Adds firemodes to match round types to ESAR and removes WTs from HoS offices.#1126
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fenndragon merged 2 commits intoHardLightSector:masterfrom Apr 8, 2026
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Linter looks like something with thavens? Not me. |
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pull from master |
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Will when able - late tomorrow or monday |
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YAML pass |
xemeraldwingx-dot
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fenndragon
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* Automated Changelog Update (#1124) * Automated Changelog Update (#1127) * Chameleon Thieving Gloves Rising From the Ashes Like a Phoenix (#1120) * Add chameleon thieving gloves * Remove boring thieving gloves * fixed a missed indent * Automated Changelog Update (#1120) * Adds firemodes to match round types to ESAR and removes WTs from HoS offices. (#1126) * Fixed plating movement speeds (#1131) * Automated Changelog Update (#1126) * Gas Readout (#1132) You can now see the gas output! * Aberrant gear (#1133) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * improved flesh expedition loot * improved textures based on the feedback * Added more guns * Automated Changelog Update (#1131) * Synthetic Swabs and Swab Applicators (#1136) * We Swabbin # Conflicts: # Content.Server/Botany/Components/BotanySwabComponent.cs # Content.Server/Botany/Systems/BotanySwabSystem.cs # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/disease.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Recipes/Lathes/misc.yml # Resources/Prototypes/Research/civilianservices.yml * redundant line zeroVisible doesn't exist any more * Updates based on comments * e * ejectOnUse fix yaml fail by performing the advanced task of properly reading the ItemSlotsComponent layout * Update belts.yml --------- Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> * Stop theft of Hydroponics trays (#1137) Co-authored-by: Alchebun <jimmy.12.or#gmail.com> * Freezer Pouch (#1138) * The Freezer Pouch! The Freezer Pouch Is Real! [ Adds a freezer pouch, you can now store your rotting food on the go, or any wanted organs! ] * Cost Buff & ReDiscription [ Just makes its cost a bit more than other pouches and makes its discription have a bit more fun ] * Fixes The Color [ Forgor to change a few of the hex colors for other spots on the pouch ] * Automated Changelog Update (#1133) * mixed all xenoborg sound bites to mono (#1139) * Made med borgs santized and gave them back surgery speed (#1140) * Proto avali displacement fixes (#1141) * Update protogen.yml * Create feet.png * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update meta.json * Update protogen.yml * testing to see if this may fix the avali in game displacements * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * a (am dumb) * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * CLEANUP * fixing skirts for all avali * Automated Changelog Update (#1138) * Remove five possibly unused <redirected console output> text files from repo root (#1142) * Remove utf16 (with BOM) build output text file from repo root * these files can go too.. looks like it's all just redirected console output from a build and execution * Ports Four-ears marking to Avali (#1144) * Ports four-ears to avali * added the marking to head (side) as well to replace the original ears and use as an alternate sprite entirely * Avali cryo fix (#1146) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Fixed avali not having cryo processing * Automated Changelog Update (#1146) * "But what if we tried MORE power"? (#1147) * "But what if we used more power?" * Make gunnery servers more expensive. * me when the space is blue * OK, this is better. This one works. * Forged hardsuit+fatal error in rambler fixed (#1151) * forged hardsuit added to test * fixes * Update meta.json * more fixes * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * adding some forged rambler fixes too * sprite fixes (for the third time) * Update unfinished.png * attempting to fix having to paint the rambler for mag states to work * learning, editing * EVEN MORE TESTING AND LEARNING * A * Update shotguns.yml * Update shotguns.yml * made hardsuit craftable * crafting stuff * *coughs* * i forgor the meta * *grumble*grumble* * *crying* * Update unfinished_forged_hardsuit.yml * Update forged_hardsuit.yml * Create makeshift-items.ftl * Update forged_hardsuit.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * dont need an icon, touchup * Update forged_hardsuit.yml * Diagonal RCD Plating (#1153) * Transistorhub guardian unit change (#1154) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * nerfed transistorhub guardians * Dragon buff and carp fry retexture (#1156) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Buffed dragons a bit, retextured carp fry * Fixed fish parenting, names and descriptions. Made fries even smaller * Makes The CMO's Locker Great Again (#1157) * Makes the CMO's Locker great again [ Adds the Biofabriactor to the Hardlight CMO locker ] * Biomass Reclaimer [ Adds the Biomass Reclaimer too! ] * DoAfter fix + Thieving perk stacking fix (#1158) * fix handcuffed verb interacts * mask block mouth related verb interacts * goofy ass copilot * i was a fool. * thieving timer + fix (some of) my bullshit * minimum stripping time + another doafter fix * final doAfter fix + revert redundant checks Fixes the doAfter system from it's broken state + Reverting some of my now redundant bandaid patches, except the carry one.. that one's robust.. * nearly missed this * fix cable stacks while we're at it * Hypo and Grit tweak (#1159) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * adjusted hypo and grit * changed xenoborg hypo to avoid wierdness * Revert part 1 (I dont wanna use git, im just changing files) * Revert part 2 * Revert part 3 * Revert part whatever * The waves will crash upon their ears once more (#1162) * Remove Latejoins from Shuttles (#1163) * No more getting spawned in on someone's ship * Added HL ships --------- Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> * Automated Changelog Update (#1147) * Zed buff (#1165) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Buffed zombies a bit * Apply suggestion from @fenndragon --------- Co-authored-by: fenndragon <fenndragon@gmail.com> * Clicker Port from DEN (#1166) * Stop, Clicker time * Can't click this, cause loadouts are weird * 4 clicky 4 sale - added 4 clickers to passiondrobe vend * Price, price, baby - added static and vend price to the clickers * Romerol fix (#1167) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Romerol no longer bypasses innoculate, ambuzol and etc * [BOUNTY] Adding the rest of the talls (oh and secborg) (#1169) * Borg type switching. (#32586) * 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 * Borg type switching. (#32586) * 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 * Guh messed up the ID... * Merge pull request #1804 from Road-Train/borg-subtypes porting AL borg subtypes * commenting as of yet unused tags. * Merge pull request #1383 from ss14Starlight/borg-rsi-fixes Borg rsi fixes * port subtypes * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Customization should be free! * Remove pricing logic because I can't be arsed to fix it for 1 sprite and the system is kinda stupid anyway. * BEGONE ENT * Fixing several sprite paths and PROPERLY applying the restoration of the OG borg frames. * Tallborg sprites (Not yet added to the subtypes) * Delete the AL port due to possible licensing issues * Add the CD version of the system instead. My sanity is at ease. * Leftover changes. * Another one! Guuuuh * Gonna kill myself with all these fucking typos * Why the fuck will this just not work... * I am genuinely lost for why this is not working. * Fairly sure I've fucked up SEVERAL rsi's but... I just want this shit to work man... * WHYYYYY JUST WORK GOD DAMN IT * SERVER LAUNCHES, SELECTING A BORG CRASHES IT. BUT BY GOD. IT'S PROGRESS. * VICTORY!!!!! * Duplication moment Just 1 linter fail? Surely not * Fixing RSI's of several borgs so they work properly. * Borgs use labels instead of tooltips since it is more convenient (need to adjust the location though). Also fixed medical standard not using an .rsi (and updated ID's to match the SL convention) * refactor ChassisSpriteSelection.xaml.cs - Remove code duplication by changing CreateDefaultSubtypeButton into CreateSubtypeButton which can create both the default and other buttons. Also hopefully fixed the labels being slapped RIGHT on top of the borg sprites? * Further refactoring: Pass only the subprototype instead of the entire action. * UI works... several of the borgs are a tad broken though time to look into that. * Removed unnecesary subtype mentions from the FTL file, hopefully fixed all the broken dummy protos. * Yeah no I am not redoing all of the quadborgs as well. That's a future me problem. * Fixing ID's. * Fixed engi quadborg accepting arms, reinstated all the borg legs/torso/heads so quadborgs can still be built. To be removed when quadborgs become switchable. * Reinstated the removed modules, but moved them to be craftable at base so quads don't get cucked. * Whoops forgot to re-parent the heads. * Tags moment. * Split the Civilian folder into Jani/Service. Also, prototyped all the Tallborgs. * FUCKASS TYPOS * I swear I can't read BUT THIS TIME I'VE GOT IT. * I swear I have eyes. I just. Can't seem to use them. * Create borg_types.yml Secborgs soontm * Update borg_types.yml Add an actual definition for the security borg. * Create borg_chassis.yml WHY IS THIS DIRECTORY NAMED CYBORG AND NOT CYBORGS COME ON * Update borg_subtype_chassis.yml Added: Cargo to mining (for now, to be redone if cargo borg is ported) Ninja to generic Peacekeeper to generic Security subtypes Syndie subtypes to security (for now) * Update borg_subtypes.yml Added the subtypes. k4t_alt_cargo's rsi doesn't have the extension. I cannot fix this currently. * Create base_borg_subtypes.yml * Fleshing out the security cyborg. Deliberately omitting the jetpack here because well it seems that one's being made useless. * Remove jetpacks from normal borgs. Livy's update is removing the key functionality that made me want them added. Now that it is gone it is no longer required