* Added astro asteroid sand
* fixed the stack name
* adjusted tile sprites for asteroid and ice
* Adjusted meta.json
* Realized the other tile sprites all have solid lines on their perimeters
* Update Resources/Prototypes/Stacks/floor_tile_stacks.yml
that works
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update tiles.yml
* Update Resources/Locale/en-US/tiles/tiles.ftl
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* adjusted the snow sprite
* Update meta.json
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Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* New solar sprites, new solar panel upgrades, and some solar panel fixes.
This adds and changes a few things for solar panels!
* New sprites for all solar panels and all related states.
* Move from xform.WorldRotation to _xformSystem.SetWorldRotation within
the solar code.
* Few random fixes that Rider suggested as warnings.
* Solar Tracker Electronics was using what looks like to be the airlock
controller electronics, so that's now updated to something a bit more
realistic. It also uses the engineering circuit sprite instead of the
generic
* New Solar Panels! Adds Plasma and Uranium Glass solar panels. These
can be constructed by adding the respective glass to the panel. Plasma
is a slight increase of power and health, and uranium is double the
power and health of glass. Thus giving engineers something to update
if they want to use solar panels and possibly giving small outposts
a way to make a bit more power without a large and complex power
setup.
* Add in solar sprites that were not in the meta file.
* Updated sprites based on feedback.
* Fix the rotation of the solar panel sprites.
* Added warm lights, placed them around the map, also fixed an issue with the MV wire in the cafeteria
* Fixed lv wiring in caf, and adjusted a couple things
* Empty commit to force checks to rerun
* 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
* A looooooooot of new cotton foods for the moffs
* address slam's comments on the food for moffs not having any moff food in the food (the food that's intended for moffs)
* alternative sprites for bagel-cottondough.png, baguette-cotton.png, and croissant-cotton.png
* update requested sprites
* change requested sprites
* address part of sloth's review, awaiting response
* address second half of review, fix magical food nutriment mitosis bug
* Defined sprites for Atmospheric Alerts and Monitoring computer boards. Added research unlocks and lathe recipes for them.
* Defined default engineering sprite for atmospherics computer boards. Removed Power Monitoring Computer board from research and lathe recipes.
* Defined engineering sprite for atmos computer boards. Removed Power Monitoring Computer board from research and lathe recipes.
* Wood wall is now built from barricade congraph and on top of a barricade instead of using rods
* Fixed construction instructions for wooden wall
* Wood wall is now built from barricade congraph and on top of a barricade instead of using rods
* Fixed construction instructions for wooden wall
* fixed linter error
* Update Resources/Prototypes/Entities/Structures/Walls/walls.yml
Reasonable suggestion
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/Walls/walls.yml
spelling error
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* removed ability to build wall from 'junk' wood barrier'
* fixed ability to pry overlay barricades and not allow them to extend to full wood walls
* renamed incorrectly named entity
* fixed default entity graph so as to not complain for unit tests
* corrected my incorrect assumptions and fixed destroy cost
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Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add a festive lemon-lime soda variant: cranberry!
* Gave lemon-lime a brand name
* Make the CrateFoodSoftdrinksLarge slightly larger to accomodate the extra drinks.
* Extend the Christmas anomaly with extra jolliness
* Minor spelling mistake. Jollyness will not be denied.
* Removed redundant delay from meta file
* Made the Armory Gun Safe craftable with 10 steel, 10 plasteel, and 5 LV cables.
* Changed gun safe price to 335, to match the cost of its material components. Changed gun safe to start with no accesses when constructed.
* adress the review
* yeah
* wrah
* test fail is not real
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Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com>
* Adds Advanced SMES machine and board to autolathe roundstart
* Make Advanced SMES T2 Advanced Powercells research, reduce cost, remove from random spawner, add sprites by augustsun
* fix attribution formatting
* Update smes.yml to address review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* add new sprites and change naming scheme, testing something
* address review, tested it a bit more, works ingame
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Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Nacho recipes, nutrition, and trash
In meal_recipes.yml: Add recipes for Nachos, Cheesy Nachos, and Cuban Nachos.
In meals.yml: Add a solutions container to regular nachos so it lines up with the others, and add a small plate as trash to each one.
* Volumes, nutritional tweaks, and flavor
In meals.yml: Lowered maxVol on nachos to leave 5 units of space. Nachos nutriment and vitamin lowered for costing so little. A cheese wedge is 3.75 nutriment, so cheesy having 4 more total nutritional value lines up nicely to me.
Cuban nachos had too little volume to fit its reagents in the first place, so increased maxVol by 10. Chili peppers are 4 nutri / 4 vitamin and ketchup has a touch of tomato, so bumped to 8 and 5. Capsaicin lowered partly to make it an even 20u. Ketchup dilutes I guess. Also they don't have cheese so I changed the flavor profile to tomato instead.
In meal_recipes.yml: Cuban Nachos recipe tweaked to require one less pepper. Given above numbers, this fits the nutritional value imo.
* Initial commit
* Monitored pipe node is now referenced by name
* Review changes
* Simplified construction
* Tweaked deconstruction to match other binary atmos devices
* Helper function removal
* Updated attribution
* 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
* First round of anomaly core functionalities added
* Added sliceTime to anom meat mass and cooked version
* Adds SmokeOnUse component, system and shared system, adds new functions to inert electrical anom core
* Added more functions
* Final touches to branch
* Cleaning up some of the metadata for sprites and component definitions
* PR_Changes_v2_rev.0_Final_FINALFORREALTHISTIME.yml
* Lol jk these goddamn tests why me
* Quick updates based on feedback
* more changes to improve
* additional fixes and edits
* Changed tech core functionality
* added magboot functionality to grav core
* fixed issue with bluespace core sizing
* Reverting changes per request
* extra file to be deleted
* File cleanup
* Update chemicals.ftl
* Update cores.yml
* Update cores.yml
* Update meta.json
* Update chemicals.yml
* Update Resources/Prototypes/Entities/Objects/Consumable/Food/meat.yml
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Update meal_recipes.yml
* Update cores.yml
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Rework flaregun and add security shell gun
* Make flare gun twice as likely to appear in emergency lockers
* Security shell gun can now fire lethal shells like the flare gun used to be able to.
* Rebalance the sec shell gun material cost to primarily be steel instead of plastic
* Define the ShellShotgunLight tag in tags.yml
* Leave the no lethal shells for normal flareguns to a different PR.
* Move a comment to re-run checks.
* Bye bye lethal shells from plastic guns.
* Fix weird whitespace issue.
* Make the sec shell gun inherit the normal flare gun.
* Remove the rack verb and update the sec shell gun description
* Remove the ability to fire lethals from flare guns, pending blowing up the gun
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Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* add an emergency light node to the LightFixture construction graph
* add a recipe entry to the construction menu for emergency light
* make emergency light entity at the emergency light node on the graph
* Make emergency light destroy to 1 steel and 1 glass shard to match
the construction recipe
Co-authored-by: BooleanBuckeye <booleanbuckeye@gmail.com>
* clean up tools lathe recipes
* add medical and cooking tools
* add result
* add result to others
* review
* engine
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Initial implementation
* currently it crashes on load, don't know why, maybe changing the products will provide some insight
* I was overlooking part of the yaml formatting.