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[pull] master from shiptest-ss13:master #416
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request All energy weapons now come with a retainment clip for their energy cells, if their cells are designed to be removable. After a cell is unlatched, a user will be able to remove the cell like as they would a magazine from a ballistic weapon. However, one must remember that these retainment latches were designed into these weapons for a reason. Firing one with a latch hanging loose will likely cause the cell to fall out and/or disconnect due to jostling. In order to latch or unlatch a retainment clip, one must alt-click on their weapon. If one is using a dual-mode weapon, such as an E-40, they will need to switch to laser mode in order to latch and unlatch the retainment clip, and remove the cell. If one has attachments on their weapon, you'll need to remove the cell on their weapon before attempting to remove an attachment. For the E-40, one simply needs to swap to the ballistic mode in order to do that. A line indicating the latch status was added to the examine text of energy weapons. ![image](https://github.com/user-attachments/assets/5bd8d99b-c066-4664-a6e0-6584fe11667f) This PR also slightly modifies the examine text of the E-40 to include cell charge characteristics. ![image](https://github.com/user-attachments/assets/5bfadcd4-1ca7-4e10-9e56-c37f382e549e) Small sample of it in operation: https://github.com/user-attachments/assets/5ac44c60-fed4-4448-ac15-4f65cf3202b9 Full demo of it in action: https://youtu.be/Be1c_0AFAds A clip of the state of the latch sprites at this time: https://github.com/user-attachments/assets/66d036c1-27df-486f-9b34-c82c22adbd06 ## Why It's Good For The Game Having cell removal be tied to alt-click felt smoother to me, compared to the current way that cells are handled, with removal requiring a screwdriver. The time it takes to remove and replace a cell is comparable as before the change, but it no longer requires a screwdriver to do. ## Changelog :cl: balance: replaced screwdriver cell removal with a cell-retainment clip mechanism /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Removes block chance from the knife wielding syndicate simple mobs. Fixes space knife syndicate simple mobs no longer dying in space Reduces the block chance of esword syndicate simple mobs to 25 from 50. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Why can the guys with knives block bullets? They have knives? Space enemies shouldnt die in space. 50% block chance for esword simple mobs is immensely brutal, doubling the effective health of an already dangerous mob, and I've seen them full wipe crews in the past. Some toning down would be good. ## Changelog :cl: balance: Syndicate esword simplemob block chance down to 25. fix: Syndi space knife enemies dying in space, and having block chance. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request as title ## Why It's Good For The Game frequent complaint about the ship. lack of essential role (engineer) does not create meaningful inter-ship interaction. just makes it less fun to play on. ## Changelog :cl: add: the valor now carries an artificer /:cl:
## About The Pull Request Makes angle grinders overall faster than plasmacutters at taking down walls and structures, and taking a fair bit less charge to boot. Slightly decreases the time to deconstruct certain objects like safes and blast doors by a negligible amount. ## Why It's Good For The Game Bulky as hell and no better than plasmacutters other than cost (as discussed in #3727). I think it'd be interesting that angle grinders being a very efficient and quick method of shipbreaking (which has little to no in game benefit, mind you) compared to the plasmacutter being a compact, specialist tool for breaching would make buying either worthwhile. ## Changelog :cl: balance: Angle Grinders now take less charge and are much quicker at deconstructing walls balance: Plasmacutters are now marginally slower, hardly noticeable. balance: Blast doors and safes are now very slightly faster to cut open. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## Changelog :cl: fix: mechs will now immediately fail a channel if they move, turn, or swap equipment. Previously the channel would run to completion before checking if it was valid. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Signed-off-by: Theos <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request As is the title ## Why It's Good For The Game Makes the filing cabinet in the dwayne bridge not "dense" ![image](https://github.com/user-attachments/assets/4e1bc236-f0e0-43e5-8091-948095682ccc) ## Changelog :cl: balance: The Dwayne filing cabinet located in the bridge is no longer dense /:cl:
## About The Pull Request You can unanchor Serving Dishes and take them with you ## Why It's Good For The Game Slop the eternal enemy of gruel ## Changelog :cl: add: You can now unanchor Serving Dishes /:cl: --------- Co-authored-by: github-actions <[email protected]>
## About The Pull Request Adds a Shaft Miner, and minorly adjusts the N+S cargo office to accommodate. In return to keep the crew size identical, the Janitor's slot has been removed and the room lowered to general access. Assistants can take up the role if they would like to be a janitor. ![image](https://github.com/user-attachments/assets/6b771897-8d66-4a91-8fc1-8bc0e9f058de) ![image](https://github.com/user-attachments/assets/1059ce93-3d1c-4522-afcd-8c7c100cf970) ## Why It's Good For The Game Inherently, the Harrier has an issue with integration into the gameplay loop. A lack of combat equipment means that ruin raiding is not much of an option, and most missions are either ruin raiding... or mining. But the Harrier is unable to properly perform mining as almost all of it's staff are civilian in nature. What's left for it is it's medical bay, which is worse than dedicated medships and most would rather interact with an Atoll than a Harrier. Now, you may say, what about the Cargo Techs? Cargo Technicians are wage-slaves to N+S, but their role is *not* excavation. Nor is the Supply Director. These are warehouse workers. There is a specialized role for that. Having spoken with some of the most active Harrier captains, it's pretty clear that most of the time the Cargo Technician is sent out anyways for mining since someone is _needed_ to keep the ship running and supplied. ## Changelog :cl: add: N+S has deployed a new batch of Shaft Miners to Harrier-class vessels. del: Janitors have been reassigned from the Harrier for retraining. /:cl:
## About The Pull Request I reduced it's volume to a reasonable amount ## Why It's Good For The Game Ears hurting is not good. It was really really loud. ## Changelog :cl: fix: The grill no longer grills your ears out. Rejoice, grillmasters. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request sighs so big and loud. makes turret controllers actually control turrets ## Why It's Good For The Game turret controllers should control turrets ## Changelog :cl: fix: Turret controllers now control turrets. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Imaginos16 <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request In a bid to make the Firestorm more flavorful, it is now chambered in .44 Roumain. The magazine size and rate of fire have both been reduced to account for this. - Rechambered to .44 Roumain - Rate of fire reduced to 0.3 SEC (a little less than half its previous rate of fire) - Magazine size reduced from 28 -> 24 and 50 -> 40 ## Why It's Good For The Game firestorm was sort of boring. Now it has a more interesting niche- kind of like a heavy PDW, since it fires a cartridge with (relatively) armor piercing characteristics. ## Changelog :cl: balance: SRM's Firestorm SMG is now chambered in .44 Roumain. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
thwack <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ![handcannon](https://github.com/user-attachments/assets/bd606c37-584c-4540-ba45-984632c4c9ee) Adds the M20 Auto Elite, a heavy pistol manufactured by Serene Outdoors and chambered in .44 Roumain (subject to change in future ammo reworks). Originally designed for Star City's police department after a series of incidents proved the need for a handgun more powerful than the 9mm and .45 pistols they had been using, the Auto Elite is a weighty slab of steel with the capacity for ten powerful .44 Roumain rounds, capable of punching through armor better than other handguns while still dealing substantial damage. While it proved bulky and inconvenient for police use, it found a niche as a sidearm for big game hunters and as a flashy option for mercenaries and other people with something to prove. Also adds the PO-20 Pinscher, Inteq's modification of the Auto