* Fix weird firerates
The .45 magnum firerate is around 2 to 3 so it was extremely funny how the .38 would be slower than a .45 and even the snubbed version.
* change ejection port placement on psibreaker
* Rubber nerf + new ammo + fix recipe costs
Everyone gets incendiary and uranium bullets so why not.
* Make lucky available in salvage
Alongside the other revolvers
* Update look of speedloader
So it matches the other revolver speedloader. Slightly smaller just because.
* Fix mistakes 🍞
* Add extra speedloaders
* mindbreaker ammo box
* New markers, update old .38 markers
* commentfix
* firerate pass 2
* Fixes
* cleanup
* Add new colored tips to cartridges
* Fix typo
* holy update after someone pointed out the damage
It's technically still a bullet but coated in silver/holy magic whatever, so it should still pierce. Still have to print them one by one and they are not as good as normal bullet against normal things
* someone did the math for silver bullets
I guess.
* handheld
* Update meta.json
* Update meta.json
* Update cargo.yml
* research
* add to borg
* bruh
* borg to T2
* fix
(cherry picked from commit 7a5f81ddb46e47078b983bfc9ba015ee67752ee3)
* update arsenal yml
balance ExplosiveTechnology
* small changes in arsenal research
small changes in arsenal research
* Update arsenal.yml
(cherry picked from commit 89d0b47354065bd6a50cf0f6b0d3ea04e0484d64)
* kill machine parts
* guidebook and artifact effect
* worst test ive ever seen in my life
* nuke test
(cherry picked from commit df1d8c36e5e8b0773123c744a4acca473fb135ea)
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
(cherry picked from commit 1c11332fa4b77d556e7f3db17f391dbd2664cda5)
* working on depleted uranium shotgun ammo
* added depleted uranium to more ammo
* Last changes and additions
* Forgot something, theoretically resolved the merge conflict too
* Nerfed the DU munitions, renamed em to uranium because it's not really DU
* made the ammo more expensive, also fixing the crash at the same time
* Fixed the last error, theoretically at least
* Revert "Fixed the last error, theoretically at least"
This reverts commit a875d2ac320478e4cb407564d704d915d0ef158b.
* copyright changes, small sprite changes, last references of depleted uranium removed
* Revert "copyright changes, small sprite changes, last references of depleted uranium removed"
This reverts commit 93a12bf20bc72581a0bdc32a3cdc7d887f50de3f.
* Update meta.json
* Update meta.json
* Update lathe.yml
* Update arsenal.yml
* Added ore bag of holding
* Now its in industrial tecnologi
Yeah, I fixed it with Tunguso4ka
Co-Authored-By: Tunguso4ka <71643624+Tunguso4ka@users.noreply.github.com>
* Update ore_bag_holding.yml
Now the "magnet" has a larger radius of attraction
* Changed location
---------
Co-authored-by: Tunguso4ka <71643624+Tunguso4ka@users.noreply.github.com>
* Added cryo syringe, sprite courtesy of Ubaser
* I failed to put a comma in meta.json file because I was so shocked by jeneral that I couldn't think clearly
* IN MY DEFENSE JENERAL IS SCARY I THINK THE FORMATTING IS FIXED NOW
* added canReact at the wrong place, fixed now
* made the transfer good
* more issues with the sprites
* not much to say, one must imagine sisyphus happy
* mmm yes give me 0 of layers
* I oughta double check shit more
* Should be all done!
* I didn't add it to the lathe, I am le stupide
* Forgot to add the recipe somewhere
* final touches, can actually be made at the medlathe now
* added the recipe to the protolathe as well
* Moves sheetifier research unlock from civilian services to industrial
* Makes wood insertable into the sheetifier and makes paper a lathable material
* Adds a paper crate to the cargo catalog
* Adds localizations
* Expedition board is now researchable
Adds the Salvage Expedition Computer board recipe
Adds the board recipe to the Salvage Equipment research
* Update Rules.txt
Updated the rules since expeditions are coming back.
* Deep Fryer And Its Powers
The Deep Fryer has been implemented. It uses Corn Oil, Ghee, and Olive Oil to fry. Other features include:
1. Mixing Oil and Water at a certain temperature causes smoke.
2. When throwing an object at the Deep Fryer, a Chef will *always* land the shot, but anyone else has a chance of missing.
3. When an item is sliced, an event is triggered that other items can see.
* Update meal_recipes.yml
* Reworking the effects so they won't trigger on init.
* Create DeepFryerTest.cs
* Commenting out the UnsafeOilVolumeEffects part of the .yml. Something about the sound script inside of it breaks UnintializedSaveTest and it's not necessary for a smoke reaction to occur anyway.
* Update DeepFryerSystem.cs