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Playtest fixes (#105)

* testing new wiki

* run wiki

* maybe now

* maybe fixes missing links

* summary fix

* linkfix

* weee

* external links

* link fix

* more path fixes

* wiki tweaks

* contribution guide

* images

* wiki tweaks

* sick of this CRLF

* back to .gitignore

* wiki updates

* tweaks and icons

* playtest fixes

* bonearmor fix

* more bonearmor fixes

* urgh

* spear and bow fixes

* pickaxe icon fix

* spear icon fix, bedroll
Taislin 7 月之前
父節點
當前提交
efebe52616
共有 74 個文件被更改,包括 561 次插入509 次删除
  1. 0 22
      Resources/Prototypes/Civ14/Entities/Clothing/entities_clothing_suit.yml
  2. 55 0
      Resources/Prototypes/Civ14/Entities/Structures/Furniture/beds.yml
  3. 6 6
      Resources/Prototypes/Civ14/Recipes/Clothing/clothing.yml
  4. 1 27
      Resources/Prototypes/Civ14/Recipes/Clothing/recipes_clothing_suit.yml
  5. 2 0
      Resources/Prototypes/Civ14/Recipes/Construction/tools.yml
  6. 26 0
      Resources/Prototypes/Civ14/Recipes/Furniture/beds.yml
  7. 2 0
      Resources/Prototypes/Civ14/Recipes/Furniture/compostbin.yml
  8. 2 0
      Resources/Prototypes/Civ14/Recipes/Furniture/sign.yml
  9. 2 0
      Resources/Prototypes/Civ14/Recipes/Furniture/tables.yml
  10. 253 254
      Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
  11. 1 1
      Resources/Prototypes/Entities/Objects/Shields/shields.yml
  12. 2 2
      Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/arrows.yml
  13. 177 182
      Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml
  14. 3 3
      Resources/Prototypes/Recipes/Construction/weapons.yml
  15. 5 2
      Resources/ServerInfo/Guidebook/Nomads/nomadsguide.xml
  16. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/inhand-left.png
  17. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/inhand-right.png
  18. 13 1
      Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/meta.json
  19. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/pickaxe.png
  20. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/wielded-inhand-left.png
  21. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/wielded-inhand-right.png
  22. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_shovel.rsi/inhand-left.png
  23. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/bone_shovel.rsi/inhand-right.png
  24. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/equipped-BACKPACK.png
  25. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/inhand-left.png
  26. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/inhand-right.png
  27. 4 1
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/meta.json
  28. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/spear.png
  29. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/wielded-inhand-left.png
  30. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/wielded-inhand-right.png
  31. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/stone_axe.rsi/inhand-left.png
  32. 二進制
      Resources/Textures/Civ14/Objects/StoneAge/stone_axe.rsi/inhand-right.png
  33. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/blue_buckler-icon.png
  34. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/blue_buckler-inhand-left.png
  35. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/blue_buckler-inhand-right.png
  36. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/buckler-icon.png
  37. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/buckler-inhand-left.png
  38. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/buckler-inhand-right.png
  39. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/meta.json
  40. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/red_buckler-icon.png
  41. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/red_buckler-inhand-left.png
  42. 0 0
      Resources/Textures/Civ14/Weapons/buckler.rsi/red_buckler-inhand-right.png
  43. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/flint.png
  44. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/meta.json
  45. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/obsidian.png
  46. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axe_1.png
  47. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axe_2.png
  48. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axe_3.png
  49. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axehead_1.png
  50. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axehead_2.png
  51. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axehead_3.png
  52. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_hammer_1.png
  53. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_hammerhead_1.png
  54. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_handle.png
  55. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_handle_twined.png
  56. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knife_1.png
  57. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knife_2.png
  58. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knife_3.png
  59. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knifehead_1.png
  60. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knifehead_2.png
  61. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knifehead_3.png
  62. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spear_1.png
  63. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spear_2.png
  64. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spear_3.png
  65. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spearhead_1.png
  66. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spearhead_2.png
  67. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spearhead_3.png
  68. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/rock.png
  69. 0 0
      Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/twine.png
  70. 二進制
      Resources/Textures/Objects/Tools/Hydroponics/hoe.rsi/icon.png
  71. 二進制
      Resources/Textures/Objects/Tools/Hydroponics/hoe.rsi/inhand-left.png
  72. 二進制
      Resources/Textures/Objects/Tools/Hydroponics/hoe.rsi/inhand-right.png
  73. 5 2
      Wiki/src/guides/starter_guide.md
  74. 2 6
      Wiki/theme/index.hbs

+ 0 - 22
Resources/Prototypes/Civ14/Entities/Clothing/entities_clothing_suit.yml

@@ -1581,29 +1581,7 @@
       cost: 5
       material: Cloth
       time: 5
-- type: entity
-  name: bone armor
-  parent: ClothingOuterBase
-  id: civ13_suit_bone_armor
-  description: A spooky armor, made of assorted bones.
-  components:
-    - type: Sprite
-      sprite: Civ14/Clothing/exported/suits/bonearmor.rsi
-    - type: Clothing
-      sprite: Civ14/Clothing/exported/suits/bonearmor.rsi
-    - type: Armor
-      modifiers:
-        coefficients:
-          Blunt: 0.5
-          Slash: 0.5
-          Arrow: 0.85
-    - type: Construction
 
-      graph: civ13_suit_bone_armor
-      node: end
-      cost: 10
-      material: Bones
-      time: 17
 - type: entity
   name: imperial officer armor
   parent: ClothingOuterBase

