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#8 Перенос обновлений с Beta на Alpha сервер #695

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merged 152 commits into from
Jun 8, 2024

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[Перенос №7] - (#619)

Gristlebee and others added 30 commits June 1, 2024 15:52
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Adds generic ammo boxes, printable in the autolathe. They can be set to
hold any ammo type by using a bullet on it, and the capacity changes
depending on the bullet type.

Also makes ammo cans autolathe printable.

Replaces a few instances of update_appearence with update_ammo_count in
ammo box code so the materials properly update.

Thanks to FalloutFalcon for the idea

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Basically a redo of my other PR, shiptest-ss13#2868 intentwise. This PR aims to make
ammo storage more practical by adding these generic ammo boxes to
prevent having loose rounds everywhere if you don't have a compatible
ammo box with space. Ammo cans are basically just themed toolboxes, so
they're just nice to have thematically as well.

Also some bug fixes I guess, that's good.

:cl:
add: Generic Ammo Boxes, printable in the autolathe
add: Ammo cans are printable in the autolathe
fix: Ammo boxes sometimes not properly updating their materials
/:cl:

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Ports some mojave code (originally written on Daedalus by Spyroshark)
hat allows you to fling ingame objects with a simple, bouncing physics
quality.
This is currently implemented on bullet casings.

Technical issues currently:

- [x] Makes the bouncing less dramatic

- [x] Physics must have a "low grav" version for tiles without gravity,
since mojave didn't think gravity was real

- [x] The code handling the angle physics objects travel at is fucky and
needs to be fixed up

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the hit feature from 2003, coming to a shiptest near you
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:cl: Spyroshark, Sun-Soaked
add: A movable physics subsystem, deployed using a component.
add: Bullet casings now drop using movable physics
code: ports NO_PIXEL_RANDOM_DROP from TG.
/:cl:

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---------

Co-authored-by: Sun-Soaked <[email protected]>
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## About The Pull Request
Implements new defines set in power.dm for nearly all machines using
idle/active_power_usage
Kills auto_use_power() in favor of useStaticPower() procs
Standardizes power draws for most things using said defines
Decreases power used for lighting by half
Generally increases power used by machinery, especially those that are
only active for short periods.
SSUs now consume power when decontaminating, ORMs and vending machines
now take idle power.

![image](https://github.com/shiptest-ss13/Shiptest/assets/90987989/071f8fa8-0639-4fb5-9c3c-5b4b4ad254e4)
If you have any feedback, feel free to share it! Most of these numbers
are based on their original values, so definitely could be changed.
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## Why It's Good For The Game
This PR standardizes the draw of most machinery, while making it easier
to change power use across the board.
Additionally, lighting takes less power, while actual machines have been
tweaked to fill this gap.

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## Changelog

:cl:
tweak: SSUs draw power to decontaminate
balance: lights no longer take 60% of a ships power, machines use more
to account for this.
code: added standardized defines for power usage
/:cl:

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---------

Signed-off-by: HelmCrab <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
Loading rockets and rifle ammo into the revolver is prohibited

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:cl:

fix: Fix revolver ammo check

/:cl:

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---------

Co-authored-by: Sun-Soaked <[email protected]>
## About The Pull Request

default whitesands hermits now pull from the "survivor" loot variant
rather than no loot variant
hunters spawning now actually delete the old hermit mob, rather than
committing mitosis
hermit loot has been compactified, defaults are now declared in the
object rather than initialize, and variant-specific loot now uses a
switch statement
fixes a bug where non-gunslinger hermits had their pockets overwritten
with default equipment, they will now sometimes have goliath steaks,
cash (for melee hermits) or .300 BLK strippers (hunters) in their
pockets
reduces the cash bundle melee hermits can drop from a medium random
(500-3000) to small random (100-500) bundle since they are quite common.
This can be reduced further if deemed necessary.