Elite. Being more readily available than 5.7 and 4.6mm options while also having a heavier impact on target, Inteq has chosen the Auto Elite as a standard sidearm for Vanguards and other ranking personnel. Rollout is still in-progress, so Inteq ships on deployment will have to requisition them on their own for now. Both versions of the Auto Elite are available in cargo, with the Pinscher being faction-locked to Inteq. ## Why It's Good For The Game fills a niche and fleshes out Serene's catalogue a bit. Now indies have access to a semi-auto heavy pistol that nevertheless has a bit less punch than something like the CM-357, and Inteq has a designated officer pistol. ## Changelog :cl: add: Added M20 Auto Elite and PO-20 Pinscher heavy pistols. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Introduces 'limb integrity' as a mechanic among all robotic limbs. 1 point of 'Integrity loss' represents 1 HP's worth of damage that won't heal under most (if not all) circumstances. Limbs also have an 'integrity threshold', ignoring some accumulated integrity damage. So that robots can actually heal to full health from light damage a couple of times. A new surgery to 'Replace Structure' can be performed on robotic limbs, to fix all integrity, alongside all the damage that was accumulated as a result of it. 'Repair Machinery' requires a second individual to do it now, so that you can heal robots without causing integrity loss. A new item, 'Replacement structural rods', can be crafted with rods, cable and titanium. This grants 2 uses, and allows IPCs to repair themselves without assistance. ### Nitty gritty balance implications: - All robotic parts have an integrity threshold of ~~15~~ > 20. - Welding and cable repairs cost ~~7.5~~ > 5 integrity. - So you can repair each parts ~~twice~~ -> four times (60 HP) with no ill effects. - Every subsequent repair accumulates ~~7.5~~ > 5 permanent damage. - To reset a limb's integrity, surgery needs to be performed. After 8 repairs, a limb will have 20 unremovable damage. But in return, you'd have healed 120 HP. --- Since damage will be spread across the body, this gives IPCs a good pool of cheap health, but will need to either replace their limbs, or have a mechanic repair their limbs. ## Why It's Good For The Game Prevents IPCs and augmented humans from ignoring doctors in favour of a stack of coil and an empty welding tool. ## Changelog :cl: add: Robotic body parts now have integrity, 1 'integrity loss' represents 1 HP of damage that cannot be healed/repaired. add: New 'Replace Structure' surgery that allows a roboticist to restore limb integrity. add: New 'Structure Repair Kit' craft that restores limb integrity. balance: Robotic limbs start wearing out after multiple repairs, limiting their repair potential. balance: Repair machinery is no longer self-operable. /:cl: --------- Signed-off-by: TDHooligan <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
## About The Pull Request Adds a Sergeants armoured vest as an alternative to the Captains vest on the Banshee ## Why It's Good For The Game This singular addition gives the captain something else to wear, if they don't fancy the Captains coat they're given ## Changelog :cl: add: Adds a singular Sergeants vest to the Banshee Captains equipment /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes a broken path on the firestorm pan magazine crate, fixes the ammo capacity of its pan magazine, and tweaks fire rate up ever so slightly. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: fixed firestorm pan magazine capacity and crate /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Rampant price changes to many items in cargo! I have longingly stared at the cargo console for many hours wondering, "why don't more people cook on the ship?" or, "why don't we buy the party crate to celebrate?" before turning to the price and dying inside. It's salt in the wound when you can go down to the outpost bar and buy all the components for less than 500 credits. With these price reductions i'm hoping to see these things _actually_ be bought so crews can do more stupid roleplay stuff without having to do a whole class 1 drill for a janitorial cart. ### **NEW ADDITIONS**: **SPARE ID CRATE** - 100 Credits - There is currently no way to get more IDs, unless you go looting legion corpses, which isn't always something crews should have to do in the event of an accident. **SPARE JUMPSUIT