* Give Rust Removal a shorter Doafter (#770)
* Yeah, yeah, mircobalance. Every janitor player will fight you though. Welding and brushing walls free of rust now takes just three seconds.
* Now reinforced walls take a bit longer to de-rust. Times are as follows:
Solid wall: 1s weld, 3s brush
Reinforced wall: 2s weld, 3s brush
* Actually, just make both take 4s to brush and 1s to weld. Problem solved.
* changed the welding timer from 1 to 2 seconds for lag compensation.
* Voice Signaler can be Linked
* Fixes and Balancing
* a space has officially been added
* thinmfg
* things
* finalized everything I think?
* fixed??
* actually commit please (imagine this fixes everything im gonna cry)
* new fix
* Update Resources/Prototypes/Entities/Objects/Devices/Electronics/misc_linking_utilities.yml
added as per review
Co-authored-by: āda <ss.adasts@gmail.com>
* connection range from 25 to 15
* Renamed state from 'voice' to 'icon'
* Change state from 'voice' to 'icon' in YAML
* removed comma from voicesensor sprite yml
* Modify defaultLinks for Trigger source port
Updated defaultLinks for Trigger source port.
* Changed PNG name from voice to icon
* Removed G menu recipe and added autolathe recipe
* Fixed test fail
* removed empty line
* removed another line
* removed extra lines in meta.json
* test commit to rerun tests
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Flavors, Flavor Profiles, Reagent Text
* Base Reagent and Mix reaction
* Borkinase, flavor stuff
* Final touches me thinks
* Comment out shit
* Update fun.yml
removed comments
* Update fun.yml
Increased output for borkinase and felinase
* explosive reaction
creates razorium when mixed and makes a radioactive explosion. screaming explosion funny!!!
* reagent descriptions
updated em
* chem is no longer nuclear bomb
* remove tile-break scale
* recipe change
done through web view dont kill me im lazy
* removed cellular, halved rads
done through web again, dont end me thanks
* updated locale to reflect name change
* updated reagent to reflect name change
* updated reactions to reflect name changes
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* rename kira
* these one too
* migration
* Revert "migration"
This reverts commit ae0006ef745909c2e17b37fd18fd1d57204fe773.
* Revert "these one too"
This reverts commit 9757d2cf6898719b158e03c0f3b637cd2b55ce17.
* Revert "rename kira"
This reverts commit 170408c6f7486a6746b7a7c52cf10c597ead2608.
* bless the emo
* aaaaa
* time to end this right here and right now
* Revert "time to end this right here and right now"
This reverts commit b2c38573f9f8b5e8f736443d646d26839a0694cf.
* Revert "aaaaa"
This reverts commit 0f9451e22533b2f646211219e04103ce16d952ca.
* Revert "bless the emo"
This reverts commit 223607accf81e286481cab8d1037b1eb89a44dac.
* rename
* bikeshedding
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Folders recycle into paper, clipboards recycle into wood/plastic and steel
* CC clipboards also contain some cloth
* The nuclear code folder is also made of paper
* Whoops, violated the laws of thermodynamics
* Whoops, broke the laws of economics
* Made a new generic borg module for art; the Artistry Module!
* Made requested changes, changed the crayon emptyRepresentatives
* Did the thing.
* Added updated action sprite,with thanks to TiniestShark, also Attempted to fix the merge conflict
* changed empty representative of red to rainbow
* Added recharging crayon 'Electric Crayon' and sprite to the borg module, removed redundant extra crayon slot.
* Added requested changes, replaced old spraypainter with new recharging borg spraypainter
* Forgot to readd the recyclable tag to Crayon
* Removed compressed paint hand
* add table and curtains as constructables; carpet now in printer
* add textures
* whoops, didn't mean to change that
* textures v2
* add open curtain proto
---------
Co-authored-by: Quasr <~182430031+quasr-9@users.noreply.github.com>
* LOCKED THE FUCK IN
* Forgot this little fella
* Crying
* All entity effects ported, needs cleanup still
* Commit
* HEHEHEHAW
* Shelve for now
* fixe
* Big
* First big chunk of changes
* Big if true
* Commit
* IT BUILDS!!!
