- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms
i probably missed a lot of tcfl stuff still.
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Shotguns are very cool but they sadly do not perform that well.
Shotguns are overshadowed by all other weapon types (SMGs, ARs and even
some pistols), and the only viable ammunition that makes shotguns viable
(slugs) is incredibly expensive to get as an antag.
This PR adds a new ammunition box to the uplink that includes 8 slugs
for only 2 TC, and also reduces the TC cost of the assault shotgun's
magazines to more reasonable amounts.
---------
Co-authored-by: bovvv <kavbest11@gmail.com>
Various fixes and cleanups for hardsuits following the rework.
changes:
- bugfix: "Adds additional safety checks to hardsuit deployment logic to
better handle boot checks."
- bugfix: "Hardsuit Health Analyzer module works again."
- rscadd: "Adds 'Retract All Parts' verb for hardsuits."
- rscdel: "Removes Vitals Scanner module; hardsuits which had this
module by default have had it replaced with the Health Analzyer module."
- rscdel: "Removes hardsuit Maneuvering Jets onmob sprites."
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
Silence,
Violence,
Adds the Outer Eye voidsuit, and gear loadouts featuring it for antags
to use. Outer Eyes enforcers favour Xanan weapons, reflected in the
loadout. While human only for now, I hope to add variants for a few
species shortly.
Also adjusts the typo which meant the exclusionists / hoplan gear in the
uplink didn't work since it was right there. Sorry for the two in one, I
knew if I left it until after this merged I would forget.
SPRITES ARE BY THE WONDERFUL @ElorgRHG!
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.
In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.
NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
Antag Psionics were generally kind of underwhelming (especially in the
face of more interesting power sets like the Vampire/Ling jumpstarters),
so to add a new option for autotraitor rounds, I've given Loner back
their Awaken and Drain powers that they were allegedly supposed to have
according to the wiki. There is now also a new Loner Jumpstarter
available in the (Traitor-only) Antag Uplink, which changes the user
into a Loner antag.
I have also reduced the cost of the standard Psi Jumpstarter to 15tc,
which yes that does put it within the realms of what Mercs can buy. In
the grand scheme of balance it's still really underwhelming in
comparison to everything else Mercs can roll with, though I am very
interested in seeing mercs pull more antag psionic gimmicks.
<img width="1918" height="970" alt="image"
src="https://github.com/user-attachments/assets/33d21a21-9d26-40ac-b9c1-758fc7af2809"
/>
This idea is from [UltraNumeron over on the
forums.](https://forums.aurorastation.org/topic/22577-merging-lings-and-vamps-with-tator-tots/#comment-181862)
Thanks/blame go to them :D
Everything subject to change, just wanted to get something potentially
testable. I imagine a proper rework of this would change much more, but
this at least lets us test "ling but with uplink and BC."
I also added a global datum for changelings, not sure if there's a
better way to turn someone into a ling already.
I think the probabilities for modes are done outside of version control,
so I could not remove the modes from the pool entirely. It may be that
we want to allow voting of these modes anyway, to allow for strictly
vamp/feeding/etc rounds, though the Horizon is more likely to teleport
into Earth orbit IRL.
I just used the same icon as the psionic jumpstarter because I didn't
want there to be anything residual left behind, like an empty implanter
~and this was easier~.
---------
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
Reworked how napalm works to make it more powerful with the new turf
fires. Instead of directly creating a turf fire, it'll instead process a
slower burning, but deadly turf fire.
Also added a military-grade flamethrower, which can use the new napalm.
This will create napalm pools on the ground and ignite them, instead of
directly creating turf fires.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/military_flamethrower.dmi | electricpants#6824
([Shiptest](https://github.com/shiptest-ss13/Shiptest)) | CC-BY-SA 3.0 |
Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:
1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.
2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>
3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>
4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>
5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.
All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>
An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details>
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>
Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details>
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>
Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details>
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>
Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details>
WIP for the following items:
- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
* Adds nanopaste to the uplink, so IPC antags have a means to heal.
First PR ive ever made for anything so apologies if i've done something
horridly wrong here.
---------
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Big Rat <lienesica@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
changes:
- balance: "Dirty bomb cleanable 'greenglow' decal left behind is now
actually radioactive to make it more persistently hazardous."