## Why It's Good For The Game

babe it's 3:00 PM time for your code scrunching

## Changelog

:cl:
fix: melee hermits now pull from the "survivor" loot variant rather than
no loot variant
fix: hermits can no longer commit mitosis
tweak: hermit loot has been compactified, defaults are now declared in
the object rather than initialize, and variant-specific loot now uses a
switch statement
fix: all hermits now have pocket loot randomized as intended
tweak: reduces the cash bundle melee hermits can drop from a medium
random (500-3000) to small random (100-500) bundle since they are quite
common
/:cl:

Signed-off-by: Theos <[email protected]>
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## About The Pull Request

Portable generators all have different burn times. This unifies them.

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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game

The superpacman was actually inferior, and considerably so, to the
regular pacman in total energy generated. A pacman had a time_per_sheet
of 260, while a superpacman was only 85 for only double the power! This
made it inferior in every way, because uranium is also quite rare.

While there are no obtainable mrspacmans as far as I am aware, I find no
reason to have any of these generators set with different burn times.
This simplifies it by unifying all of them into the same base
time_per_sheet of 260.

I am aware this is going to mess with balance a little bit, but I
believe that simplifying the amount of variables in play will help make
balancing easier in the long run, because it isn't immediately obvious
that there were different sheet burn times. Balance should be affected
by changing power generated, uranium spawn rate, number of sheets and
generators at round start... etc, not some property that you can't see
unless you stand there comparing generators side by side.

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## Changelog

:cl:
tweak: All pacman and its variants now have the same sheet burn times.
Superpacmans are no longer the vastly inferior generator.
/:cl:

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Co-authored-by: FalloutFalcon <[email protected]>
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Resolves shiptest-ss13#2802
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Bugs bad, yeah?
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:cl:
fix: fbp and rilena hoodies now work as intended
/:cl:

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## About The Pull Request

currently it uhhhhhhhhh stacks with itself :3

## Why It's Good For The Game

fix

## Changelog

:cl:
fix: prismwine's burn resistance can no longer end up stacking
/:cl:

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Signed-off-by: Theos <[email protected]>
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## About The Pull Request

Double beds have been craftable for a while, HOWEVER double bedsheets
have been largely rare. That ends NOW.

## Why It's Good For The Game

lets blorbos be comfy

## Changelog

:cl:
add: Double bedsheets, fit for double beds, are now craftable via cloth.
/:cl:

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## About The Pull Request

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Removes the color changing interaction elzu have with multitools and
emags.

## Why It's Good For The Game


![image](https://github.com/shiptest-ss13/Shiptest/assets/56049844/b81646c9-1490-46ad-88ea-ec5b08b0d6ad)

Thgvr asked me too

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## Changelog

:cl:
del: Elzu can no longer change their color with the multitool or emag.
/:cl:

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## About The Pull Request
Does as it says in the title
Removes the quirks, their mood buffs and their accessories.
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Clowns and mimes are no longer in the spotlight, and these quirks are
kind of incompatible with the server. Because there are no clowns and
mimes around. They serve no purpose.
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## Changelog

:cl:
del: Clown and mime fan quirks have been removed
del: Removes the clown and mime fan pins
/:cl:

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## About The Pull Request

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Holopads now show the location of the last holopad that called them on
examine.

## Why It's Good For The Game

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

While having to shamefully ask over wideband to have someone call again
after you missed their call is funny, knowing where to callback if you
miss someone should help streamline ship to ship communication and
improve quality of life.

## Changelog

:cl:
add: Holopads now display the location of the last holopad that called
them on examine.
code: Span macros for hologram.dm
/:cl:

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---------

Signed-off-by: Gristlebee <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
## About The Pull Request

Lets you choose pipe layer for circulator and engine heater by using
multitool on circuitboard. I literally just copy-pasted freezers code.

Unfortunately, sprites aren't compatible with these changes, so this
problem needs to be solved by brave spriters.

## Why It's Good For The Game

Makes engine heaters and circulators more flexible and easier to place
for both mappers and players.

## Changelog

:cl:
add: Layer changing to engine heaters and freezers
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## About The Pull Request

Quick edit to syndicate mobs to reflect the fact that they are Ramzi
pirates. No custom sprites yet.

