* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
* added signal control to portable generators
* added documentation
* Discard changes to Content.Server/Radio/EntitySystems/HeadsetSystem.cs
* added DeviceNetworkComponent and WirelessNetworkConnectionComponent to generator prototype
* made GeneratorSignalControlComponent nicer
* implemented auto-revving
* added back necessary dependency
* can't send do-after event manually
* repeat now works with auto revving
* fixed
* removed vv
* stopping generating when it is revving now makes it stop revving
* Update Content.Shared/Power/Generator/ActiveGeneratorRevvingComponent.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* used resolve instead of TryComp
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Co-authored-by: Julian Giebel <juliangiebel@live.de>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
People are using these as unhackable and hard-to-tailgate airlocks into sec. They should not be trivial for security officers to move through.
Made LockComponent have configurable lock times to implement this.
* PACMAN generators show network load/supply.
This gives more feedback to players that their PACMAN is properly connected and what the network status is (i.e. you don't have enough generators).
* Buff JRPACMAN to 8 kW.
Shifted all power values up by +3 kW.
They're frequently too weak to power even single rooms so they deserve a buff.
* Change unit format helpers number format.
Always displays one digit of precision. This avoids jumping around when a value is changing live.
* Mime hardsuit
* small fix
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* New sprite
* newest sprite
* No more CTRL+C CTRL+V
* update sprite in hand
* final sprite in hand
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Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Fix wintercoats prices & remove armor from them
Fixes craftable winter coats prices & removes armor from common craftable wintercoats
* Get that armor back
* Setting priceMultiplier to 0 to balance price
* Make craft cost more reasonable & add price