* Fix LINTER fails
* Cleanup
* Scale working, cut down on some evil code
* Delete old Entity Effects
* Accidentally breaking shit by fixing bugs
* Fix a bunch of effects not working
* Fix reagent thresholds
* Update damage
* Wait don't change the gas metabolisms A
* Cleanup
* more fixes
* Eh
* Misc fixes and jank
* Remove two things, add bullshit, change condition to inverted
* Remove unused "Shared" system structure
* Namespace fix
* merge conflicts/cleanup
* More fixes
* Guidebook text begins
* Shelve
* Push
* More shit to push
* Fix
* Fix merg conflicts
* BLOOD FOR THE BLOOD GOD!!!
* Mild cleanup and lists
* Fix localization and comments
* Shuffle localization around a bit.
* All done?
* Nearly everything
* Is this the end?
* Whoops forgot to remove that TODO
* Get rid of some warnings for good measure...
* It's done
* Should make those virtual in case we want to override them tbqh...
* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix test fails real
* Add to codeowners
* Documentation to everything
* Forgot to push whoops
* Standardize Condition names
* Fix up metabolism a little as a treat
* review
* add IsServer checks
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Made droppers printable by autolathes and medfabs
* added glass to recipe
* Update Resources/Prototypes/Recipes/Lathes/chemistry.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Move Bulldog Drum to Emag
Bulldog drum removed from standard techfab
Moved to emag listing
* Update Resources/Prototypes/Recipes/Lathes/Packs/syndicate.yml
* Adds more Syndie ammo to EMAG lathe inventory
* No more L6
---------
Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* - hugbot
- bdy with two arms because it needs two arms to hug
- is constructable from:
- box of hugs
- proximity sensor
- two borg arms
- lots of voice lines
- kinda like a medibot, it chases you down and then hugs you
- except if it's emagged, then it punches you :)
- it has a 2m cooldown per person by default
- MeleeAttackOperator
- Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
- Used to make the hugbot attack
- RaiseEventForOwnerOperator
- Read the doc, but it's an operator which raises an event on the owning NPC.
- Used to make the hugbot hug extra code, specifically for the cooldown
- Changes to existing code:
- `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
- `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
- (I updated all of the existing usages for this)
-
* two arms
* wait what if we just used mimebot arms so it doesn't look awful
* smort
* Move Bulldog Drum to Emag
Bulldog drum removed from standard techfab
Moved to emag listing
* Update Resources/Prototypes/Recipes/Lathes/Packs/syndicate.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* refactors in material_doors.yml,
lowers destructible thresholds on most doors,
changes damageable modifiers for doors lowering their resistances,
adds partial material drops to doors being destroyed
* adds poster break sound to paper door breaking
* merge conflicts
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* add sprites for box cutter
* move box cutter to melee, add yaml
* remove unneeded soundHit yaml
* add opening sound effect to box cutter
* modify sprites to look more like actual box cutters
* add BoxCutter tag and add to belts
* rename box cutter to utility knife
* remove accidental backtick
* move utility knife to correct place in tags
* remove SECOND accidental backtick??
* Fix utility knife arbitrage by reducing steel to 50
* Reduce damage to 4
* Reduce knife bounty reward to $2000
* modify utility knife icon to be larger
* Make utility knife extendable/retractable
* move slicing out of ComponentToggler
* change utility knife extend/retract sound
* Use TiniestShark's larger inhand images for utility knife
* utilty knife is now only Slicing when activated
* Initial Commit
Added Circuit Totes, replaced Head Locker fills with Tote fills, also stamp boxes for relevant heads.
* Craftable!
Now craftable: Uses 1 cardboard and 1 cloth (gotta keep the circuits cushioned!)
* Various Fixes
Fixed indenting, added comments, fixed names, tried for 5 hours to get the table fill to work, failed.
