Colonial Navy Update#1002
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fenndragon merged 3 commits intoHardLightSector:masterfrom Mar 14, 2026
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…b/access overhaul
…ites Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
…loadout - access_configurator.yml: Intelligence -> Naval - door_access.yml: DoorElectronicsCCIntelligence -> DoorElectronicsCCNaval - access.yml: AirlockCCIntelligenceLocked -> AirlockCCNavalLocked - jumpsuit.yml: ClothingUniformTSFMC -> ClothingUniformColonialNavy Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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3rd try woowwoowowow |
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About the PR
Adds Colonial Naval Infantry (CNI) content and renames the Intelligence faction to Naval across all relevant systems. This introduces a full set of CNI gear including a hardsuit, role-specific backpacks with class markings, a combat mask, Colonial Navy uniforms (enlisted + officer), and updates the job/ID/PDA/access infrastructure from Intelligence to Naval.
Technical details
New entities:
Colonial Naval Infantry hardsuit + helmet (recolored from NFSD combat, dark blue/black scheme)
6 CNI role backpacks (rifleman, squad leader, corpsman, combat engineer, machinegunner, explosive specialist) — squad leader has unshaded glow layer
CNI combat mask with species variants (feroxi, reptilian, synth, vulpkanin)
Colonial Navy enlisted and officer uniforms (replacing TSFMC uniform)
Renamed/refactored (Intelligence → Naval):
Access level: Intelligence → Naval (factions.yml, access.ftl)
Job: CentralCommandIntel → ColonialNavyman (job prototype, play time tracker, locale)
ID card: IntelIDCard → NavalIDCard
PDA: IntelPDA → NavalPDA (with navy blue color scheme)
Status icon: JobIconIntel → JobIconNaval
Directorate job and ID card updated to reference Naval instead of Intelligence
Other:
Modified mpssm.yml (launcher changes)
How to test
Open the admin spawn menu
Search for ClothingOuterHardsuitColonialNavalInfantry — equip it, verify sprites display correctly and helmet toggles on/off
Search for NavalIDCard and NavalPDA — verify they spawn and the PDA has dark navy blue coloring
Spawn CNI backpacks (search hardlight.yml entity IDs) — verify sprites, and check squad leader backpack has a glowing unshaded layer
Spawn ClothingUniformColonialNavy and ClothingUniformColonialNavyOfficer — verify sprites display correctly
Breaking changes
Access level Intelligence renamed to Naval — any maps or prototypes referencing the Intelligence access level will need updating
Entity IntelIDCard renamed to NavalIDCard
Entity IntelPDA renamed to NavalPDA
Job CentralCommandIntel renamed to ColonialNavyman
Play time tracker JobCentralCommandIntel renamed to JobColonialNavyman
Status icon JobIconIntel renamed to JobIconNaval
Changelog
🆑
add: Added Colonial Naval Infantry hardsuit with helmet
add: Added 6 CNI role-specific backpacks (rifleman, squad leader, corpsman, combat engineer, machinegunner, explosive specialist)
add: Added CNI combat mask
add: Added Colonial Navy enlisted and officer uniforms
tweak: Renamed Intelligence faction/access to Naval across all systems
remove: Removed TSFMC uniform (replaced by Colonial Navy uniform)