+ 55 - 0
Resources/Prototypes/Civ14/Entities/Structures/Furniture/beds.yml

@@ -0,0 +1,55 @@
+- type: entity
+  parent: [BaseStructure, BaseFoldable]
+  id: BedRoll
+  name: bed roll
+  description: Comfortable and portable.
+  components:
+    - type: Appearance
+    - type: Foldable
+    - type: Fixtures
+      fixtures:
+        fix1:
+          shape: !type:PhysShapeAabb
+            bounds: "-0.25,-0.4,0.25,0.1"
+          density: 20
+          mask:
+            - ItemMask
+    - type: Sprite
+      sprite: Civ14/Objects/items.rsi
+      layers:
+        - state: bedroll_o
+          map: ["unfoldedLayer"]
+        - state: bedroll_r
+          map: ["foldedLayer"]
+          visible: false
+    - type: Strap
+      position: Down
+      rotation: -90
+      buckleOffset: "0,-0.10"
+    - type: Pullable
+    - type: MovedByPressure
+    - type: Physics
+    - type: Transform
+      anchored: false
+      noRot: true
+    - type: GenericVisualizer
+      visuals:
+        enum.FoldedVisuals.State:
+          foldedLayer:
+            True: { visible: true }
+            False: { visible: false }
+          unfoldedLayer:
+            True: { visible: false }
+            False: { visible: true }
+    - type: HealOnBuckle
+      damage:
+        types:
+          Poison: -0.1
+          Blunt: -0.1
+    - type: Clickable
+    - type: InteractionOutline
+    - type: Item
+      size: Large
+    - type: Construction
+      graph: BedRollPrim14
+      node: bedroll

+ 6 - 6
Resources/Prototypes/Civ14/Recipes/Clothing/clothing.yml

@@ -3,7 +3,7 @@
   id: LeatherLoincloth
   graph: LeatherLoincloth
   startNode: start
-  targetNode: leatherloincloth
+  targetNode: end
   category: construction-category-clothing
   description: A simple leather loincloth.
   icon: { sprite: Civ14/Clothing/exported/uniforms/leatherloincloth1.rsi, state: icon }
@@ -55,7 +55,7 @@
   id: BoneArmor
   graph: BoneArmor
   startNode: start
-  targetNode: bonearmor
+  targetNode: end
   category: construction-category-clothing
   description: A spooky armor, made of assorted bones.
   icon: { sprite: Civ14/Clothing/exported/suits/bonearmor.rsi, state: icon }
@@ -137,13 +137,13 @@
   graph:
     - node: start
       edges:
-        - to: bonearmor
+        - to: end
           steps:
             - material: Bones
-              amount: 4
+              amount: 8
               doAfter: 15
-    - node: bonearmor
-      entity: civ13_suit_bone_armor
+    - node: end
+      entity: ClothingOuterArmorBone
 
 - type: constructionGraph
   id: Quiver

+ 1 - 27
Resources/Prototypes/Civ14/Recipes/Clothing/recipes_clothing_suit.yml

@@ -1591,33 +1591,7 @@
               doAfter: 5
     - node: end
       entity: civ13_suit_track_suit
-- type: construction
-  name: bone armor
-  id: civ13_suit_bone_armor
-  graph: civ13_suit_bone_armor
-  startNode: start
-  targetNode: end
-  category: construction-category-clothing
-  description: A spooky armor, made of assorted bones.
-  icon:
-    sprite: Civ14/Clothing/exported/suits/bonearmor.rsi
-    state: icon
-  objectType: Item
-  agemin: 0
-  agemax: 8
-- type: constructionGraph
-  id: civ13_suit_bone_armor
-  start: start
-  graph:
-    - node: start
-      edges:
-        - to: end
-          steps:
-            - material: Bones
-              amount: 10
-              doAfter: 17
-    - node: end
-      entity: civ13_suit_bone_armor
+
 - type: construction
   name: imperial officer armor
   id: civ13_suit_imperial_officer_armor

+ 2 - 0
Resources/Prototypes/Civ14/Recipes/Construction/tools.yml

@@ -293,6 +293,8 @@
     - node: start
       edges:
         - to: end
+          completed:
+            - !type:SnapToGrid
           steps:
             - material: WoodPlank
               amount: 8

+ 26 - 0
Resources/Prototypes/Civ14/Recipes/Furniture/beds.yml

@@ -0,0 +1,26 @@
+- type: construction
+  name: bed roll
+  id: BedRollPrim14
+  graph: BedRollPrim14
+  startNode: start
+  targetNode: bedroll
+  category: construction-category-misc
+  description: Comfortable and portable.
+  icon: { sprite: Civ14/Objects/items.rsi, state: bedroll_r }
+  objectType: Item
+  agemin: 0
+  agemax: 8
+
+- type: constructionGraph
+  id: BedRollPrim14
+  start: start
+  graph:
+    - node: start
+      edges:
+        - to: bedroll
+          steps:
+            - material: Leather
+              amount: 5
+              doAfter: 4
+    - node: bedroll
+      entity: BedRoll

+ 2 - 0
Resources/Prototypes/Civ14/Recipes/Furniture/compostbin.yml

@@ -18,6 +18,8 @@
     - node: start
       edges:
         - to: end
+          completed:
+            - !type:SnapToGrid
           steps:
             - material: WoodPlank
               amount: 5

+ 2 - 0
Resources/Prototypes/Civ14/Recipes/Furniture/sign.yml

@@ -18,6 +18,8 @@
     - node: start
       edges:
         - to: end
+          completed:
+            - !type:SnapToGrid
           steps:
             - material: WoodPlank
               amount: 4

+ 2 - 0
Resources/Prototypes/Civ14/Recipes/Furniture/tables.yml

@@ -18,6 +18,8 @@
     - node: start
       edges:
         - to: end
+          completed:
+            - !type:SnapToGrid
           steps:
             - material: WoodPlank
               amount: 4