* test fail fix
aaaaaaaa
* TEST FAIL WHYYYY
AAAAAAAAAAAAAAAAAAAAA
* test fail fix 3 feat. iaada
*mothscream.oog*
* SURPLUS BOARD USES TOTE NOW
THANK YOU IAADA
* indent fix & storage base fix
Fix for indents and also the storagebase bug
* Master Merge Fix
* Update meta.json
* forgor the important part
* Initial commit
* Fixing merge conflict
* Merge conflict fixed
* Anchorable entities can now be marked as 'unanchorable'
* Revert "Anchorable entities can now be marked as 'unanchorable'"
This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5
This functionality will be made into a separate PR
* Error sprite
* Update AI core appearance with sustained damage, spawn scrap on destroyed
* Added intellicard sprite
* AI damage overlays
* Added fixtures
* AI core accent changes when damaged or low on power
* Bug fix and pop up messages for inserting AIs into inoperable cores
* Updated 'dead' sprite
* Destroying the AI core reduces the number of AI job slots available
* AI battery duration set to 10 minutes
* Initial commit
* Allow MMIs used in the construction of AI cores to take them over
* Initial resources commit
* Initial code commit
* Sprite update
* Bug fixes and updates
* Basic console UI
* Code refactor
* Added lock screen
* Added all outstanding UI features
* Added purge sprites
* Better appearance handling
* Fixed issue with purge sprite
* Finalized UI design
* Major components finalized
* Bit of clean up
* Removed some code that was used for testing
* Tweaked some text
* Removed extra space
* Added the circuitboard to the RD's locker
* Addressed reviewer comments plus tweaks
* Addressed reviewer comments plus tweaks
* Removed instances of granular damage
* Various improvements
* Removed testing code
* Fixed issue with disabled buttons
* Finalized code
* Addressed review comments
* Added a spare Station AI core electronics to the research director's locker
* Fixing build failure
* Addressed review comments
* Addressed review comments
* Added reverse path for construction graph
* Removed unneeded reference
* Parts can be purchased through cargo
* Fixing merge conflict
* Merge conflict resolved
* Fixing merge conflict
* Code update
* Code updates
* Increased AI core health and gave it a sell price to fix test fail
* Added screen static sprite
* Added better support for ghosted AI players plus code tweaks
* Various improvements and clean up
* Increased purge duration to 60 seconds
* Fixed needless complication
* Addressed reviewer comments part 1
* Addressed reviewer comments part 2
* Further fixes
* Trying lower battery values to see if it fixes the test fail
* Adjusted power values again
* Addressed review comments
* Addressed review comments
* Fixed test fail
* Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside.
* Added pop up text
* Bug fix
* Tweaks and fixes
* Fixed restoration console not updating when the AI finishes rebooting
* Update SharedStationAiSystem.Held.cs
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Added Waterjug, a low-mid pop map with a tropical theme and custom evac shuttle
* Fixed postmapinittest issues (Hopefully)
* Actually fixed the afformentioned issue.
* Added Warden Spawnpoint which I forgot
* Named APCs, Substations, & Cameras, added some more decals
* Decorated some more, notably the bar.
* Minor adjustments, added cans, slightly reworked salv and maints bar
* Fixed some small issues, notably weird closed doors, added a few small things (shutters mostly)
* Added 2 new astrotiles, dark grass and desert sand.
* Removed map. Fixing issue. Please hold.
* Forgot to remove a comma, please god forgive me maptainers. I blame Rider IDE for it's autoaddition of all changes made even on seperate branches.
* Added localization for stacks.
* Actually fixed the loc. issue. Maybe. Please.
* Hopefully fixed the last localization issue.
* Added Light Astro-tiles, and edited the names of the inhand png's for the dark grass astrotiles to be more internally consistant
* Fixed some issues caused by another PR I made, added more maints stuff
* Made some small decorative and practical changes
* Fixed, changed, and added a ton of stuff. I don't think I can list it all, honestly.
* Removed shields to try to fix an issue with the test
* Hopefully fixed issues relating to a failed test.
* Replaced grass/flora decals with randomized ones, readded shields to armory
* Fixed some YML issues, whitelisted files for flora decal spawners
* Added a bridge-beach, added some misc. items and objects.