- balance: "'Radioactive waste' rare Warehouse spawn submap now uses
low-radioactivity variants for some of its contents and also been given
a radioactive gear crate."
- balance: "Adds increased taste_mult values to radioactive waste,
napalm, and nitroglycerin; it should be noticeable if your drink is
spiked with any of them."
- balance: "Both uranium and radioactive waste reagents will create
radioactive pools on the floor if spilled (uranium weak, radioactive
waste medium/strong)."
- balance: "Bombs are now allowed to be planted on any mob type except
for carbons."
- balance: "Increases the numbers of assemblies (signalers, igniters,
etc.) stocked in vending machines."
- rscadd: "Adds a radioactive waste chemical canister to the Uplink (5
tc)."
- code_imp: "Adds additional variants of greenglow/radioactive decal and
radioactive_waste/hazardous obj that are more or less radioactive for
mapping and ST use."
- code_imp: "Cleans up bomb timer setting code and admin logging."
- qol: "Adds more examine hints to reagent dispensers."
- qol: "Adds more examine hints to bombs."
The 'radioactive waste chemical canister' item cost was set to 5 tc to
match the other 'hazardous chemical' antag item, the Chlorine Tank.
Fixes https://github.com/Aurorastation/Aurora.3/issues/21509
**Summary:**
Cleans up a lot of old Greimorian egg implantation code- rewrote the
actual worker injection behavior to use the organ/internal/parasite code
we have, instead of creating effects with their loc set to the organ
itself.
This largely means that not only is Greimorian implantation able to be
treated pharmaceutically (as you'd expect, with them being parasitic and
medicine including antiparasitics), but it also means that 'greimorian
eggs' also get the same treatment as nerve flukes, etc. That is to say,
antags can now purchase Greimorian Clade Kits from the uplink and inject
people or monkeys with them to cause Unhappy Tidings.
This code is also fairly easy to modify, if one wanted to create more
implantable parasites that burst out of people, unrelated to
Greimorians.
**Changes:**
- refactor: "Refactors the egg injection of Greimorian Workers to use
parasite code; it can now be treated with anti-parasitic medicines in
addition to amputation of the affected limb. Works on all playable
species, and monkeys."
- rscadd: "New reagent 'Greimorian Eggs' creates an egg cluster parasite
in a random organ when metabolized in the bloodstream. It also has very
mild soporific effects."
- balance: "Greimorian Workers and playable Greimorian Servants/Queen
now inject Greimorian Eggs instead of Soporific."
- rscadd: "Greimorian Clade Kit now available in Uplink under Bioweapons
section (Greimorians now able to be introduced to ship by egg cluster or
injectable reagent)."
- balance: "All parasite kit bioweapons have had their vial reagent
count increased from 2 -> 5."
- balance: "Helmizole no longer treats K'ois Mycosis, Black K'ois
Mycosis, Zombification, or Tumors (Benign or Malignant)."
- code_imp: "Updates a lot of code documentation to dmdocs."
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.
<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>
<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>
<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>
I have tested this PR and have verified in my dev environment that it
works as advertised.
Fixes https://github.com/Aurorastation/Aurora.3/issues/21289
Fixes https://github.com/Aurorastation/Aurora.3/issues/15779
Handles a lot of mapping cleanup, container definitions for the Horizon,
and several bugfixes found along the way.
changes:
- code_imp: "Added set definitions for several Horizon-specific
containers."
- code_imp: "Updated 'full' material stacks on the Horizon from sneaky
var-edited singles to properly defined full stacks"
- code_imp: "Cleaned up all Air Alarms, Fire Alarms, and APCs on the
Horizon that were directional children with their dir var edited."
- code_imp: "Cleaned up all Power Cables on the Horizon that had d1 or
d2 var edited instead of just icon_state."
- code_imp: "Adjusted pixel shifts for 'south' (north-facing) Air
Alarms, Fire Alarms, APCs, and Extinguisher Cabinets to address layering
issues when standing vs. leaning."
- code_imp: "Minor refactor of shuttle/* Air Alarms and APCs to reduce
excess children; req_one_access perms now assigned based on
/area/horizon/shuttle/*."
- qol: "Adds feedback hint for uses remaining to Emag cards."
- qol: "Added Tip about the shift-click behavior of the 'up-hint'/'Look
Up' button."
