[TM ONLY] (still missing the actual tether part) adds a handheld kinesis/tether tool to make shipbreaking not practically dependent on modsuits (and borg accessible) - #1201
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September 5, 2026 05:58
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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About The Pull Request
Adds the tetherspike, a handheld tool capable of moving items around much like a kinesis module on a modsuit
As of right now, it can do both this, as well as launch objects without needing to grab them. Once I finish coding it, a tether mode that drags things together is also planned.
The tethergun is printable in engineering, cargo, and the colony fabricator. A borg upgrade version can also be made in exosuit fabricators.
Why It's Good For The Game
One of the biggest timesinks in shipbreaking is moving the stuff around, which sucks especially if you don't have a modsuit to use a kinesis module with, or are a borg. Having the tethergun be a standalone item that can also be added to borgs as a module should make things a little more convenient as well.
Changelog
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add: Adds the tetherspike, a handheld tool for moving heavy objects around safely.
/:cl: