* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit f059714a75601c73c0b7b917d0faac35c99f96fe)
* Added Jukebox, along with music for jukebox
* Fixed Jukebox meta.json copyright
* Removed songs I couldn't find a license for.
* Renamed files to solve check failures from spaces
* Added missing attributions.yml
* Fixed lack of description in Jukebox
* Jukebox is now constructable.
* Change Jukebox menu to FancyWindow
* Moved Jukebox messages out of jukebox component
* Removed Jukebox OnValueChanged.
* JukeboxComp now uses AutoGenerateComponentState
* Removed state code, since it's auto generated
* Fixed various Jukebox code to match conventions.
* Updated Standard.yml to match changed song list.
* fixes
* Jukebox workin
* Fix
* Polishing
* Finalising
* Revert
* bad
* jukey
* Reviews
* name
* Update submodule to 218.2.0
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Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
(cherry picked from commit 2db374988c91c6ce5f932b9cee1ba251cbfb22e5)
* all work done
* adress whitespace
* millions must factorio
* conflict fix
* i forgot
(cherry picked from commit 6ef592ddba336a41330eaf3760a600c805907e1d)
* 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
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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