CRATE** - 150 Credits - did you know before these changes, buying a replacement pair of clothes was, at cheapest, 1500 credits, or going to kill a legion (if you're a monster) **BULK EPIPEN CRATE** - 600 Credits - This was also something we didn't have? Again, the only solution was to go out and mass-murder legion, which isn't something medships will want to be doing. The price also low enough that the more militant ships may consider assigning them to their soldiers... **KITCHEN KNIFE CRATE** - 100 Credits - Well, you always need a knife for a kitchen, and it's cheaper than buying more metal. **COMBAT KNIVES CRATE** - 1000 Credits - A meaner knife for those looking to splurge, it's got three knives for your ravenous crew. ### **PRICE CHANGES** **ANIMAL SECTION** Monkey Crate 2000 -> 1500 Chicken Crate 2000 -> 500 Goat Crate 2500 -> 750 Cow Crate 3000 -> 500 Cat Crate 5000 -> 1000 Pug Crate 5000 -> 1000 Corgi Crate 5000 -> 1000 Exotic Corgi Crate 5000 -> 1000 Bird Crate 4000 -> 2000 (now can only spawn 1 parrot instead of 5) Fox Crate 5000 -> 1000 Butterfly Crate 5000 -> 500 (can now only spawn up to 3 butterflies instead of up to 50) Snake Crate 5000 -> 1000 (can only spawn 1 snake instead of 3) **CIVILIAN SECTION** Janitorial Supplies Crate 1000 -> 100 (now only spawns 1 bucket and no cleaner grenades) Janitor Backpack Crate 1000 -> 750 Janicart Crate 2000 -> 400 Calligraphy Crate 700 -> 250 Wrapping Paper Crate 1000 -> 100 Bureaucracy Crate 1000 -> 250 Forensics Crate 2000 -> 500 Party Equipment 2500 -> 500 Big Band Instruments 5000 -> 2500 Potted Plants Crate 700 -> 350 Carpet Crate 1000 -> 350 Exotic Carpet Crate 3000 -> 750 (reduced the amount of carpet you get) Noslip Tiles 2000 -> 1000 (doubled the amount of tiles you get too) Jukebox 35000 -> 1500 (why was this so expensive) Art Supplies 1000 -> 750 (is now an easel set with canvases) **Toys & Costumes** Training Toolbox Crate 1000 -> 100 Foam Force Crate 1000 -> 100 (reduced the amount of shotguns from 8 to 2) Foam Force Pistols Crate 1000 -> 400 Laser Tag Crate 1500 -> 500 Toy Crate 2000 -> 250 Original Costume Crate 1000 -> 500 Exosuit Pilot's Crate 1500 -> 500 Formalwear Crate 3000 -> 1000 Justice Enforcer Crate 6000 -> 2000 Collectable Hats 20000 -> 250 Rilena Merch 1000 -> 500 **EMERGENCY SECTION** Phorid Suit Kit 1000 -> 500 (halved the amount of suits in the crate, so halved the price) Firefighting Kit 2000 -> 500 (halved the amount of suits in the crate) **FOOD** Basic Ingredients Crate 300 -> 350 (added enzyme and more milk, so slightly higher price) Condiments Crate 250 -> 100 (removed enzyme and added mayonnaise) Vegetables Crate 250 -> 100 Fruit Crate 250 -> 100 Sugar Crate 500 -> 150 Ethanol Crate 750 -> 500 Weed Control Crate 750 -> 200 Seeds Crate 750 -> 150 **MACHINERY** Lightbulbs Crate 1000 -> 500 (could go cheaper for just glass basically) Power Cell Crate 1000 -> 1500 (as expensive as fuel, or t2 parts) Portable Pump 1500 -> 750 Portable Scrubber 1500 -> 750 Huge Scrubber 5000 -> 2000 **SEC SUPPLY** Survival Knives 500 -> 350 **SPACESUITS & ARMOUR** Space Suit Crate now contains two EVA spacesuits and not the ugly old-sprites. **TOOLS** > Mining Crate 1000 -> 250 (1000 for things you can print at a lathe? In this economy!) > Plasmacutter Crate 2500 -> 2000 Plasmacutter Crate remains at 2500 Mining Crate 1000 -> 500 (with an N+S Discount) **MATERIAL** Plasteel Sheets 2500 -> 2000 (it should honestly be cheaper but I will wait until OM5) Plasma Sheets 2000 -> 1500 Uranium Sheets 2000 -> 1500 Titanium Sheets 3000 -> 1500 Gold Sheets 4000 -> 2000 Silver Sheets 4000 -> 2000 1 Diamond 3500 -> 2500 Plastic Sheets 1000 -> 500 Cardboard Sheets 1000 -> 250 Wooden Planks 1500 -> 500 **CANISTERS** Oxygen Canister 1000 -> 750 Final points: a few things have been removed, such as the mafia crate, this has finally killed the italian moustache from cargo. Some descriptions were also changed, such as the MuleBot's to be less... 'TG'. Please let me know if you know of any other weird descriptions which don't really fit in. Also all mentions of Plasmaman in cargo have been renamed to Phorid. Price of the 5 cells has been increased to 1500 because a full recharge of your ship should cost as much as a stack of plasma or uranium. On that subject, the price of plasma and uranium are now as expensive as a box of t2 parts, so captains aren't forced to buy better parts roundstart. ## Why It's Good For The Game More roleplay oppurtunities for ships which may not get as many credits (i.e. SUNS, SOLCON, MEDSHIPS). Removes TG Cruft. A full janitorial set is now 500 credits. ## Changelog :cl: balance: Many price reductions have occured, happy shopping. del: Removed the mafia crate change: Changed descriptions on a few cargo orders /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Jedi-Toothpaste <[email protected]> Co-authored-by: Erika Fox <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR triples the lifetime of flares, and it increases their light range from 7 to 12. It also modifies the light range list for floodlights from (0, 5, 10, 15) to (0, 10, 15, 20). ![image](https://github.com/user-attachments/assets/a01f9581-d700-48d7-ae24-709d81dfb720) This shows how much area the flares light up with this change. https://github.com/user-attachments/assets/0208c6ff-b6d8-4ef8-95f0-4568bc875f4f This video shows how much area the floodlights will swath in light with this change. ## Why It's Good For The Game I believe that this change will help flares be used more often, as this will make them light up a greater area than they do right now, and it will also increase the length of time for which they will burn. This PR will also increase the effectiveness of floodlights. ## Changelog :cl: balance: increased flare lifetime and light range, and increased maximum floodlight light range /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request I was wrong about the cloneloss. It blows. Legion cores now do toxin damage instead. ## Changelog :cl: balance: Legion cores now do toxin damage instead of cloneloss. /:cl:
## About The Pull Request Adds glass bottles and their small version to the autolathe for the same price as beakers. Adds the fermenting barrel to the black market. Reduces the price of beekeeping crates by half. ## Why It's Good For The Game I need good containers for my dubious brews. Fermenting barrel is there to make moonshine since you Need It for Some Reason Decreased the price of beekeeping since its Pretty High (i want mead) ## Changelog :cl: add: Glass bottles of the large and small variety added to the autolathe add: Distiller added to the black market balance: Beekeeping crates pricing reduced /:cl: --------- Co-authored-by: github-actions <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Indestructible now means more indestructible silicons can no longer touch outpost airlocks. at all. silicons can no longer open doors that have had their AI control disabled outpost doors now have AI control disabled and are more indestructibler doors on the indie space outpost in the ert area are now actually outpost doors ## Why It's Good For The Game fix #4007 ## Changelog :cl: fix: more difficult to get into the ert rooms at outposts and to break stuff that shouldn't be /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Theos <[email protected]> Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request You can no longer gather (e.g. with a plant bag or trash bag) from any distance/through walls/through cameras/boundless thievery. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Unfortunately it is funny but I think you shouldn't be able to steal things by looking at it through a camera. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: gathering no longer has infinite reach /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Redoes Eoehoma sprites to match my new style Reduces the E-11's spread by 20 ## Why It's Good For The Game Eoehoma was done way before i adopted my new style, and only got around to adding them as i was adopting said new style, so they looked very ancient. This should make them look better Tag yourself ![image](https://github.com/user-attachments/assets/b68afd14-bdae-494a-a2ed-e264417ecf37) ![image](https://github.com/user-attachments/assets/8117a360-7b78-4efb-ad87-4005e54ef7c6) ![image](https://github.com/user-attachments/assets/3852186a-7683-4558-826c-d8bd080f9d56) (Was done in a previous PR but pretend it's here) ![image](https://github.com/user-attachments/assets/fdc3ca12-7456-456b-b3c6-3e9c45989644) ## Changelog :cl: add: Resprites everything eoehoma related! add: E-11 is more accurate. This isn't saying much. fix: E-60's charge overlay should now work /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: retlaw34 <[email protected]>
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