- bugfix: "See-through turfs (like lattices/catwalks over open space)
can now be Looked Up through from below."
- bugfix: "Fixed the shift-click behavior of 'up-hint'/'Look Up' button,
allowing you to see nearby turfs that can be Looked Up through."
- bugfix: "Maintenance Panels located on the floor have had their
layering issues fixed."
- bugfix: "Borg eye emissive effects MAYBE no longer visible through
higher z-levels."
- bugfix: "Added missing leanable component to window/shuttle obj type."
This PR unhardcodes the psionic jumpstarter, allowing it to be utilized
by Skrell to upgrade their psionics to the level of an antagonist. To
make use of this new code, I've added a new Psionic Awakener, which is a
variant of the jumpstarter that sets the user to the level of a Skrell
psion. The awakener is significantly cheaper than a full jumpstarter,
and can be purchased using bluecrystals, which reflects its status as a
harmless item given that none of the Sensitive rank powers are overtly
harmful.
* Adds most of our hardsuit modules to the uplink.
Also adjusted the names of some existing entries there, and added
descriptions where they were not present.
Should be noted for balance concerns that with how hardsuit weapons work
here, these cannot be continuously fired and after a few shots take a
long cooldown to recharge.
<img width="1192" height="501" alt="image"
src="https://github.com/user-attachments/assets/29561e57-d7d7-4545-97ab-0cf8dc8de32c"
/>
Co-authored-by: Big Rat <lienesica@gmail.com>
The hazard rig tech levels were lowered, permitting the machinist to
make it without research personnel present. Materials needed are
unchanged. The ballistic protection of it was also buffed to be equal to
the security voidsuit.
The combat rig had new sprites added, allowing taj, unathi and IPC to
also use it.
Done on the request of VeteranGary.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/clothing/rig/combat.dmi | Noble Row (Aurora Station) |
CC0|
* Added empty versions of most hardsuits as regular uplink items. Most
regular combat ones costing 8 BC/TC same as NT hardsuit, with some
exceptions like breachers and vaurca hardsuits costing 10 TC.
* Added combat actuator module to the uplink.
* Added BC costs to utility modules in the uplink.
* Hardsuit thermals module cost upped to the cost of regular thermals.
Feedback thread:
https://forums.aurorastation.org/topic/22611-the-traitorous-hardsuitening/#comment-182136
Overall hopefully will make hardsuits easier to get for solo antags,
since they can usually only be bought as part of 35 TC group bundles.
These are also unequipped versions so all modules have to be bought
yourself.
Should also help provide for those factions that don't otherwise have
faction-specific armor outside of paper-thin voidsuits, like Einstein
Engines.
Vast majority of our hardsuits and the ones here are just reskins of the
regular combat hardsuit, with heavy armor stats. The ones that have
higher armor which here are the Breacher, Redsnout and Vaurca suits have
been set to 10 TC to allow buying them with solo group loadouts that are
the only source of their faction equipment. They are relatively powerful
suits, but I hope we can trust people to not abuse them, and if we cant
they can always be made pricier or removed.
<img width="1862" height="788" alt="Screenshot 2025-08-21 212603"
src="https://github.com/user-attachments/assets/711b18c1-4a14-43ed-9edc-614521739072"
/>
---------
Signed-off-by: UltraBigRat <111320234+UltraBigRat@users.noreply.github.com>
Co-authored-by: Big Rat <lienesica@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* Berserk injector cost changes from 4 bluecrystals to 3 telecrystals.
Bluecrystals tend to be for defensive, support, utility or roleplay
items. Red Nightshade is for the most part a combat item. So this
changes its cost to be in TC, slightly lowering it to match the higher
value currency being used, since it is in the end also still a limited
use item that damages your organs.
---------
Signed-off-by: UltraBigRat <111320234+UltraBigRat@users.noreply.github.com>
Co-authored-by: Big Rat <lienesica@gmail.com>
* "Lowers higher than usual prices of NT, Imperial army and TCAF
gearloadouts."
Some of the gear loadouts had higher than usual prices of 50 per group
and 15 per single compared to the standard 35 and 10. Some of these like
TCAF even were just straight up the same items as the single crate but
at less bang per buck.