+ 253 - 254
Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml

@@ -9,23 +9,23 @@
   abstract: true
   description: A standard Type I armored vest that provides decent protection against most types of damage.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/security.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/security.rsi
-  - type: Armor #Based on /tg/ but slightly compensated to fit the fact that armor stacks in SS14.
-    modifiers:
-      coefficients:
-        Blunt: 0.70
-        Slash: 0.70
-        Piercing: 0.70 #Can save you, but bullets will still hurt. Will take about 10 shots from a Viper before critting, as opposed to 7 while unarmored and 16~ with a bulletproof vest.
-        Heat: 0.80
-  - type: ExplosionResistance
-    damageCoefficient: 0.90
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/security.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/security.rsi
+    - type: Armor #Based on /tg/ but slightly compensated to fit the fact that armor stacks in SS14.
+      modifiers:
+        coefficients:
+          Blunt: 0.70
+          Slash: 0.70
+          Piercing: 0.70 #Can save you, but bullets will still hurt. Will take about 10 shots from a Viper before critting, as opposed to 7 while unarmored and 16~ with a bulletproof vest.
+          Heat: 0.80
+    - type: ExplosionResistance
+      damageCoefficient: 0.90
 
 #Standard armor vest, allowed for security and bartenders
 - type: entity
-  parent: [ BaseSecurityBartenderContraband, ClothingOuterArmorBase]
+  parent: [BaseSecurityBartenderContraband, ClothingOuterArmorBase]
   id: ClothingOuterArmorBasic
 
 #Alternate / slim basic armor vest
@@ -36,10 +36,10 @@
   suffix: slim
   description: A slim Type I armored vest that provides decent protection against most types of damage.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/security_slim.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/security_slim.rsi
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/security_slim.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/security_slim.rsi
 
 - type: entity
   parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseSecurityContraband]
@@ -47,21 +47,21 @@
   name: riot suit
   description: A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Perfect for fighting delinquents around the station.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/riot.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/riot.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.4
-        Slash: 0.4
-        Piercing: 0.7
-        Heat: 0.9
-        Caustic: 0.9
-  - type: ExplosionResistance
-    damageCoefficient: 0.9
-  - type: GroupExamine
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/riot.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/riot.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.4
+          Slash: 0.4
+          Piercing: 0.7
+          Heat: 0.9
+          Caustic: 0.9
+    - type: ExplosionResistance
+      damageCoefficient: 0.9
+    - type: GroupExamine
 
 - type: entity
   parent: ClothingOuterArmorBase
@@ -69,19 +69,19 @@
   name: bulletproof vest
   description: A Type III heavy bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/bulletproof.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/bulletproof.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.9
-        Slash: 0.9
-        Piercing: 0.4
-        Heat: 0.9
-  - type: ExplosionResistance
-    damageCoefficient: 0.80
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/bulletproof.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/bulletproof.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.9
+          Slash: 0.9
+          Piercing: 0.4
+          Heat: 0.9
+    - type: ExplosionResistance
+      damageCoefficient: 0.80
 
 - type: entity
   parent: ClothingOuterArmorBase
@@ -89,115 +89,115 @@
   name: reflective vest
   description: An armored vest with advanced shielding to protect against energy weapons.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/armor_reflec.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/armor_reflec.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.9
-        Slash: 0.9
-        Piercing: 0.9
-        Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
-  - type: Reflect
-    reflectProb: 1
-    reflects:
-      - Energy
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/armor_reflec.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/armor_reflec.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.9
+          Slash: 0.9
+          Piercing: 0.9
+          Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
+    - type: Reflect
+      reflectProb: 1
+      reflects:
+        - Energy
 
 - type: entity
-  parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseSyndicateContraband ]
+  parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseSyndicateContraband]
   id: ClothingOuterArmorRaid
   name: syndicate raid suit
   description: A somewhat flexible and well-armored suit with a powerful shoulder mounted flashlight manufactured in the Gorlex Marauder's iconic blood-red color scheme, it does not protect its wearer from space.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/syndie-raid.rsi
-    layers:
-    - state: icon
-    - state: light-overlay
-      visible: false
-      shader: unshaded
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/syndie-raid.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.35
-        Slash: 0.35
-        Piercing: 0.35
-        Heat: 0.35
-        Caustic: 0.5
-  - type: ExplosionResistance
-    damageCoefficient: 0.35
-  - type: ClothingSpeedModifier
-    walkModifier: 0.9
-    sprintModifier: 0.9
-  #Shoulder mounted flashlight
-  - type: ToggleableLightVisuals
-    spriteLayer: light
-    clothingVisuals:
-      outerClothing:
-      - state: equipped-OUTERCLOTHING-light
-        shader: unshaded
-      outerClothing-vox:
-      - state: equipped-OUTERCLOTHING-light-vox
-        shader: unshaded
-  - type: Appearance
-  - type: HandheldLight
-    addPrefix: false
-    blinkingBehaviourId: blinking
-    radiatingBehaviourId: radiating
-  - type: PointLight
-    enabled: false
-    color: "#80ff80"
-    radius: 5
-    energy: 2
-    mask: /Textures/Effects/LightMasks/cone.png
-    autoRot: true
-    netsync: false
-  - type: LightBehaviour
-    behaviours:
-      - !type:FadeBehaviour
-        id: radiating
-        interpolate: Linear
-        maxDuration: 2.0
-        startValue: 3.0
-        endValue: 2.0
-        isLooped: true
-        reverseWhenFinished: true
-      - !type:PulseBehaviour
-        id: blinking
-        interpolate: Nearest
-        maxDuration: 1.0
-        minValue: 0.1
-        maxValue: 2.0
-        isLooped: true
-  - type: Battery
-    maxCharge: 600
-    startingCharge: 600
-  - type: BatterySelfRecharger
-    autoRecharge: true
-    autoRechargeRate: 2
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/syndie-raid.rsi
+      layers:
+        - state: icon
+        - state: light-overlay
+          visible: false
+          shader: unshaded
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/syndie-raid.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.35
+          Slash: 0.35
+          Piercing: 0.35
+          Heat: 0.35
+          Caustic: 0.5
+    - type: ExplosionResistance
+      damageCoefficient: 0.35
+    - type: ClothingSpeedModifier
+      walkModifier: 0.9
+      sprintModifier: 0.9
+    #Shoulder mounted flashlight
+    - type: ToggleableLightVisuals
+      spriteLayer: light
+      clothingVisuals:
+        outerClothing:
+          - state: equipped-OUTERCLOTHING-light
+            shader: unshaded
+        outerClothing-vox:
+          - state: equipped-OUTERCLOTHING-light-vox
+            shader: unshaded
+    - type: Appearance
+    - type: HandheldLight
+      addPrefix: false
+      blinkingBehaviourId: blinking
+      radiatingBehaviourId: radiating
+    - type: PointLight
+      enabled: false
+      color: "#80ff80"
+      radius: 5
+      energy: 2
+      mask: /Textures/Effects/LightMasks/cone.png
+      autoRot: true
+      netsync: false
+    - type: LightBehaviour
+      behaviours:
+        - !type:FadeBehaviour
+          id: radiating
+          interpolate: Linear
+          maxDuration: 2.0
+          startValue: 3.0
+          endValue: 2.0
+          isLooped: true
+          reverseWhenFinished: true
+        - !type:PulseBehaviour
+          id: blinking
+          interpolate: Nearest
+          maxDuration: 1.0
+          minValue: 0.1
+          maxValue: 2.0
+          isLooped: true
+    - type: Battery
+      maxCharge: 600
+      startingCharge: 600
+    - type: BatterySelfRecharger
+      autoRecharge: true
+      autoRechargeRate: 2
 