* Small changes to buttons, fixed wires and flooring
* Fixed AME-Holopad issue.
* Added a Custom Waterjug Parallax, made it so the parallaxes actually work, and made some minor adjustments to the map
* Fixed an accidental adjustment to CoreStation's parallax prototype YML
* Changed some Salvage and Cargo stuff
* Fixed some merge issues, updated Adriatic with a locker and added some little details to Waterjug
* Fixed some stuff, added docking arm near evac
* meta json fix tiles
* fixed again
* fixed once more
* Removed all the waterjug stuff.
* fix spacing
* fix unnecessary formatting
---------
Co-authored-by: SharkSnake98 <sharksnake87@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Removed the old MechAssembly system and component.
Converted all mechs to use the unified PartAssembly system.
Removed dismantling mechs during assembly logic to simplify the code.
* Delete Chassis via migration
* Added plastic clipboards; added plastic clipboards to the PTech machine; added clipboards & plastic clipboards to the autolathe
* Fixed plastic clipboard inhand sprites; added and implemented 'empty' clipboard prototypes
* Cleaned up code for empty clipboards; removed BoxFolderBaseEmpty since now it's redundant
* Extensive folder cleanup
* Bugfixed random folder spawns
* Reduced amount of paper in CrateServiceBureaucracy
* Medical folder sprite rename
* BaseTraitorSocialObjective sprite fix
* Added office paper to bureaucracy crate
* First pass at addressing recent review
* Second pass at addressing recent review
* Fix of weird migration.yml error
* whoops, forgot to undo the rename to folder-white.png in the last few commits
* whoops, didn't commit that last commit properly
* whoops, forgot to undo this reordering
* Add lye reagent and its recipes
* Move and add soap recipes
* Add temperature to soap recipes
* Silly comments
* Remove NaHO based lye recipe due to sigynate recipe conflict.
* Typo
* Typo, again
* Change lye color and description
* Initial commit
* Update based on feedback
* Minor fix
* Update to match playtest
* Update reaction behavior and test to work; max temp is no longer an inclusive value.
* Revert "Update reaction behavior and test to work; max temp is no longer an inclusive value."
This reverts commit 2a2c4a17a623cc7ddc15b63d91a1b8b441e95cea.
* Incorporate heal values & OD for adv. chems from 39464, revert adv. brutes recipes
* learning???
* made card walls work, then made game unlaunchable (:
* Still broken, added notes that I thought of while in bed
* wall, door, table and chair are now bare min functional, yay
* learnt why not to web edit...
* added floors, walls and floors fully complete
* added swords, shields, armour, helmets and arrows
* added funny sound and cleanup small issues
* cleanup
* cleanup
* credited myself
* card to cardboard
* fixed licence issue and meta thingy
* adjusted arrow stam-damage
* made card carpets more regular
* simplified sprite, reduced stam damage
* formatting fixes
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Added offset cane
* Added offset cane colors
* Added canes to the trinkets menu
* added color to names instead of suffix
* removes some stripes from the mime cane icon
* update file organization
* standard -> standard.rsi, stop making commits at nearly 3 in the morning.
* updated comment to be more explicit in what doesnt work
* Cane refactor :godo:
* git makes me very upset sometimes (fixed cane yaml)
* wooden->wood
* apparently this didnt push
* Standardize comments
* Removed comment
* Removed comment
* Adds red accents to mime cane
* Indent fixes
* pAIs can now accept keys, but can't talk in said channels
* added dummy module
* added adv clown module alongside projector
* holopeel & projector sprite added, it's destroyable too
* added experimental pie cannon
* exp pie thrower throws pies, added tool icon, added bananium horn
* removed the weird pAI changes, my bad!
* okay NOW the pAI stuff is all gone
* added icon, recipe, renamed tech for unlocking
* removed bananium horn
* Added in-hand sprites, credited to TiniestShark. Changed holopeel projector description to let the user know it recharges over time.
* Changed Head Branch Due To Broken Merge
* Changed Head Branch Due To Broken Merge
* Readds the removal of bic/advanced mix.
* TFW Breaking changes break changes
* TFW Breaking changes break changes