for them to have one. * Rename meta.json to meta.json ayeee you can fix it! * 5 million renames incoming * Rename borg-tipped.png to borg-tipped.png * Rename borg-wreck.png to borg-wreck.png * Rename borg.png to borg.png * Rename borg_e.png to borg_e.png * Rename borg_e_r.png to borg_e_r.png * Rename borg_l.png to borg_l.png * Rename credit.png to credit.png * whoops wrong comps * Fixed MOST of the linter fails... just gotta see the silicon laws. * RobocopLawset != Robocop God damn it. --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> * Fix build fails (#1170) we do not have moth displacements yet. * added looping sounds to vibrators once turned on (#1171) Co-authored-by: xiv3n <xiven93@gmail.com> * Reduced the cost of the pool toy trait (#1150) * Reduced Cost to 3 * 2 is a nicer number * Add more aphrodesiac effect descriptions (#1152) * Automated Changelog Update (#1163) * Automated Changelog Update (#1152) * Revert "DoAfter fix + Thieving perk stacking fix (#1158)" This reverts commit 11a6be9. --------- Co-authored-by: xemeraldwingx-dot <xemeraldwingx@gmail.com> Co-authored-by: Magniras <austen.swearinger@gmail.com> Co-authored-by: Generic-Eagle <142759181+Generic-Eagle@users.noreply.github.com> Co-authored-by: TrylobyteWasTaken <TrylobyteOfStratics@hotmail.com> Co-authored-by: Iisazel <98771875+Iisazel@users.noreply.github.com> Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> Co-authored-by: Alchebun <47635328+jimmy12or@users.noreply.github.com> Co-authored-by: Nikö <76795775+Nikode16@users.noreply.github.com> Co-authored-by: rtasva <razwilson@outlook.com> Co-authored-by: Toast <58080654+Toaster-Box@users.noreply.github.com> Co-authored-by: LIzadous <xxblackdragonxz@gmail.com> Co-authored-by: Ishkabelamuda <fish@zcx.pw> Co-authored-by: Lily Autumn <45874270+AutumnalModding@users.noreply.github.com> Co-authored-by: re-silvered <254359714+re-silvered@users.noreply.github.com> Co-authored-by: SquishyEmmaaaa <235807504+SquishyEmmaaaa@users.noreply.github.com> Co-authored-by: MangoYoshi <voideddevnull@proton.me> Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> Co-authored-by: R3v3l4t1on <237806892+R3v3l4t1on@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: Cheep <sully669@proton.me> Co-authored-by: xiv3n <xiven93@gmail.com> Co-authored-by: ASaltySeabass <SKKJMK1@gmail.com> Co-authored-by: Ingvar Jackal <IngvarJackal@users.noreply.github.com>
fenndragon
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Apr 9, 2026
* Update SharedPortalSystem.cs * update * edits * Update ShowUnborgableIconsSystem.cs * fix * fix * upstream to pr (#1174) * Automated Changelog Update (#1124) * Automated Changelog Update (#1127) * Chameleon Thieving Gloves Rising From the Ashes Like a Phoenix (#1120) * Add chameleon thieving gloves * Remove boring thieving gloves * fixed a missed indent * Automated Changelog Update (#1120) * Adds firemodes to match round types to ESAR and removes WTs from HoS offices. (#1126) * Fixed plating movement speeds (#1131) * Automated Changelog Update (#1126) * Gas Readout (#1132) You can now see the gas output! * Aberrant gear (#1133) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * improved flesh expedition loot * improved textures based on the feedback * Added more guns * Automated Changelog Update (#1131) * Synthetic Swabs and Swab Applicators (#1136) * We Swabbin # Conflicts: # Content.Server/Botany/Components/BotanySwabComponent.cs # Content.Server/Botany/Systems/BotanySwabSystem.cs # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/disease.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Recipes/Lathes/misc.yml # Resources/Prototypes/Research/civilianservices.yml * redundant line zeroVisible doesn't exist any more * Updates based on comments * e * ejectOnUse fix yaml fail by performing the advanced task of properly reading the ItemSlotsComponent layout * Update belts.yml --------- Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> * Stop theft of Hydroponics trays (#1137) Co-authored-by: Alchebun <jimmy.12.or#gmail.com> * Freezer Pouch (#1138) * The Freezer Pouch! The Freezer Pouch Is Real! [ Adds a freezer pouch, you can now store your rotting food on the go, or any wanted organs! ] * Cost Buff & ReDiscription [ Just makes its cost a bit more than other pouches and makes its discription have a bit more fun ] * Fixes The Color [ Forgor to change a few of the hex colors for other spots on the pouch ] * Automated Changelog Update (#1133) * mixed all xenoborg sound bites to mono (#1139) * Made med borgs santized and gave them back surgery speed (#1140) * Proto avali displacement fixes (#1141) * Update protogen.yml * Create feet.png * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update meta.json * Update protogen.yml * testing to see if this may fix the avali in game displacements * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * a (am dumb) * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * CLEANUP * fixing skirts for all avali * Automated Changelog Update (#1138) * Remove five possibly unused <redirected console output> text files from repo root (#1142) * Remove utf16 (with BOM) build output text file from repo root * these files can go too.. looks like it's