 - type: entity
-  parent: [ ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing ]
+  parent: [ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing]
   id: ClothingOuterArmorCult
   name: acolyte armor
   description: An evil-looking piece of cult armor, made of bones.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/cult_armour.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/cult_armour.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.5
-        Slash: 0.5
-        Piercing: 0.6
-        Heat: 0.5
-  - type: GroupExamine
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/cult_armour.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/cult_armour.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.5
+          Slash: 0.5
+          Piercing: 0.6
+          Heat: 0.5
+    - type: GroupExamine
 
 - type: entity
   parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing]
@@ -205,22 +205,22 @@
   name: heavy armor suit
   description: A heavily armored suit that protects against excessive damage.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/heavy.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/heavy.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.2
-        Slash: 0.2
-        Piercing: 0.2
-        Heat: 0.5
-        Radiation: 0
-        Caustic: 0.75
-  - type: GroupExamine
-  - type: ProtectedFromStepTriggers
-    slots: WITHOUT_POCKET
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/heavy.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/heavy.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.2
+          Slash: 0.2
+          Piercing: 0.2
+          Heat: 0.5
+          Radiation: 0
+          Caustic: 0.75
+    - type: GroupExamine
+    - type: ProtectedFromStepTriggers
+      slots: WITHOUT_POCKET
 
 - type: entity
   parent: ClothingOuterArmorHeavy
@@ -228,10 +228,10 @@
   name: green heavy armor suit
   description: A heavily armored suit with green accents that protects against excessive damage.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/heavygreen.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/heavygreen.rsi
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/heavygreen.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/heavygreen.rsi
 
 - type: entity
   parent: ClothingOuterArmorHeavy
@@ -239,10 +239,10 @@
   name: red heavy armor suit
   description: A heavily armored suit with red accents that protects against excessive damage.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/heavyred.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/heavyred.rsi
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/heavyred.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/heavyred.rsi
 
 - type: entity
   parent: ClothingOuterArmorHeavy
@@ -250,10 +250,10 @@
   name: blue magus armor
   description: An blue armored suit that provides good protection.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/magusblue.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/magusblue.rsi
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/magusblue.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/magusblue.rsi
 
 - type: entity
   parent: ClothingOuterArmorHeavy
@@ -261,10 +261,10 @@
   name: red magus armor
   description: A red armored suit that provides good protection.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/magusred.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/magusred.rsi
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/magusred.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/magusred.rsi
 
 - type: entity
   parent: [ClothingOuterBaseLarge, AllowSuitStorageClothing, BaseCommandContraband]
@@ -272,100 +272,99 @@
   name: "captain's carapace"
   description: "An armored chestpiece that provides protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest."
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/captain_carapace.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/captain_carapace.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.5
-        Slash: 0.5
-        Piercing: 0.6
-        Heat: 0.5
-        Caustic: 0.9
-  - type: ClothingSpeedModifier
-    walkModifier: 1.0
-    sprintModifier: 1.0
-  - type: HeldSpeedModifier
-  - type: ExplosionResistance
-    damageCoefficient: 0.65
-  - type: GroupExamine
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/captain_carapace.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/captain_carapace.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.5
+          Slash: 0.5
+          Piercing: 0.6
+          Heat: 0.5
+          Caustic: 0.9
+    - type: ClothingSpeedModifier
+      walkModifier: 1.0
+      sprintModifier: 1.0
+    - type: HeldSpeedModifier
+    - type: ExplosionResistance
+      damageCoefficient: 0.65
+    - type: GroupExamine
 
 - type: entity
-  parent: [ ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing ]
+  parent: [ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing]
   id: ClothingOuterArmorChangeling
   name: chitinous armor
   description: Inflates the changeling's body into an all-consuming chitinous mass of armor.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/lingarmor.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/lingarmor.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.5
-        Slash: 0.5
-        Piercing: 0.5
-        Heat: 0.9
-        Radiation: 0.8
-  - type: ClothingSpeedModifier
-    walkModifier: 0.7
-    sprintModifier: 0.65
-  - type: HeldSpeedModifier
-  - type: ExplosionResistance
-    damageCoefficient: 0.5
-  - type: GroupExamine
-  - type: ProtectedFromStepTriggers
-    slots: WITHOUT_POCKET
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/lingarmor.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/lingarmor.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.5
+          Slash: 0.5
+          Piercing: 0.5
+          Heat: 0.9
+          Radiation: 0.8
+    - type: ClothingSpeedModifier
+      walkModifier: 0.7
+      sprintModifier: 0.65
+    - type: HeldSpeedModifier
+    - type: ExplosionResistance
+      damageCoefficient: 0.5
+    - type: GroupExamine
+    - type: ProtectedFromStepTriggers
+      slots: WITHOUT_POCKET
 
