 electric boogaloo
* poke the tests
* Revert "1984 shuttles to new pr 2 electric boogaloo"
This reverts commit b2ea7053b73cb17b59f8a80b23978a04a6a45a56.
* cowboy boot cleanup
* tableify
* antagimmunities
* Should be functional.
* vox safing
* un1984 clowns I guess
* oops forgor one
* misplaced file
* misplaced file v2
* weird test fail but okay
* Shuttles rarer
* Shuttle testing, fans, and power sanity. Also return of the syndie evac.
* le balance
* no write over fancy paper
* rerun tests
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* tea plant, blumpkin
* fix linter
* fix tests pls
* bloompkin
* forgor rsi
* work please
* WORK PLEASE
* migration of the blumpkins
* it is now glumpkin
* lowercase
* uppercase
* adjust values and fix blorbo
wtf when did blumpkin donut turn into blorbo donut what
* fix test
* update
* fix stupid mistake
* Update meta.json
* totally not a webedit
* not a webedit 2
* nitpicks
* Reimplement supplybots as non-vehicles
* what the hell is a container container?
* Dumpable
* let them hear supply comms
* unmigrate
* no more QM access
* Skill issue
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Add more lily usage (orange hairflower and flowercrown)
* comit 2
* ee
* more fixes
* w
* im stupid
* bring poppy in authodrobe
* weh
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>