all just redirected console output from a build and execution * Ports Four-ears marking to Avali (#1144) * Ports four-ears to avali * added the marking to head (side) as well to replace the original ears and use as an alternate sprite entirely * Avali cryo fix (#1146) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Fixed avali not having cryo processing * Automated Changelog Update (#1146) * "But what if we tried MORE power"? (#1147) * "But what if we used more power?" * Make gunnery servers more expensive. * me when the space is blue * OK, this is better. This one works. * Forged hardsuit+fatal error in rambler fixed (#1151) * forged hardsuit added to test * fixes * Update meta.json * more fixes * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * adding some forged rambler fixes too * sprite fixes (for the third time) * Update unfinished.png * attempting to fix having to paint the rambler for mag states to work * learning, editing * EVEN MORE TESTING AND LEARNING * A * Update shotguns.yml * Update shotguns.yml * made hardsuit craftable * crafting stuff * *coughs* * i forgor the meta * *grumble*grumble* * *crying* * Update unfinished_forged_hardsuit.yml * Update forged_hardsuit.yml * Create makeshift-items.ftl * Update forged_hardsuit.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * dont need an icon, touchup * Update forged_hardsuit.yml * Diagonal RCD Plating (#1153) * Transistorhub guardian unit change (#1154) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * nerfed transistorhub guardians * Dragon buff and carp fry retexture (#1156) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Buffed dragons a bit, retextured carp fry * Fixed fish parenting, names and descriptions. Made fries even smaller * Makes The CMO's Locker Great Again (#1157) * Makes the CMO's Locker great again [ Adds the Biofabriactor to the Hardlight CMO locker ] * Biomass Reclaimer [ Adds the Biomass Reclaimer too! ] * DoAfter fix + Thieving perk stacking fix (#1158) * fix handcuffed verb interacts * mask block mouth related verb interacts * goofy ass copilot * i was a fool. * thieving timer + fix (some of) my bullshit * minimum stripping time + another doafter fix * final doAfter fix + revert redundant checks Fixes the doAfter system from it's broken state + Reverting some of my now redundant bandaid patches, except the carry one.. that one's robust.. * nearly missed this * fix cable stacks while we're at it * Hypo and Grit tweak (#1159) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * adjusted hypo and grit * changed xenoborg hypo to avoid wierdness * Revert part 1 (I dont wanna use git, im just changing files) * Revert part 2 * Revert part 3 * Revert part whatever * The waves will crash upon their ears once more (#1162) * Remove Latejoins from Shuttles (#1163) * No more getting spawned in on someone's ship * Added HL ships --------- Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> * Automated Changelog Update (#1147) * Zed buff (#1165) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Buffed zombies a bit * Apply suggestion from @fenndragon --------- Co-authored-by: fenndragon <fenndragon@gmail.com> * Clicker Port from DEN (#1166) * Stop, Clicker time * Can't click this, cause loadouts are weird * 4 clicky 4 sale - added 4 clickers to passiondrobe vend * Price, price, baby - added static and vend price to the clickers * Romerol fix (#1167) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Romerol no longer bypasses innoculate, ambuzol and etc * [BOUNTY] Adding the rest of the talls (oh and secborg) (#1169) * Borg type switching. (#32586) * 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 * Borg type switching. (#32586) * 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 * Guh messed up the ID... * Merge pull request #1804 from Road-Train/borg-subtypes porting AL borg subtypes * commenting as of yet unused tags. * Merge pull request #1383 from ss14Starlight/borg-rsi-fixes Borg rsi fixes * port subtypes * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Customization should be free! * Remove pricing logic because I can't be arsed to fix it for 1 sprite and the system is kinda stupid anyway. * BEGONE ENT * Fixing several sprite paths and PROPERLY applying the restoration of the OG borg frames. * Tallborg sprites (Not yet added to the subtypes) * Delete the AL port due to possible licensing issues * Add the CD version of the system instead. My sanity is at ease. * Leftover changes. * Another one! Guuuuh * Gonna kill myself with all these fucking typos * Why the fuck will this just not work... * I am genuinely lost for why this is not working. * Fairly sure I've fucked up SEVERAL rsi's but... I just want this shit to work man... * WHYYYYY JUST WORK GOD DAMN IT * SERVER LAUNCHES, SELECTING A BORG CRASHES IT. BUT BY GOD. IT'S PROGRESS. * VICTORY!!!!! * Duplication moment Just 1 linter fail? Surely not * Fixing RSI's of several borgs so they work properly. * Borgs use labels instead of tooltips since it is more convenient (need to adjust the location though). Also fixed medical standard not using an .rsi (and updated ID's to match the SL convention) * refactor ChassisSpriteSelection.xaml.cs - Remove code duplication