 - type: entity
-  parent: [ ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing ]
+  parent: [ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing]
   id: ClothingOuterArmorBone
   name: bone armor
   description: Sits on you like a second skin.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/bone_armor.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/bone_armor.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.6
-        Slash: 0.8
-        Piercing: 0.4
-  - type: ClothingSpeedModifier
-    walkModifier: 0.8
-  - type: HeldSpeedModifier
-  - type: ExplosionResistance
-    damageCoefficient: 0.4
-  - type: GroupExamine
-  - type: Construction
-    graph: BoneArmor
-    node: armor
-  - type: ProtectedFromStepTriggers
-    slots: WITHOUT_POCKET
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/bone_armor.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/bone_armor.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.6
+          Slash: 0.8
+          Piercing: 0.4
+    - type: ClothingSpeedModifier
+      walkModifier: 0.8
+    - type: HeldSpeedModifier
+    - type: ExplosionResistance
+      damageCoefficient: 0.4
+    - type: GroupExamine
+    - type: Construction
+      graph: BoneArmor
+      node: end
+    - type: ProtectedFromStepTriggers
+      slots: WITHOUT_POCKET
 
 - type: entity
-  parent: [ ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing ]
+  parent: [ClothingOuterBaseLarge, BaseMajorContraband, AllowSuitStorageClothing]
   id: ClothingOuterArmorPodWars
   name: ironclad II armor
   description: A repurposed suit of ironclad II armor, a relic of the pod wars.
   components:
-  - type: Sprite
-    sprite: Clothing/OuterClothing/Armor/podwars_armor.rsi
-  - type: Clothing
-    sprite: Clothing/OuterClothing/Armor/podwars_armor.rsi
-  - type: Armor
-    modifiers:
-      coefficients:
-        Blunt: 0.5
-        Slash: 0.5
-        Piercing: 0.6
-        Heat: 0.5
-  - type: GroupExamine
-  - type: ProtectedFromStepTriggers
-    slots: WITHOUT_POCKET
-
+    - type: Sprite
+      sprite: Clothing/OuterClothing/Armor/podwars_armor.rsi
+    - type: Clothing
+      sprite: Clothing/OuterClothing/Armor/podwars_armor.rsi
+    - type: Armor
+      modifiers:
+        coefficients:
+          Blunt: 0.5
+          Slash: 0.5
+          Piercing: 0.6
+          Heat: 0.5
+    - type: GroupExamine
+    - type: ProtectedFromStepTriggers
+      slots: WITHOUT_POCKET

+ 1 - 1
Resources/Prototypes/Entities/Objects/Shields/shields.yml

@@ -130,7 +130,7 @@
   description: A small round wooden shield.
   components:
     - type: Sprite
-      sprite: Civ14/Objects/Weapons/buckler.rsi
+      sprite: Civ14/Weapons/buckler.rsi
       state: buckler-icon
     - type: Item
       heldPrefix: buckler

+ 2 - 2
Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/arrows.yml

@@ -70,7 +70,7 @@
     - type: Projectile
       damage:
         types:
-          Piercing: 15
+          Piercing: 22
 
 - type: entity
   parent: BaseArrow
@@ -93,7 +93,7 @@
     - type: Projectile
       damage:
         types:
-          Piercing: 12
+          Piercing: 20
 