Overall none of these kits are strong enough when compared to others, to
justify a higher price that makes it hard for mercs to budget it for
their gimmick. While the NT kit has a hardsuit, it should be noted it is
an empty one that has online slowdown unlike other combat rigs, similar
to the TCFL rigs.
Co-authored-by: Big Rat <lienesica@gmail.com>
This PR "Gently refactors" organs in preparation for adding in new
variant organsas requested by HumanLore. Additionally, it adds in
several organs that were requested by Human Lore, as described in:
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
The new augments include: Auxiliary Heart, Platelet Factories, and
Subdermal Carpace
Additionally, all of the new Galatean Bioaugs have been added to the
antag uplink.
The bulk of this PR consists of replacing a majority of all the organ
"Magic Numbers" with variables which could feasibly be modified by any
new kind of organ object. Additionally-- although it's unused in this
PR, here's also a new optional boolean for hearts to create a "Fake
Pulse", which would be useful in the future for event character shells
to be able to fool a pulse check. Finally, the heart systems are
configured to use Signals so that arbitrarily any component can
introduce their own modifiers to the heart statistics.
This PR was requested by Human Lore:
<img width="434" height="290" alt="image"
src="https://github.com/user-attachments/assets/98236886-1c19-4621-958e-c154ae66f2ad"
/>
Sprites have been made by @NobleRow
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
Added telefreedom implants, including a box with (almost) everything you
need to make them work for 4 people, and added it to the uplink.
Fixed implanters not taking the implant and dropping it to the ground
when hit by one (while keeping it referenced).
Napalm Grenade now costs 8 telecrystals (from 5) in uplink.
As it stands it is too powerful for its cost, this should better reflect
it's effectiveness.
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Added a door rigging tool, it allows you to mine a door, so that when it
opens, it explodes. Requires the door to be welded shut first.
Added a box and antag uplink item for the above.
---------
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
### Summary:
This PR fleshes out cryonics, both inside a cryotube and outside of a
cryotube, and gives a pharmacist a lot more to do during those high
energy rounds as they will be required to prepare and oversee any
cryonic mixes. Lots of ways you can go about doing with the biggest
reward being brain regeneration that bypasses oxygenation requirements,
at the cost of significant downsides if done improperly.
This generally empowers pharmacists and physicians and offers
non-surgical treatment alternatives, though often incurs a penalty or
takes a little longer than surgical treatment, so it doesn't make
surgeons redundant.
This list'll be exhaustive so medical players aren't left in the dark
and can just refer to this while a wiki update is worked on, instead of
digging through code.
**Changes to Stasis/Cryotubes:**
- Stasis at temperates between 120K and 200K has been reduced to between
5 and 10, as opposed to 10 and 20. This means chemicals still have a
good chance of metabolising if you set a cryotube to above ~140K.
Cryotubes will still achieve good stasis if you cool below 120K -
upgraded stockparts from the workshop/R&D will help with this.
- (Bugfix) IPCs will not longer be knocked unconscious if they enter an
active cryotube.
**Misc. Reagent Additions/Tweaks:**
- Bicaridine now only requires 30u in the blood to begin attempting to
repair arterial bleeds, as opposed to 50u.
- Adds a Blood Thinning chemical effect. This prevents Coagzolug's blood
clotting effect from working and works in the opposite way - increasing
how much blood you lose per blood loss tick. Fluvectionem and
Synaptizine apply Blood Thinning at a strength of 25, translating to 25%
faster blood loss.
**Cryonic Chemicals:**
- Cryoxadone and Clonexadone both overdose at 5u. **_This is not a
problem when using a cryotube due to how cryotubes administer
reagents._** Overdosing either results in genetic damage and severe eye
damage.
- Cryoxadone and Clonexadone's organ healing capabilities have been
significantly nerfed. The organ healing is still noticable and useful
for pharmacist/surgeonless rounds; they cannot heal the brain though.
- Cryosurfactant has been renamed to Cryosilicate, mimicking
Pyrosilicate - the recipe now uses silicate instead of surfactant.
- Cryosilicate and Pyrosilicate now have an effect when used in the
body: cryosilicate will supercool a patient; pyrosilicate will
chemically incinerate someone. Leporazine will inhibit these functions.
- Bicaridine will repair arterial bleeds when used in cryogenic
conditions.
- Kelotane will repair disfigurement when used in cryogenic conditions.