by changing CreateDefaultSubtypeButton into CreateSubtypeButton which can create both the default and other buttons. Also hopefully fixed the labels being slapped RIGHT on top of the borg sprites? * Further refactoring: Pass only the subprototype instead of the entire action. * UI works... several of the borgs are a tad broken though time to look into that. * Removed unnecesary subtype mentions from the FTL file, hopefully fixed all the broken dummy protos. * Yeah no I am not redoing all of the quadborgs as well. That's a future me problem. * Fixing ID's. * Fixed engi quadborg accepting arms, reinstated all the borg legs/torso/heads so quadborgs can still be built. To be removed when quadborgs become switchable. * Reinstated the removed modules, but moved them to be craftable at base so quads don't get cucked. * Whoops forgot to re-parent the heads. * Tags moment. * Split the Civilian folder into Jani/Service. Also, prototyped all the Tallborgs. * FUCKASS TYPOS * I swear I can't read BUT THIS TIME I'VE GOT IT. * I swear I have eyes. I just. Can't seem to use them. * Create borg_types.yml Secborgs soontm * Update borg_types.yml Add an actual definition for the security borg. * Create borg_chassis.yml WHY IS THIS DIRECTORY NAMED CYBORG AND NOT CYBORGS COME ON * Update borg_subtype_chassis.yml Added: Cargo to mining (for now, to be redone if cargo borg is ported) Ninja to generic Peacekeeper to generic Security subtypes Syndie subtypes to security (for now) * Update borg_subtypes.yml Added the subtypes. k4t_alt_cargo's rsi doesn't have the extension. I cannot fix this currently. * Create base_borg_subtypes.yml * Fleshing out the security cyborg. Deliberately omitting the jetpack here because well it seems that one's being made useless. * Remove jetpacks from normal borgs. Livy's update is removing the key functionality that made me want them added. Now that it is gone it is no longer required for them to have one. * Rename meta.json to meta.json ayeee you can fix it! * 5 million renames incoming * Rename borg-tipped.png to borg-tipped.png * Rename borg-wreck.png to borg-wreck.png * Rename borg.png to borg.png * Rename borg_e.png to borg_e.png * Rename borg_e_r.png to borg_e_r.png * Rename borg_l.png to borg_l.png * Rename credit.png to credit.png * whoops wrong comps * Fixed MOST of the linter fails... just gotta see the silicon laws. * RobocopLawset != Robocop God damn it. --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> * Fix build fails (#1170) we do not have moth displacements yet. * added looping sounds to vibrators once turned on (#1171) Co-authored-by: xiv3n <xiven93@gmail.com> * Reduced the cost of the pool toy trait (#1150) * Reduced Cost to 3 * 2 is a nicer number * Add more aphrodesiac effect descriptions (#1152) * Automated Changelog Update (#1163) * Automated Changelog Update (#1152) * Revert "DoAfter fix + Thieving perk stacking fix (#1158)" This reverts commit 11a6be9. --------- Co-authored-by: xemeraldwingx-dot <xemeraldwingx@gmail.com> Co-authored-by: Magniras <austen.swearinger@gmail.com> Co-authored-by: Generic-Eagle <142759181+Generic-Eagle@users.noreply.github.com> Co-authored-by: TrylobyteWasTaken <TrylobyteOfStratics@hotmail.com> Co-authored-by: Iisazel <98771875+Iisazel@users.noreply.github.com> Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> Co-authored-by: Alchebun <47635328+jimmy12or@users.noreply.github.com> Co-authored-by: Nikö <76795775+Nikode16@users.noreply.github.com> Co-authored-by: rtasva <razwilson@outlook.com> Co-authored-by: Toast <58080654+Toaster-Box@users.noreply.github.com> Co-authored-by: LIzadous <xxblackdragonxz@gmail.com> Co-authored-by: Ishkabelamuda <fish@zcx.pw> Co-authored-by: Lily Autumn <45874270+AutumnalModding@users.noreply.github.com> Co-authored-by: re-silvered <254359714+re-silvered@users.noreply.github.com> Co-authored-by: SquishyEmmaaaa <235807504+SquishyEmmaaaa@users.noreply.github.com> Co-authored-by: MangoYoshi <voideddevnull@proton.me> Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> Co-authored-by: R3v3l4t1on <237806892+R3v3l4t1on@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: Cheep <sully669@proton.me> Co-authored-by: xiv3n <xiven93@gmail.com> Co-authored-by: ASaltySeabass <SKKJMK1@gmail.com> Co-authored-by: Ingvar Jackal <IngvarJackal@users.noreply.github.com> * pushing CORRECTLY * Revert "pushing CORRECTLY" This reverts commit 8c0e3a0. * Revert "Update ShowUnborgableIconsSystem.cs" This reverts commit e32a474. * undo the unborgable bullshit --------- Co-authored-by: xemeraldwingx-dot <xemeraldwingx@gmail.com> Co-authored-by: Magniras <austen.swearinger@gmail.com> Co-authored-by: Generic-Eagle <142759181+Generic-Eagle@users.noreply.github.com> Co-authored-by: TrylobyteWasTaken <TrylobyteOfStratics@hotmail.com> Co-authored-by: Iisazel <98771875+Iisazel@users.noreply.github.com> Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> Co-authored-by: Alchebun <47635328+jimmy12or@users.noreply.github.com> Co-authored-by: Nikö <76795775+Nikode16@users.noreply.github.com> Co-authored-by: rtasva <razwilson@outlook.com> Co-authored-by: Toast <58080654+Toaster-Box@users.noreply.github.com> Co-authored-by: LIzadous <xxblackdragonxz@gmail.com> Co-authored-by: Ishkabelamuda <fish@zcx.pw> Co-authored-by: Lily Autumn <45874270+AutumnalModding@users.noreply.github.com> Co-authored-by: re-silvered <254359714+re-silvered@users.noreply.github.com> Co-authored-by: SquishyEmmaaaa <235807504+SquishyEmmaaaa@users.noreply.github.com> Co-authored-by: MangoYoshi <voideddevnull@proton.me> Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> Co-authored-by: R3v3l4t1on <237806892+R3v3l4t1on@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: Cheep <sully669@proton.me> Co-authored-by: xiv3n <xiven93@gmail.com> Co-authored-by: ASaltySeabass <SKKJMK1@gmail.com> Co-authored-by: Ingvar Jackal <IngvarJackal@users.noreply.github.com>