 - type: entity
   parent: BaseArrow

+ 177 - 182
Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml

@@ -4,119 +4,116 @@
   id: Spear
   description: Definition of a Classic. Keeping murder affordable since 200,000 BCE.
   components:
-  - type: EmbeddableProjectile
-    offset: -0.15,0.0
-  - type: ThrowingAngle
-    angle: 225
-  - type: LandAtCursor
-  - type: Tag
-    tags:
-    - Spear
-  - type: Fixtures
-    fixtures:
-      fix1:
-        shape: !type:PolygonShape
-          vertices:
-            - -0.40,-0.30
-            - -0.30,-0.40
-            - 0.40,0.30
-            - 0.30,0.40
-        density: 20
-        mask:
-        - ItemMask
-        restitution: 0.3
-        friction: 0.2
-  - type: Sharp
-  - type: Sprite
-    sprite: Objects/Weapons/Melee/spear.rsi
-    layers:
-    - state: spear
-    - state: spear1
-      map: ["enum.SolutionContainerLayers.Fill"]
-      visible: false
-  - type: MeleeWeapon
-    wideAnimationRotation: -135
-    damage:
-      types:
-        Piercing: 12
-    angle: 0
-    animation: WeaponArcThrust
-    soundHit:
-      path: /Audio/Weapons/bladeslice.ogg
-  - type: DamageOtherOnHit
-    damage:
-      types:
-        Piercing: 15
-  - type: Item
-    size: Ginormous
-  - type: Clothing
-    quickEquip: false
-    slots:
-    - back
-    - suitStorage
-  - type: Construction
-    graph: Spear
-    node: spear
-  - type: SolutionContainerManager
-    solutions:
-      melee:
-        maxVol: 2
-  - type: MeleeChemicalInjector
-    solution: melee
-  - type: RefillableSolution
-    solution: melee
-  - type: InjectableSolution
-    solution: melee
-  - type: SolutionInjectOnEmbed
-    transferAmount: 2
-    solution: melee
-  - type: SolutionTransfer
-    maxTransferAmount: 2
-  - type: Wieldable
-  - type: IncreaseDamageOnWield
-    damage:
-      types:
-        Piercing: 4
-  - type: Damageable
-    damageContainer: Inorganic
-  - type: Destructible
-    thresholds:
-    - trigger:
-        !type:DamageTrigger
-        damage: 30 #excess damage avoids cost of spawning entities.
-      behaviors:
-      - !type:DoActsBehavior
-        acts: [ "Destruction" ]
-    - trigger:
-        !type:DamageTrigger
-        damage: 20
-      behaviors:
-      - !type:PlaySoundBehavior
-        sound:
-          collection: GlassBreak
-          params:
-            volume: -4
-      - !type:SpawnEntitiesBehavior
-        spawn:
-          PartRodMetal1:
-            min: 1
-            max: 1
-      - !type:DoActsBehavior
-        acts: [ "Destruction" ]
-  - type: DamageOnLand
-    damage:
-      types:
-        Blunt: 5
-  - type: UseDelay
-  - type: Appearance
-  - type: SolutionContainerVisuals
-    maxFillLevels: 1
-    fillBaseName: spear
-    inHandsFillBaseName: -fill-
-    inHandsMaxFillLevels: 1
-    equippedFillBaseName: -fill-
-    equippedMaxFillLevels: 1
-
+    - type: EmbeddableProjectile
+      offset: -0.15,0.0
+    - type: ThrowingAngle
+      angle: 225
+    - type: LandAtCursor
+    - type: Tag
+      tags:
+        - Spear
+    - type: Fixtures
+      fixtures:
+        fix1:
+          shape: !type:PolygonShape
+            vertices:
+              - -0.40,-0.30
+              - -0.30,-0.40
+              - 0.40,0.30
+              - 0.30,0.40
+          density: 20
+          mask:
+            - ItemMask
+          restitution: 0.3
+          friction: 0.2
+    - type: Sharp
+    - type: Sprite
+      sprite: Objects/Weapons/Melee/spear.rsi
+      layers:
+        - state: spear
+        - state: spear
+          map: ["enum.SolutionContainerLayers.Fill"]
+          visible: false
+    - type: MeleeWeapon
+      wideAnimationRotation: -135
+      damage:
+        types:
+          Piercing: 12
+      angle: 0
+      animation: WeaponArcThrust
+      soundHit:
+        path: /Audio/Weapons/bladeslice.ogg
+    - type: DamageOtherOnHit
+      damage:
+        types:
+          Piercing: 15
+    - type: Item
+      size: Ginormous
+    - type: Clothing
+      quickEquip: false
+      slots:
+        - back
+        - suitStorage
+    - type: Construction
+      graph: Spear
+      node: spear
+    - type: SolutionContainerManager
+      solutions:
+        melee:
+          maxVol: 2
+    - type: MeleeChemicalInjector
+      solution: melee
+    - type: RefillableSolution
+      solution: melee
+    - type: InjectableSolution
+      solution: melee
+    - type: SolutionInjectOnEmbed
+      transferAmount: 2
+      solution: melee
+    - type: SolutionTransfer
+      maxTransferAmount: 2
+    - type: Wieldable
+    - type: IncreaseDamageOnWield
+      damage:
+        types:
+          Piercing: 4
+    - type: Damageable
+      damageContainer: Inorganic
+    - type: Destructible
+      thresholds:
+        - trigger: !type:DamageTrigger
+            damage: 30 #excess damage avoids cost of spawning entities.
+          behaviors:
+            - !type:DoActsBehavior
+              acts: ["Destruction"]
+        - trigger: !type:DamageTrigger
+            damage: 20
+          behaviors:
+            - !type:PlaySoundBehavior
+              sound:
+                collection: GlassBreak
+                params:
+                  volume: -4
+            - !type:SpawnEntitiesBehavior
+              spawn:
+                PartRodMetal1:
+                  min: 1
+                  max: 1
+            - !type:DoActsBehavior
+              acts: ["Destruction"]
+    - type: DamageOnLand
+      damage:
+        types:
+          Blunt: 5
+    - type: UseDelay
+    - type: Appearance
+    - type: SolutionContainerVisuals
+      maxFillLevels: 1
+      fillBaseName: spear
+      inHandsFillBaseName: -fill-
+      inHandsMaxFillLevels: 1
+      equippedFillBaseName: -fill-
+      equippedMaxFillLevels: 1
 
 - type: entity
   name: reinforced spear
@@ -124,19 +121,19 @@
   id: SpearReinforced
   description: A spear with a reinforced glass shard as a tip.
   components:
-  - type: Sprite
-    sprite: Objects/Weapons/Melee/reinforced_spear.rsi
-  - type: MeleeWeapon
-    wideAnimationRotation: -135
-    damage:
-      types:
-        Piercing: 15
-  - type: DamageOtherOnHit
-    damage:
-      types:
-        Piercing: 18
-  - type: Construction
-    graph: SpearReinforced
+    - type: Sprite
+      sprite: Objects/Weapons/Melee/reinforced_spear.rsi
+    - type: MeleeWeapon
+      wideAnimationRotation: -135
+      damage:
+        types:
+          Piercing: 15
+    - type: DamageOtherOnHit
+      damage:
+        types:
+          Piercing: 18
+    - type: Construction
+      graph: SpearReinforced
 
 - type: entity
   name: plasma spear
@@ -144,19 +141,19 @@
   id: SpearPlasma
   description: A spear with a plasma shard as a tip.
   components:
-  - type: Sprite
-    sprite: Objects/Weapons/Melee/plasma_spear.rsi
-  - type: MeleeWeapon
-    wideAnimationRotation: -135
-    damage:
-      types:
-        Piercing: 18
-  - type: DamageOtherOnHit
-    damage:
-      types:
-        Piercing: 21
-  - type: Construction
-    graph: SpearPlasma
+    - type: Sprite
+      sprite: Objects/Weapons/Melee/plasma_spear.rsi
+    - type: MeleeWeapon
+      wideAnimationRotation: -135
+      damage:
+        types:
+          Piercing: 18
+    - type: DamageOtherOnHit
+      damage:
+        types:
+          Piercing: 21
+    - type: Construction
+      graph: SpearPlasma
 