## Why It's Good For The Game

please god can we stop getting questions about the syndie mobs

## Changelog

:cl:
tweak: Syndicate mobs have been renamed to Ramzi Clique mobs. New
sprites will come later.
/:cl:

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## About The Pull Request

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Multitools can be used on a button with it's panel open to add a blast
door or holofield controller to it's buffer.

The ID can be copied onto a blast door the same way as changing it
normally with a multitool. For holofields, you need to have the access
mode on unlocked and it's panel closed.

Adds holofield controllers to the autolathe.

Changes all the span classes to span macros

## Why It's Good For The Game

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

When you have a roundstart blast door break or holofield break for
whatever reason, it's almost impossible to replace and properly resync
without ripping out the rest of the blastdoors or the other holofield.
This should make reconstruction more convienent.

Also being able to make and use your own holofield controller adds a
more intuitive way to rig up player made holofields, as currently you
have to use signallers on the activation wire.

## Changelog

:cl:
add: Autolathe can print holofield controllers.
add: You can sync blastdoors and holofields to a controller in a button
with a multitool
code: span macros for blast doors, buttons and holofields
/:cl:

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---------

Signed-off-by: Gristlebee <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
…test-ss13#3032)

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## About The Pull Request
Does what it says on the tin. Those marine biologists really need
representation you know?

![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/88f13d8f-34ef-407c-9ddd-89cc86decdcc)

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## Why It's Good For The Game
It looks cute. I intend to add more when I can figure out jokes for each
of them.
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: PositiveEntropy
add: Solarian Marine Bi-ologists now have proper representation in the
form of a cute cloak!
/:cl:

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---------

Co-authored-by: FalloutFalcon <[email protected]>
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## About The Pull Request

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The bullet physics weren't getting all the parameters they needed when
unload_all_casings called eject_casing so the bullets never left the
chamber as a result. Fixes that.

## Why It's Good For The Game

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Bug fix good

## Changelog

:cl:
fix: Auto unloading for gate loaded revolvers
/:cl:

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## About The Pull Request
Hello there! Hope you didn't miss me this soon ;)

This PR ports a very recent PR on /tg/, done by the extremely talented
INFRARED_BARON and PR'd by @githubuser4141 (known as wastelandmain on
discord)
- tgstation/tgstation#83024

Since we do have a few original mechs on Shiptest as well, the CLIP
mechs have also been resprited entirely to match the new suits we will
now see in game!


![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/3b03bbc3-a1ba-4403-9e3b-aa9c84c21b35)

![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/1df55795-5f6b-4dfe-a5b7-170eea7b24d4)

### This PR has been ported with the consent of the original PR author,
as well as the original spriter.
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## Why It's Good For The Game
They're a lot prettier than what we currently have, and while we wait
for the fabled mech rework, this is a good enough visual stopgap to not
make me want to tear my eyeballs out.
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## Changelog

:cl: INFRARED_BARON, PositiveEntropy
imageadd: Resprites nearly every mech!
/:cl:

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## About The Pull Request
Baron made me feel insecure and I went ahead and redid the mauler spikes
to be better shaded

![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/c519de71-d6cd-4ec5-a6cf-4d1dee065e59)

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## Why It's Good For The Game
It needs to be slightly scarier.
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worth adding. -->

## Changelog


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## About The Pull Request
This system circumvents our design as well as timelocks
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## Changelog

:cl:
add: Roundstart ships no longer spawn
/:cl:

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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Kills off a lot of the bad corpses that just didn't make much sense IC
Also making them feel a little more real by sub typing them under a
generic outfit which pulls clothing from load outs.
Also tweaks a lot of the existing spawns to make them a little more
balanced
This will replace a lot of the removed outfits with independent jobs


![corpses](https://github.com/shiptest-ss13/Shiptest/assets/86381784/9aa8b114-afff-4616-8021-db1553c6fc01)

![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/3f44fcca-f38b-4d64-bb7d-c1be33479c2d)

![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/4eb44536-81d1-45ec-9eb1-34499ba475ef)

