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[BOUNTY] Porting FarHorizon's version of Protogens to HardLight#1019

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KillerTheFlareon wants to merge 15 commits intoHardLightSector:masterfrom
KillerTheFlareon:prootening-but-HL
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[BOUNTY] Porting FarHorizon's version of Protogens to HardLight#1019
KillerTheFlareon wants to merge 15 commits intoHardLightSector:masterfrom
KillerTheFlareon:prootening-but-HL

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@KillerTheFlareon
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@KillerTheFlareon KillerTheFlareon commented Mar 17, 2026

About the PR

I entirely removed Monolith's protogens (as they were discontinued on Monolith anyways) and replaced it with FarHorizon's Protogens and their subsystems.

A quick summary for the changes exactly between Mono & FH Protogens:

  • Markings are more separated allowing for more customization
  • Protogens can select 3 types of armor roundstart with varying protection, that they cannot remove.
  • There is a proto-[species] variant of most species (It's supposed to be all but FH does not have all of HL's species, so, naturally not all are covered here) that take traits & abilities of that species alongisde Protogen traits/abilites
  • Unique long range radio called Trinary that all Protogens start with. I guess a similar comparison would be your fork's Psychic chat, except not anonymous.
  • Ability to mimic (most) species sounds
    This used to include borgs but due to engine differences I cannot get robotic emotes to work with organic- the trick I used over at FH just.. didn't work here.
  • IPC & Organic style healing at 50% effectiveness (so if something healed for 10, it would only do 5 on a protogen)

Not a C# coder so I can't go into elaborate detail how the C# changes work exactly, but I can tell you what they do.

  • Allows for Species to be designated as "Subspecies" in code
    How it works is pretty simple, once designated you select [Species] and then it'll give you a second tab that shows [Subspecies] to select from.
    They're functionally just normal species but show up in a different tab.

  • Allows for implants to be already in you when the round starts
    Used to allow for the Trinary radio implant to inherently come pre-installed without needing to inject it yourself. This code can also be used for Hardlight's implants if desired, so when you select one at loadout you spawn with it already inside of you.

  • Allows for Species specific loadouts
    There's a loadout tab in appearance now for species that have a loadout, which is used for the Protogen Armor Selection & Trinary implant, but can also easily be used for other species as well.

Why / Balance

Bounty.

This is as close to a 1:1 port as I can manage, I do not play on this fork (yet) so I really don't know how this will effect your balance. I will make changes as they're requested.

Technical details

Basically as described above.

How to test

Join as a Protogen in Development Environment (spawning will not spawn them with trinary/armor due to roundstart loadout stuff.)

I STRONGLY recommend checking everything I do here, as again, I do not play on this fork so I could have easily missed features that exist here that don't from where I ported them from.

Media

Picture of everything new:
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Guidebook Entries:
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iuyluigfkl
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Loadout stuff:
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Breaking changes

None (as far as I know)
Changelog

🆑 Killer Tamashi & Faush

  • add: Added FarHorizon's Protogens & Protogen Subspecies! (Check PR for details)
  • add: Added Subspecies Selection System
  • add: Added Species Loadout System
  • add: Added Automatic Roundstart Implant Injection
  • remove: Removed Monolith's Protogens

Fasuh and others added 7 commits March 16, 2026 14:12
feat(Species): Port subspecies and protogens
From a place far along the horizon. A Far Horizon, if you will.
auto implanting stuff into nukies and protogens
Not scope of bounty. Was just part of the system ported from FH.
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@Generic-Eagle
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I STRONGLY recommend checking everything I do here, as again, I do not play on this fork (I also flat out do not do dev work in EE's engine, this is a first time thing) so I could have easily missed features that exist here that don't from where I ported them from.

This isn't EE, this is a frontier fork, so normal wizden engine.

@KillerTheFlareon
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I STRONGLY recommend checking everything I do here, as again, I do not play on this fork (I also flat out do not do dev work in EE's engine, this is a first time thing) so I could have easily missed features that exist here that don't from where I ported them from.

This isn't EE, this is a frontier fork, so normal wizden engine.

ah whoops
I assumed it was EE due to the AGPL code stuff

@warcrazed11
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I STRONGLY recommend checking everything I do here, as again, I do not play on this fork (I also flat out do not do dev work in EE's engine, this is a first time thing) so I could have easily missed features that exist here that don't from where I ported them from.

This isn't EE, this is a frontier fork, so normal wizden engine.

ah whoops I assumed it was EE due to the AGPL code stuff

Totally understandable on why you think that considering we somehow have merged EE code in with this horrid thing

@Generic-Eagle
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Yeah this base is a mess.

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