 - type: entity
   name: uranium spear
@@ -164,21 +161,21 @@
   id: SpearUranium
   description: A spear with a uranium shard as a tip.
   components:
-  - type: Sprite
-    sprite: Objects/Weapons/Melee/uranium_spear.rsi
-  - type: MeleeWeapon
-    wideAnimationRotation: -135
-    damage:
-      types:
-        Piercing: 10
-        Radiation: 8
-  - type: DamageOtherOnHit
-    damage:
-      types:
-        Piercing: 12
-        Radiation: 9
-  - type: Construction
-    graph: SpearUranium
+    - type: Sprite
+      sprite: Objects/Weapons/Melee/uranium_spear.rsi
+    - type: MeleeWeapon
+      wideAnimationRotation: -135
+      damage:
+        types:
+          Piercing: 10
+          Radiation: 8
+    - type: DamageOtherOnHit
+      damage:
+        types:
+          Piercing: 12
+          Radiation: 9
+    - type: Construction
+      graph: SpearUranium
 
 - type: entity
   name: bone spear
@@ -186,31 +183,29 @@
   id: SpearBone
   description: A spear made of bones.
   components:
-  - type: Sprite
-    sprite: Objects/Weapons/Melee/bone_spear.rsi
-  - type: Construction
-    graph: SpearBone
-  - type: Destructible
-    thresholds:
-    - trigger:
-        !type:DamageTrigger
-        damage: 30 #excess damage avoids cost of spawning entities.
-      behaviors:
-      - !type:DoActsBehavior
-        acts: [ "Destruction" ]
-    - trigger:
-        !type:DamageTrigger
-        damage: 20
-      behaviors:
-      - !type:PlaySoundBehavior
-        sound:
-          collection: GlassBreak
-          params:
-            volume: -4
-      - !type:SpawnEntitiesBehavior
-        spawn:
-          MaterialBones1:
-            min: 1
-            max: 2
-      - !type:DoActsBehavior
-        acts: [ "Destruction" ]
+    - type: Sprite
+      sprite: Civ14/Objects/StoneAge/spear.rsi
+    - type: Construction
+      graph: SpearBone
+    - type: Destructible
+      thresholds:
+        - trigger: !type:DamageTrigger
+            damage: 30 #excess damage avoids cost of spawning entities.
+          behaviors:
+            - !type:DoActsBehavior
+              acts: ["Destruction"]
+        - trigger: !type:DamageTrigger
+            damage: 20
+          behaviors:
+            - !type:PlaySoundBehavior
+              sound:
+                collection: GlassBreak
+                params:
+                  volume: -4
+            - !type:SpawnEntitiesBehavior
+              spawn:
+                MaterialBones1:
+                  min: 1
+                  max: 2
+            - !type:DoActsBehavior
+              acts: ["Destruction"]

+ 3 - 3
Resources/Prototypes/Recipes/Construction/weapons.yml

@@ -30,7 +30,7 @@
   targetNode: woodenBucklerBlue
   category: construction-category-weapons
   description: A simple round wooden shield. This one is painted blue.
-  icon: { sprite: Civ14/Objects/Weapons/buckler.rsi, state: blue_buckler-icon }
+  icon: { sprite: Civ14/Weapons/buckler.rsi, state: blue_buckler-icon }
   objectType: Item
   agemin: 0
   agemax: 8
@@ -43,7 +43,7 @@
   targetNode: woodenBucklerRed
   category: construction-category-weapons
   description: A simple round wooden shield. This one is painted red.
-  icon: { sprite: Civ14/Objects/Weapons/buckler.rsi, state: red_buckler-icon }
+  icon: { sprite: Civ14/Weapons/buckler.rsi, state: red_buckler-icon }
   objectType: Item
   agemin: 0
   agemax: 8
@@ -56,7 +56,7 @@
   targetNode: spear
   category: construction-category-weapons
   description: A spear topped with sharpened bone.
-  icon: { sprite: Objects/Weapons/Melee/bone_spear.rsi, state: spear }
+  icon: { sprite: Civ14/Objects/StoneAge/spear.rsi, state: icon }
   objectType: Item
   agemin: 0
   agemax: 8

+ 5 - 2
Resources/ServerInfo/Guidebook/Nomads/nomadsguide.xml

@@ -12,11 +12,14 @@
 -   First things first: gather flint to craft a flint axe. It's your ticket to not being completely useless out here!
 
     -   Locate a large rock or boulder and right-click on it. You should see an option to search for flint. If you don't, try another one.
-        <GuideEntityEmbed Entity="FloraRockSolid" />
+
+<GuideEntityEmbed Entity="FloraRockSolid" />
+
     -   Click the rock repeatedly with the flint to sharpen it (you will get a message when it is sharpened).
     -   Now go to a tree and right click on it. There should be an option to remove a branch from the tree, if there are any suitable ones available. This will pull a branch from the tree and place it in your hands.
     -   Right-click on the branch and remove the leaves and sharpen it. Then, click the sharpened stick with the flint again to craft a flint axe, which serves as both a tool and a weapon.
-        <GuideEntityEmbed Entity="FlintAxe" />
+
+<GuideEntityEmbed Entity="FlintAxe" />
 
 ## Crafting Basics
 

二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/inhand-left.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/inhand-right.png


+ 13 - 1
Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/meta.json

@@ -1,6 +1,7 @@
 {
     "version": 1,
-    "copyright": "Taken from Civilization 13 https://github.com/civ13/civ13",
+    "license": "CC-BY-SA-3.0",
+    "copyright": "Taken from civ13 at commit https://github.com/Civ13/Civ13/commit/c07b37fbca55b690d80cc2ec0c2c61839cbecf5c",
     "size": {
         "x": 32,
         "y": 32
@@ -14,8 +15,19 @@
             "name": "inhand-right",
             "directions": 4
         },
+        {
+            "name": "pickaxe"
+        },
         {
             "name": "icon"
+        },
+        {
+            "name": "wielded-inhand-left",
+            "directions": 4
+        },
+        {
+            "name": "wielded-inhand-right",
+            "directions": 4
         }
     ]
 }