![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/d75870ac-d0a5-496e-a826-88158623e665)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

The balance of the legion loot felt a little off and had to much gear
that messed up faction identity
This does however improve the variety and randomness to the point you
cant look at a corpse and know its not a real player.
While the loot is a lot less powerful there will be a lot more variety i
hope

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:

add: Added  new more varied legion corpses
del: Removed lot of the crappy legion corpses
balance: rebalanced most of the old legion corpses
refactor: moved most legion corpse loot behavior to outfits
/:cl:

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your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Signed-off-by: FalloutFalcon <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]>
Co-authored-by: Sun-Soaked <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
This PR resolves shiptest-ss13#1500,
finally allowing delusions to pass without the player having to relog
(Big thanks to GenericDM and Theos for the help here!)

This PR also changes the pool of delusions to be better suited towards
Shiptest's sensibilities.

Lastly, this PR ports
BeeStation/BeeStation-Hornet#10421, hopefully
allowing RDS to be treatable in-game again!
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
These bugs have been haunting RDS players for nearly two years straight.
I want it GONE. Plus, narrative consistency good.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: rds based delusions now pass without the player having to relog,
thank god
fix: rds can once again be treated with mindbreaker toxin (hopefully)
tweak: the pool of possible delusions has been changed to better reflect
shiptest's narrative
add: a base ramzi sprite to simple_human.dmi to be used in the changed
delusion pool
del: chat warning message for rds users not to grief. Just be cool about
it, okay?
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Ports world icons from Mojave 13.
This is an element that allows for tiny, size-accurate versions of
object sprites in a roundabout way.

~~Drafted since spritainers want more coverage before merging~~
UNDRAFTED by request of a spritainer. God weeps


### //MAKING A SUPER BASIC WORLD ICON IMPLEMENTATION GUIDE: FOR REAL. NO
VIRUS. 100% ORGANIC//

- Place the Element in an Init below The Item In Question

`/obj/item/Initialize()`
`	. = ..()`
`	AddElement(/datum/element/world_icon, null, icon, 'icon')`

- Fill in info. Put the ORIGINAL ICON in the addelement's `'icon'` slot
(yeah, this element layers the "original" sprite on top of the worldicon
one, using it as the default. It just be like that sometimes)

`/obj/item/kitchen/knife/combat/Initialize()`
`	. = ..()`
` AddElement(/datum/element/world_icon, null, icon,
'icons/obj/kitchen.dmi')`
	
- Put the directory to your NEW, WORLD ICON in the item's normal icon
var
	`icon = 'icons/obj/world/melee.dmi'`	

The world icon and icon adjustment vars on obj/item should allow for
implementation in places where an object's Icon has to frequently
change.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Just a little guy
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: World icon element.
add: World icons for combat knives.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

---------

Signed-off-by: Sun-Soaked <[email protected]>
Co-authored-by: Sun-Soaked <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
This PR resprites the final two missing mechs needed to be resprited
(No, the HONK and Reticence do not count), and makes the Mauler also
match the style. The Dark Gygax has also been touched up to match the
new palette. The sprites were made by INFRARED_BARON.


![image](https://github.com/shiptest-ss13/Shiptest/assets/77556824/95a548c2-311c-4f5b-99a7-098689c87719)

### This PR was authored with the consent of the original artist.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Now all mechs are up to date! Let's just ignore the crafting parts...
For now. Tee hee.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: INFRARED_BARON
imageadd: All mechs have been successfully resprited, including the
Mauler, Marauder and Seraph now!
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Replaces the british mug in the loadout with a generic mug.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
The British aren't real. They can't hurt you. Not after a certain
Solarian captain shattered a priceless artifact, at least.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
tweak: mugs referencing an ancient terran empire have been confiscated
by the confederation. Please enjoy your complementary, generic mug in
compensation
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Suit storage units now have circuit boards and require four microlasers,
and can be constructed and deconstructed like most machines. Better
microlasers reduce how long decontamination takes.

Adds examine messages for stock part efficiency and locks.

Adds suit storage units boards to Industrial engineering.

Changes the span classes to macros


## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

This should improve quality of life in how you want to layout your ship
with being able to freely move the suit storage units around , or
install more as needed instead of just permanently destroying them.

## Changelog

:cl:
add: Suit Storage Unit construction
add: Added suit storage unit circuit boards to industrial engineering
tech
tweak: Suit storage unit examines
tweak: span class to span macros in suit_storage.dm
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->

## About The Pull Request
removes it from the orm but adds it as a valid material in the
autolathe! make a cool toolbox!

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
tweak: tweaked the new ore
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
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Возвращает потерянный тайл на аванпосте
MrCat15352 and others added 8 commits June 8, 2024 19:48
* dissection nerf and little simplification

* Update experimental_dissection.dm

Signed-off-by: MrCat15352 <[email protected]>

* Update README.md

Signed-off-by: MrCat15352 <[email protected]>

---------

Signed-off-by: MrCat15352 <[email protected]>
Co-authored-by: MrCat15352 <[email protected]>
* Добавление вещей СолГова и Элизиума ч. 1

* ч. 2 СолФед закончен

* update README

* Добавление вещей бригадиров Элизиума

* Update _solfed_stuff.dme

Signed-off-by: MrCat15352 <[email protected]>

* Update README.md

Signed-off-by: MrCat15352 <[email protected]>

---------

Signed-off-by: MrCat15352 <[email protected]>
Co-authored-by: MrCat15352 <[email protected]>
@github-actions github-actions bot added 💬 TGUI Кто-то решил потрогать интерфейсы 🪓 НЕ МОДУЛЬНО 🪓 Не мудульно да, переделать бы 🗺 Мапинг Это чисто карты, карта... 🎨 Спрайты 🎨 Есть спрайты 🔊 Звуки 🔊 Изменения звуков 🧱 Код 🧱 Изменения .dm файлов 🏭 Github 🏭 Изменения .github файлов 🔵 Требуется проверка labels Jun 8, 2024
@MrCat15352 MrCat15352 removed the 🪓 НЕ МОДУЛЬНО 🪓 Не мудульно да, переделать бы label Jun 8, 2024
RalseiDreemuurr and others added 2 commits June 9, 2024 00:35
Добавление иконок СолФеду и Элизиуму
@github-actions github-actions bot added the 🪓 НЕ МОДУЛЬНО 🪓 Не мудульно да, переделать бы label Jun 8, 2024
RalseiDreemuurr and others added 4 commits June 9, 2024 01:01
* Event +Fix

Event +Fix

* Fix + event v.2

Fix + event v.2

* Update elysium_iron_maiden.json

Signed-off-by: Mirag1993 <[email protected]>

* Update _names.dm

Signed-off-by: Mirag1993 <[email protected]>

* Update elysium_iron_maiden.json

Signed-off-by: Mirag1993 <[email protected]>

* Update flags.dm

Signed-off-by: Mirag1993 <[email protected]>

* Update elysim_merch.dm

Signed-off-by: Mirag1993 <[email protected]>

* Update elysim_merch.dm

Signed-off-by: Mirag1993 <[email protected]>

* Update elysim_merch.dm

Signed-off-by: Mirag1993 <[email protected]>

* Update clothing.dm

Signed-off-by: Mirag1993 <[email protected]>

* Update laws.dm

Signed-off-by: Mirag1993 <[email protected]>

* Fix+event v3

Fix+event v3

* Fix+event v4

Fix+event v4

* Fix

Fix

---------

Signed-off-by: Mirag1993 <[email protected]>
Починка путей СФ и Элизиума
@MysticalFaceLesS MysticalFaceLesS added 🔱Слияние Бета и Альфы ➰ Мы мержим ветки между собой and removed 🪓 НЕ МОДУЛЬНО 🪓 Не мудульно да, переделать бы labels Jun 8, 2024
@MysticalFaceLesS MysticalFaceLesS merged commit 1d9dbdd into alpha-stable Jun 8, 2024
6 of 7 checks passed
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