fenndragon
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Apr 13, 2026
* Update SharedPortalSystem.cs * update * edits * Update ShowUnborgableIconsSystem.cs * fix * fix * upstream to pr (#1174) * Automated Changelog Update (#1124) * Automated Changelog Update (#1127) * Chameleon Thieving Gloves Rising From the Ashes Like a Phoenix (#1120) * Add chameleon thieving gloves * Remove boring thieving gloves * fixed a missed indent * Automated Changelog Update (#1120) * Adds firemodes to match round types to ESAR and removes WTs from HoS offices. (#1126) * Fixed plating movement speeds (#1131) * Automated Changelog Update (#1126) * Gas Readout (#1132) You can now see the gas output! * Aberrant gear (#1133) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * improved flesh expedition loot * improved textures based on the feedback * Added more guns * Automated Changelog Update (#1131) * Synthetic Swabs and Swab Applicators (#1136) * We Swabbin # Conflicts: # Content.Server/Botany/Components/BotanySwabComponent.cs # Content.Server/Botany/Systems/BotanySwabSystem.cs # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/disease.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Recipes/Lathes/misc.yml # Resources/Prototypes/Research/civilianservices.yml * redundant line zeroVisible doesn't exist any more * Updates based on comments * e * ejectOnUse fix yaml fail by performing the advanced task of properly reading the ItemSlotsComponent layout * Update belts.yml --------- Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> * Stop theft of Hydroponics trays (#1137) Co-authored-by: Alchebun <jimmy.12.or#gmail.com> * Freezer Pouch (#1138) * The Freezer Pouch! The Freezer Pouch Is Real! [ Adds a freezer pouch, you can now store your rotting food on the go, or any wanted organs! ] * Cost Buff & ReDiscription [ Just makes its cost a bit more than other pouches and makes its discription have a bit more fun ] * Fixes The Color [ Forgor to change a few of the hex colors for other spots on the pouch ] * Automated Changelog Update (#1133) * mixed all xenoborg sound bites to mono (#1139) * Made med borgs santized and gave them back surgery speed (#1140) * Proto avali displacement fixes (#1141) * Update protogen.yml * Create feet.png * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update meta.json * Update protogen.yml * testing to see if this may fix the avali in game displacements * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * a (am dumb) * Update protogen.yml * Update protogen.yml * Update protogen.yml * Update protogen.yml * CLEANUP * fixing skirts for all avali * Automated Changelog Update (#1138) * Remove five possibly unused <redirected console output> text files from repo root (#1142) * Remove utf16 (with BOM) build output text file from repo root * these files can go too.. looks like it's all just redirected console output from a build and execution * Ports Four-ears marking to Avali (#1144) * Ports four-ears to avali * added the marking to head (side) as well to replace the original ears and use as an alternate sprite entirely * Avali cryo fix (#1146) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Fixed avali not having cryo processing * Automated Changelog Update (#1146) * "But what if we tried MORE power"? (#1147) * "But what if we used more power?" * Make gunnery servers more expensive. * me when the space is blue * OK, this is better. This one works. * Forged hardsuit+fatal error in rambler fixed (#1151) * forged hardsuit added to test * fixes * Update meta.json * more fixes * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * adding some forged rambler fixes too * sprite fixes (for the third time) * Update unfinished.png * attempting to fix having to paint the rambler for mag states to work * learning, editing * EVEN MORE TESTING AND LEARNING * A * Update shotguns.yml * Update shotguns.yml * made hardsuit craftable * crafting stuff * *coughs* * i forgor the meta * *grumble*grumble* * *crying* * Update unfinished_forged_hardsuit.yml * Update forged_hardsuit.yml * Create makeshift-items.ftl * Update forged_hardsuit.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * Update shotguns.yml * dont need an icon, touchup * Update forged_hardsuit.yml * Diagonal RCD Plating (#1153) * Transistorhub guardian unit change (#1154) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * nerfed transistorhub guardians * Dragon buff and carp fry retexture (#1156) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Buffed dragons a bit, retextured carp fry * Fixed fish parenting, names and descriptions. Made fries even smaller * Makes The CMO's Locker Great Again (#1157) * Makes the CMO's Locker great again [ Adds the Biofabriactor to the Hardlight CMO locker ] * Biomass Reclaimer [ Adds the Biomass Reclaimer too! ] * DoAfter fix + Thieving perk stacking fix (#1158) * fix handcuffed verb interacts * mask block mouth related verb interacts * goofy ass copilot * i was a fool. * thieving timer + fix (some of) my bullshit * minimum stripping time + another doafter fix * final doAfter fix + revert redundant checks Fixes the doAfter system from it's broken state + Reverting some of my now redundant bandaid patches, except the carry one.. that one's robust.. * nearly missed this * fix cable stacks while we're at it * Hypo and Grit tweak (#1159) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * adjusted hypo and grit * changed xenoborg hypo to avoid wierdness * Revert part 1 (I dont wanna use git, im just changing files) * Revert part 2 * Revert part 3 * Revert part whatever * The waves will crash upon their ears once more (#1162) * Remove Latejoins from Shuttles (#1163) * No more getting spawned in on someone's ship * Added HL ships --------- Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> * Automated Changelog Update (#1147) * Zed buff (#1165) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Buffed zombies a bit * Apply suggestion from @fenndragon --------- Co-authored-by: fenndragon <fenndragon@gmail.com> * Clicker Port from DEN (#1166) * Stop, Clicker time * Can't click this, cause loadouts are weird * 4 clicky 4 sale - added 4 clickers to passiondrobe vend * Price, price, baby - added static and vend price to the clickers * Romerol fix (#1167) * Add more brass ammo calibers * Fix sprite path separators in Materials.yml * Add deleteOnSpawn property to cartridge ammo components Added 'deleteOnSpawn' property to various cartridge ammo components. * Update icon paths for bullet casing materials * Deleted a result of my spelling mistakes Im sorry, im dumb ;-; * Romerol no longer bypasses innoculate, ambuzol and etc * [BOUNTY] Adding the rest of the talls (oh and secborg) (#1169) * Borg type switching. (#32586) * 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 * Borg type switching. (#32586) * 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 * Guh messed up the ID... * Merge pull request #1804 from Road-Train/borg-subtypes porting AL borg subtypes * commenting as of yet unused tags. * Merge pull request #1383 from ss14Starlight/borg-rsi-fixes Borg rsi fixes * port subtypes * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Merge pull request #1961 from R3v3l4t1on/change-default-borg-chassis Swapping default borg chassis * Customization should be free! * Remove pricing logic because I can't be arsed to fix it for 1 sprite and the system is kinda stupid anyway. * BEGONE ENT * Fixing several sprite paths and PROPERLY applying the restoration of the OG borg frames. * Tallborg sprites (Not yet added to the subtypes) * Delete the AL port due to possible licensing issues * Add the CD version of the system instead. My sanity is at ease. * Leftover changes. * Another one! Guuuuh * Gonna kill myself with all these fucking typos * Why the fuck will this just not work... * I am genuinely lost for why this is not working. * Fairly sure I've fucked up SEVERAL rsi's but... I just want this shit to work man... * WHYYYYY JUST WORK GOD DAMN IT * SERVER LAUNCHES, SELECTING A BORG CRASHES IT. BUT BY GOD. IT'S PROGRESS. * VICTORY!!!!! * Duplication moment Just 1 linter fail? Surely not * Fixing RSI's of several borgs so they work properly. * Borgs use labels instead of tooltips since it is more convenient (need to adjust the location though). Also fixed medical standard not using an .rsi (and updated ID's to match the SL convention) * refactor ChassisSpriteSelection.xaml.cs - Remove code duplication by changing CreateDefaultSubtypeButton into CreateSubtypeButton which can create both the default and other buttons. Also hopefully fixed the labels being slapped RIGHT on top of the borg sprites? * Further refactoring: Pass only the subprototype instead of the entire action. * UI works... several of the borgs are a tad broken though time to look into that. * Removed unnecesary subtype mentions from the FTL file, hopefully fixed all the broken dummy protos. * Yeah no I am not redoing all of the quadborgs as well. That's a future me problem. * Fixing ID's. * Fixed engi quadborg accepting arms, reinstated all the borg legs/torso/heads so quadborgs can still be built. To be removed when quadborgs become switchable. * Reinstated the removed modules, but moved them to be craftable at base so quads don't get cucked. * Whoops forgot to re-parent the heads. * Tags moment. * Split the Civilian folder into Jani/Service. Also, prototyped all the Tallborgs. * FUCKASS TYPOS * I swear I can't read BUT THIS TIME I'VE GOT IT. * I swear I have eyes. I just. Can't seem to use them. * Create borg_types.yml Secborgs soontm * Update borg_types.yml Add an actual definition for the security borg. * Create borg_chassis.yml WHY IS THIS DIRECTORY NAMED CYBORG AND NOT CYBORGS COME ON * Update