二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/pickaxe.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/wielded-inhand-left.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_pickaxe.rsi/wielded-inhand-right.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_shovel.rsi/inhand-left.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/bone_shovel.rsi/inhand-right.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/equipped-BACKPACK.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/inhand-left.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/inhand-right.png


+ 4 - 1
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/meta.json

@@ -28,6 +28,9 @@
         },
         {
             "name": "icon"
+        },
+        {
+            "name": "spear"
         }
     ]
-}
+}

二進制
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/spear.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/wielded-inhand-left.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/spear.rsi/wielded-inhand-right.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/stone_axe.rsi/inhand-left.png


二進制
Resources/Textures/Civ14/Objects/StoneAge/stone_axe.rsi/inhand-right.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/blue_buckler-icon.png → Resources/Textures/Civ14/Weapons/buckler.rsi/blue_buckler-icon.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/blue_buckler-inhand-left.png → Resources/Textures/Civ14/Weapons/buckler.rsi/blue_buckler-inhand-left.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/blue_buckler-inhand-right.png → Resources/Textures/Civ14/Weapons/buckler.rsi/blue_buckler-inhand-right.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/buckler-icon.png → Resources/Textures/Civ14/Weapons/buckler.rsi/buckler-icon.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/buckler-inhand-left.png → Resources/Textures/Civ14/Weapons/buckler.rsi/buckler-inhand-left.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/buckler-inhand-right.png → Resources/Textures/Civ14/Weapons/buckler.rsi/buckler-inhand-right.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/meta.json → Resources/Textures/Civ14/Weapons/buckler.rsi/meta.json


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/red_buckler-icon.png → Resources/Textures/Civ14/Weapons/buckler.rsi/red_buckler-icon.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/red_buckler-inhand-left.png → Resources/Textures/Civ14/Weapons/buckler.rsi/red_buckler-inhand-left.png


+ 0 - 0
Resources/Textures/Civ14/Objects/Weapons/buckler.rsi/red_buckler-inhand-right.png → Resources/Textures/Civ14/Weapons/buckler.rsi/red_buckler-inhand-right.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/flint.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/flint.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/meta.json → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/meta.json


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/obsidian.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/obsidian.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_axe_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axe_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_axe_2.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axe_2.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_axe_3.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axe_3.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_axehead_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axehead_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_axehead_2.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axehead_2.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_axehead_3.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_axehead_3.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_hammer_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_hammer_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_hammerhead_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_hammerhead_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_handle.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_handle.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_handle_twined.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_handle_twined.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_knife_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knife_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_knife_2.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knife_2.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_knife_3.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knife_3.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_knifehead_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knifehead_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_knifehead_2.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knifehead_2.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_knifehead_3.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_knifehead_3.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_spear_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spear_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_spear_2.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spear_2.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_spear_3.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spear_3.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_spearhead_1.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spearhead_1.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_spearhead_2.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spearhead_2.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/primitive_spearhead_3.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/primitive_spearhead_3.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/rock.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/rock.png


+ 0 - 0
Resources/Textures/Civ14/Objects/primitive_weapons.rsi/twine.png → Resources/Textures/Civ14/Weapons/primitive_weapons.rsi/twine.png


二進制
Resources/Textures/Objects/Tools/Hydroponics/hoe.rsi/icon.png


二進制
Resources/Textures/Objects/Tools/Hydroponics/hoe.rsi/inhand-left.png


二進制
Resources/Textures/Objects/Tools/Hydroponics/hoe.rsi/inhand-right.png


+ 5 - 2
Wiki/src/guides/starter_guide.md

@@ -21,11 +21,14 @@ You can also open this guide in-game. Press **0** on the numpad or click the ico
 -   First things first: gather flint to craft a flint axe. It's your ticket to not being completely useless out here!
 
     -   Locate a large rock or boulder and right-click on it. You should see an option to search for flint. If you don't, try another one.
-        ![boulder](./../images/boulder.png)
+
+![boulder](./../images/boulder.png)
+
     -   Click the rock repeatedly with the flint to sharpen it (you will get a message when it is sharpened).
     -   Now go to a tree and right click on it. There should be an option to remove a branch from the tree, if there are any suitable ones available. This will pull a branch from the tree and place it in your hands.
     -   Right-click on the branch and remove the leaves and sharpen it. Then, click the sharpened stick with the flint again to craft a flint axe, which serves as both a tool and a weapon.
-        ![flint axe crafting menu](./../images/flint_axe.png)
+
+![flint axe crafting menu](./../images/flint_axe.png)
 
 ## Crafting Basics
 

+ 2 - 6
Wiki/theme/index.hbs

@@ -22,14 +22,10 @@
         <meta property="og:title" content="{{ title }}"/>
         <meta property="og:description" content="{{ description }}"/>
         <meta property="og:type" content="website"/>
-        <meta property="og:image" content="https://docs.spacestation14.com/favicon.png">
+        <meta property="og:image" content="{{ path_to_root }}favicon.png">
 
-        {{#if favicon_svg}}
-        <link rel="icon" href="{{ path_to_root }}favicon.svg">
-        {{/if}}
-        {{#if favicon_png}}
         <link rel="shortcut icon" href="{{ path_to_root }}favicon.png">
-        {{/if}}
+
         <link rel="stylesheet" href="{{ path_to_root }}css/variables.css">
         <link rel="stylesheet" href="{{ path_to_root }}css/general.css">
         <link rel="stylesheet" href="{{ path_to_root }}css/chrome.css">