* increase thieving beacon range to 2
* add obstruction check
* review
* Entity<T?> strikes again
* webedit ops because github died or something
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Localization of steal targets
* Correction of localization of theft objects
* The second correction of the localization of theft targets
* Update steal-target-groups.ftl
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Revision of the localization method
* Choosing a simple option for localization
* Fix TechnologyDisk name
* Corrections based on feedback received
* correction of declension
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* adds new icon, changes binary key icon and frame, changes contraband designation
* added back the regular key as admeme because it makes sense (why am I not thinking about these things)
* hehe I cannot read!
* -added rubber chicken toy
* -Removed faulty SolutionContainerManager type
-Replaced default toy squeak sound with rubber chicken sound for on-trigger and on-collide.
* fixed raw material cost
* adjusted material composition
* - Added rubber chicken to CrateFunToyBox
- Added rubber chicken to MaintFluffTable under "uncommon group" so that it will spawn in maintenance
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
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Co-authored-by: gambesun <116504990+gambesun@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.
All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.
The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.
Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.
This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
* Shoukou AI
* Fixs grid atmos
* The AI sat gets reworked and then I remove the spawn so no job :(
It's still gonna come *eventually* though, this is just setup
* April cursed all my maps to have invalids
and the curse is manifesting, i've been trolled.
* Fixes this angular and linear damping I know nothing about
* Corpsman Glasses Adjustment
* Fixed WrongHUDS lol
* Forgotpartwoops
* Return of The Glasses
* clean comments
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
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Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
Co-authored-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* belt rework
* Remove unnecessary tags
* Add whitelist to first aid kits
* Adjust medkit whitelist
* Add bottle-tagged items to medkit whitelist
* Grenade tag already exists pro
* tj is an idiot
* b&t debug wtaf are you yappin about
* Give belts another parent, ClothingSlotBase
* contain uncontained containers
* tj dumb fuck
* Adjust security loadouts
* Update dressers.yml
Add winter coats to HoS and warden dressers
* Update security.yml
Add sterile mask box to corpsman locker. Just in case.
* Update heads.yml
Readd spacelaw book
* Update security.yml
Readd spacelaw books
* Remove donuts from secvendor
* resprite sec winter boots because otherwise fox will hate me Forever™️
* Add winter boots to sec loadouts + dressers
* typo
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* i fucking said typo
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* add senior jumpskort (yes, skort)
* kill me
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* typo
* Clean up comments
* clean up det removal / addition, nerf coat
* fuckig gtypo
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* fix price of autodrobe
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Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* add mediborg to silicons department
* make silicon nonprimary dept
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* add station ai to command dept
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
* add comments
Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
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Signed-off-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>