borg_subtype_chassis.yml Added: Cargo to mining (for now, to be redone if cargo borg is ported) Ninja to generic Peacekeeper to generic Security subtypes Syndie subtypes to security (for now) * Update borg_subtypes.yml Added the subtypes. k4t_alt_cargo's rsi doesn't have the extension. I cannot fix this currently. * Create base_borg_subtypes.yml * Fleshing out the security cyborg. Deliberately omitting the jetpack here because well it seems that one's being made useless. * Remove jetpacks from normal borgs. Livy's update is removing the key functionality that made me want them added. Now that it is gone it is no longer required for them to have one. * Rename meta.json to meta.json ayeee you can fix it! * 5 million renames incoming * Rename borg-tipped.png to borg-tipped.png * Rename borg-wreck.png to borg-wreck.png * Rename borg.png to borg.png * Rename borg_e.png to borg_e.png * Rename borg_e_r.png to borg_e_r.png * Rename borg_l.png to borg_l.png * Rename credit.png to credit.png * whoops wrong comps * Fixed MOST of the linter fails... just gotta see the silicon laws. * RobocopLawset != Robocop God damn it. --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> * Fix build fails (#1170) we do not have moth displacements yet. * added looping sounds to vibrators once turned on (#1171) Co-authored-by: xiv3n <xiven93@gmail.com> * Reduced the cost of the pool toy trait (#1150) * Reduced Cost to 3 * 2 is a nicer number * Add more aphrodesiac effect descriptions (#1152) * Automated Changelog Update (#1163) * Automated Changelog Update (#1152) * Revert "DoAfter fix + Thieving perk stacking fix (#1158)" This reverts commit 11a6be9. --------- Co-authored-by: xemeraldwingx-dot <xemeraldwingx@gmail.com> Co-authored-by: Magniras <austen.swearinger@gmail.com> Co-authored-by: Generic-Eagle <142759181+Generic-Eagle@users.noreply.github.com> Co-authored-by: TrylobyteWasTaken <TrylobyteOfStratics@hotmail.com> Co-authored-by: Iisazel <98771875+Iisazel@users.noreply.github.com> Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> Co-authored-by: Alchebun <47635328+jimmy12or@users.noreply.github.com> Co-authored-by: Nikö <76795775+Nikode16@users.noreply.github.com> Co-authored-by: rtasva <razwilson@outlook.com> Co-authored-by: Toast <58080654+Toaster-Box@users.noreply.github.com> Co-authored-by: LIzadous <xxblackdragonxz@gmail.com> Co-authored-by: Ishkabelamuda <fish@zcx.pw> Co-authored-by: Lily Autumn <45874270+AutumnalModding@users.noreply.github.com> Co-authored-by: re-silvered <254359714+re-silvered@users.noreply.github.com> Co-authored-by: SquishyEmmaaaa <235807504+SquishyEmmaaaa@users.noreply.github.com> Co-authored-by: MangoYoshi <voideddevnull@proton.me> Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> Co-authored-by: R3v3l4t1on <237806892+R3v3l4t1on@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: Cheep <sully669@proton.me> Co-authored-by: xiv3n <xiven93@gmail.com> Co-authored-by: ASaltySeabass <SKKJMK1@gmail.com> Co-authored-by: Ingvar Jackal <IngvarJackal@users.noreply.github.com> * pushing CORRECTLY * Revert "pushing CORRECTLY" This reverts commit 8c0e3a0. * Revert "Update ShowUnborgableIconsSystem.cs" This reverts commit e32a474. * undo the unborgable bullshit * prisms and positronic jumping --------- Co-authored-by: xemeraldwingx-dot <xemeraldwingx@gmail.com> Co-authored-by: Magniras <austen.swearinger@gmail.com> Co-authored-by: Generic-Eagle <142759181+Generic-Eagle@users.noreply.github.com> Co-authored-by: TrylobyteWasTaken <TrylobyteOfStratics@hotmail.com> Co-authored-by: Iisazel <98771875+Iisazel@users.noreply.github.com> Co-authored-by: MNX <56132549+Mehnix@users.noreply.github.com> Co-authored-by: Alchebun <47635328+jimmy12or@users.noreply.github.com> Co-authored-by: Nikö <76795775+Nikode16@users.noreply.github.com> Co-authored-by: rtasva <razwilson@outlook.com> Co-authored-by: Toast <58080654+Toaster-Box@users.noreply.github.com> Co-authored-by: LIzadous <xxblackdragonxz@gmail.com> Co-authored-by: Ishkabelamuda <fish@zcx.pw> Co-authored-by: Lily Autumn <45874270+AutumnalModding@users.noreply.github.com> Co-authored-by: re-silvered <254359714+re-silvered@users.noreply.github.com> Co-authored-by: SquishyEmmaaaa <235807504+SquishyEmmaaaa@users.noreply.github.com> Co-authored-by: MangoYoshi <voideddevnull@proton.me> Co-authored-by: ABush <69372251+aabush64@users.noreply.github.com> Co-authored-by: R3v3l4t1on <237806892+R3v3l4t1on@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: Cheep <sully669@proton.me> Co-authored-by: xiv3n <xiven93@gmail.com> Co-authored-by: ASaltySeabass <SKKJMK1@gmail.com> Co-authored-by: Ingvar Jackal <IngvarJackal@users.noreply.github.com>
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About the PR
Title says it all. The 3 major calibers the WT can take are now the fire modes low, medium, and high (14, 16, 18 heat with 50, 36, and 30 round capacities, colored yellow, orange, and red, respectively)
Does not include the 57x28 because it's 17 damage, see no reason to make four and disrupt the jumps of 2 damage
ESAR can now also fire in semi auto
Full replacement of WT and energy shotgun
Why / Balance
Make ESAR a more parallel WT
Finish the replacement of WT and E-shotty
Media
🆑 Generic_Eagle