* todo finish after cbt
* alright. it's working, somehow
* colored cars
* i'll fucking smash my head against the wall
* colored cars with spots
* i can't belive my eyes
* spawners, localization and some stuff
* rat hunters
* resolving stuff
* and this one too
* car
* car 2
* car 3
* 13
* car 4
* car 5
* car 6
* i hate rats
* car 7
* finally
* alldun!
* CARCATS 2 IS REAL
* Rat and armor
Added rat mob and rat armor.
Slightly changed interaction popup system to allow for both picking up
and hugging interaction. This adds an "Interact" item to context menu of
interactable (huggable) objects.
Trying to make it in a way that allows for more pets to be added later.
* Rat ghost role
Rat:
- added ghost role with descriptions and rules
- added hand
Rat armor:
- added crafting recipe
* Ghost role, armor and adjustments
Added:
- Ghost role spawner for rat
Changed:
- AI-controlled rat will now retaliate if attacked
- Rat is now a bit slower
- Playable humanoid races can no longer wear rat armor
Removed:
- Rat's hand because it leads to unwanted interactions
- Rat will no longer stabilize the demiplane, so it will collapse if rat
is the only player-controlled entity left. This is done because without
a hand rat cannot leave the demiplane on it's own
* Armor cost, Rat hunger, Rat ghostrole
Tweaks and Fix
Added:
- Rat's hunger level is now visible when examining it
Changed:
- Rat gets hungry slower than before. When starving it takes less damage and slows
down by less amount
- Rat ghostrole prototype moved to it's own directory
Fixed:
- Rat armor physical composition now makes sense and costs exactly like
it's ingredients
* fixing the rat armor composition... again
* Armor and HP tweaks
Changed:
- Lowered protection values given by rat armor to lower the price
- Increased crafting price for rat armor from 2 iron ingots to 6. A lot
of wasted material for such delicate work I suppose.
- Increased rat's HP by 10 to counter armor changes
* Removed interaction
Reverted InteractionPopupSystem and deleted interaction texts for rat
* Updated licenses and authorships of sprites
* fixed license and removed interaction from rat prototype
* Fixed armor looking wrong in rat's dead state
* Removed unnecessary images from rat.rsi
* Removed IronSmelting skill requirment since currently smith is removed
* Rat's size changed from Tiny to Normal to reflect how bigass this rat really is
---------
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
* delete all modular content
* clean up
* Update guard.yml
* spear first pass
* Add imperial two-handed sword and update spear
Introduces the imperial two-handed sword with new sprites, prototype, and animations. Refines spear configuration: adjusts damage, animation, and offsets, and updates its sprites and prototype to use a new resource path. Improves melee weapon animation logic for both thrust and slash attacks.
* neck displacement
* Update neck.png
* Update migration.yml
* dagger
* Add sword prototype and refactor melee weapon swing logic
Introduces a new sword entity and associated textures. Refactors melee weapon swing logic by renaming SwingLeft to CPSwingLeft and updating related code. Adjusts animation offsets and rotation values for daggers, spears, and two-handed swords. Moves and updates dagger texture assets to a new directory structure.
* hatchet
* sickle
* Add skimitar sword entity and sprites
Introduced a new 'skimitar' sword entity with description and associated sprite assets, including icon, in-hand, and equipped states. Also updated the imperial sword's name and description for clarity.
* Add rapier weapon and adjust melee weapon balance
Introduced the imperial rapier weapon with associated prototype and textures. Increased the default single-target melee damage modifier to 1.3 and removed per-weapon clickDamageModifier overrides from dagger, spear, sword, and two-handed sword. Also increased sword base damage to 10 for better balance.
* Add iron tool/weapon variants and update wall thresholds
Introduces iron variants for pickaxe, shovel, dagger, rapier, spear, sword, and two-handed sword, including new sprites and YAML prototypes. Adjusts wall and ore vein damage thresholds for destruction and sound triggers. Updates migration.yml to map modular iron weapons to new iron variants and spawns stone blocks on stonebrick wall breakage. Also refactors dagger textures to use an 'iron' directory.
* Refactor ice dagger and adjust blacksmith skills
Replaced CP14IceDagger with CP14WeaponDaggerIce, updating its parent, stats, and components for consistency. Adjusted base dagger damage types. Blacksmith job and related melting skills are now commented out or disabled, reflecting a change in skill progression and job setup.
* Update ice_dagger.yml
* Deprecate sword mastery skills and update melee swing logic
Commented out SwordMastery, RapierMastery, and SkimitarMastery skills and removed their assignment from guard and artisan job prototypes. Renamed CPSwingLeft to SwingLeft in melee weapon code for clarity and updated related logic.
* Remove requiredSkills from anvil and furnace recipes
Eliminated the 'requiredSkills' field from all recipes in Anvil/misc.yml and furnace.yml. This simplifies recipe definitions and removes skill prerequisites for crafting these items.
* Update guard_commander.yml
* Comment out freeLearnedSkills for T1 and T2 skeletons
Disabled the freeLearnedSkills entries, including SwordMastery and SkimitarMastery, in both T1 and T2 DemiplaneAntag skeleton YAML prototypes. This change may be for balancing or testing purposes.
* Update migration.yml
* Update migration.yml
* guidebook
* r
* spear passive + hammer passive
* tool hammer + skimitar refactor
* balance tweak
* kick nerf
* TOWER DEFENCE UPDATE
* default shield refactor
* buckler (only sprites)
* Update migration.yml
* buckler parry
* some fixes
* Update T2.yml
* Update T2.yml
* Update instruments.yml
* Update migration.yml
* M O P
* war axe
* Update migration.yml
* Keen Eye skill
* arrows + bow + loadouts
* Update tools.yml
* trading
* fix
* Update misc.yml
* Update migration.yml
* Added docked and spiked tails, added talisman for vox
* Tail Talisman ftl
* adjusts talisman to be its own tail to avoid having to deal with other tails at all
* vox tail stuff
* Added amputated tail (courtesy of flareguy) and split tail
* adds TODO regarding marking conditionals
* rsi run check pls stop screaming at me
* Shelving the talisman for later, keeping the sprites around
* Add RSI credits
* Remove unnecessary files
* renamed amputated to vestigial
* Reptilian helmets and tail sprites for hard/softsuits (and a few others)!
* Removed the new fins from helmets.
* don't know how the caustic resistances got doubled? oops
* Update pirate helm sprites for lizards
* fixin errors
* ugh
* softsuit updates
* okay maybe this works now
* Corgi fixes. Boy it sure would be nice to not have to do this again.
* please work
* Helmets removed, will be done in another PR.
* missed a few.
* evil punctuation killed
* scream
* Re-parented clothingvisuals.
* Suits modified with tails
* oops chaplain tail was misnamed
* a
* one more time
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/bio.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
* oops chaplain lost their suit
* Small fix
* roll back unrelated fix
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>