- Peridaxon 2x effective in cryogenic conditions. Peridaxon can
denecrotise livers and kidneys in extracool cryogenic conditions - it
cannot denecrotise other organs. Using peridaxon in cryogenic conditions
will result in benign tumour growth (see below).
- Red Nightshade can repair bone breaks in cryogenic conditions. It will
still put a patient into a berserk state.
- Cataleptinol - see below.
**Cataleptinol Rework:**
Cataleptinol has been reworked from the ground up and is where
pharmacist's will be able to shine by making fancy cryotube beaker
mixers or cryonic mixtures for use in IV stands.
- The new recipe is 2 parts Alkysine, 0.5 parts Phoron, 1 part
Clonexadone and a 5u Cryosilicate catalyst. This translates to: 120u
Alkysine + 60u Clonexadone + 30u Phoron w/ 5u Cryosilicate = 60u (1
bottle) of Cataleptinol - expensive and lots of tricky precursors,
leaves enough left over to make a 2nd bottle without having to remake
all of the precursors.
- **In cryogenic conditions**, Cataleptinol will restore 7.5% brain
activity per metabolisation tick. This _bypasses the 85% oxygenation
requirement_, at the cost of hallucinations, blood thinning and liver
damage. The trade is roughly 40% brain activity (assuming nothing is
causing brain damage) for total liver failure.
- **Outside of cryogenic conditions**, Cataleptinol becomes a lot less
reliable and a lot more dangerous to use, with only a 75% chance of
restoring 2% brain activity per metabolisation tick. It will still
bypass oxygenation requirements, making it useful during _**severe
emergencies**_, at the cost of inducing painshock in addition to the
above hallucinations, blood thinning and liver damage. The trade is
roughly 25% brain activity (assuming nothing is causing brain damage)
for total liver failure.
- Cataleptinol _**overdoses at 3u**_ and has a fast metabolisation of
0.6u/tick - this makes it hard to dose without using an IV drip. If you
overdose Cataleptinol by using another method of administration, then
the patient's liver will crash, brain regeneration undone and the
patient will have severe seizures resulting in more pain. Using
Cataleptinol outside of cryogenic conditions **is high risk and only
potentially high reward**, but it could buy a couple more minutes.
**Tumours:**
- Adds Benign Tumours. Benign tumours simply drain nutrition and cause
frequent pain; they do not spread or affect nearby organs.
- Adds Malignant Tumours. Malignant tumours will begin by draining
nutrition then effecting symptoms based on the tumour's location (chest
tumours -> coughing, gasping, chest pain; brain tumours ->
disorientation, memory loss; abdominal -> vomiting, abdominal pain;
anywhere else -> lethargy). In the later stages, malignant tumours will
begin to damage the organs they are close to, then will eventually enter
the circulatory _~~and lymphatic~~_ system and spawn more malignant
tumours in other parts of the body.
- Peridaxon will result in benign tumour growth when overdosed or used
in cryogenic conditions.
- Genetic damage will result in malignant tumour growth.
- Ryetalyn is the anti-tumour drug and will put both benign and
malignant tumours into recession. You can also surgically intervene and
excise tumours as you would k'ois mycosis or fluke parasites.
- You cannot have more than 3 of any tumour - things won't get too out
of hand.
**IV Bag Stuff:**
- Adds 2 labels for IV bags: Cryonics Mixture, denoted by a CR; Other
Mixture, denoted by an M.
- Renames `blood packs` to `IV bags` and changes their formatting. What
was `blood pack O+` will now appear as `IV bag - O+ Blood`; `blood pack
Saline Plus` -> `IV bag - Saline Plus`.
**Misc.:**
- Only 20 genetic degradation on a limb is required to deform it instead
of 30. This should make it slightly more common, as 30 is a large number
to reach when this number is calculated per limb.
- Seizures can be given variable strengths.
- (Bugfix) Coolant tanks no longer just set a room's temperature to 0K
when destroyed. The amount it cools a room scales with the amount of
coolant still in the tank but cannot go below 173K/-100°C.
- Cryocells now have stockparts and can be upgraded/deconstructed.
* repaths various factional voidsuit icons
* tweak to gear loadout messages
* sol fix
* the new standard, apparently
* konyang voidsuit -> coalition.dmi