## About The Pull Request
TRAIT_NODROWN is basically the same thing, so there's no reason to keep
a weird snowflake check from skyrat.
closes#4623
## Why It's Good For The Game
Less bloated code, and fixes an issue
## Proof Of Testing
I ran around with my akula and it all worked, didn't drown in deep
tiles, and I didn't drown in turf liquids either
## Changelog
🆑
fix: Akulas and other waterbreathers no longer drown in deep water
refactor: TRAIT_NODROWN now fully replaces TRAIT_WATER_BREATHING in the
backend for better consistency for when TG changes stuff.
/🆑
Co-authored-by: Maia <maia@punches.cz>
## About The Pull Request
Some guns (Probably other items too) have been seeing double for a while
now and this isn't just because you're an alcoholic. With certain guns,
a Miecz, a Lanca, a Renoster, a Kiboko, the VARS launcher, and the hand
slot shows you two sprites offset by about eight pixels, OK actually 8
pixels exactly because that's what the code told it to do. Hold a
disabler or a WT-550 and everything is perfectly fine. That was the
clue.
Every affected gun suffering from this defect drew from an "oversized"
sprite sheet. `guns_48.dmi` is 48 pixels wide instead of 32, and a
sprite that wide had to carry a negative `base_pixel_x` to sit centered
on its tile. Every gun that was fine is a plain 32 by 32 vanilla one
sitting at zero. TG doesn't have as many ginormous guns (actually, there
are probably a few, but I didn't test every possible gun, that would
take too long)
**The reason that this matters**: your held item is drawn twice behind
the scenes `/mob/living/carbon/human/get_held_overlays()` shoves the
item onto your client's screen with a `screen_loc`, which is how hand
slots used to work. Hand slots don't work that way any more; someone
rewrote inventory slots which now draw the item through the slot's
`vis_contents` instead, and upstream deleted their copy of this line at
the time. As a downstream, Bubber did not.
So both paths have been drawing your item this whole time. Anything
sitting at pixel offset zero lands in exactly the same spot twice is
invisible. Anything wider than a tile is shifted 8 pixels over, the two
copies separate, and you get a freakish mutant ghost gun.
This deletes the one line that pushes the item onto your own screen. The
observer push underneath it stays so it doesn't break observing people.
One line fix, a whole afternoon of fucking around to get there.
## Why It's Good For The Game
Guns stop being haunted. The possibility of adding intentionally haunted
guns at a later date yet remains.
More usefully, this could theoretically afflict any item with a sprite
bigger than one tile, not just guns. Guns are simply the most common
"oversized sprite" incidence, so that's where it showed up.
## Testing
Tested a wide array of items and weapons to make sure the fix works and
didn't have any unforeseen negative consequences. Swapped hands, dropped
and picked back up, took the item and put it on my vest and took it back
out, checked items still stay in the inventory slot properly every time.
Ghosted and observed a player holding a gun, still renders correctly.
I will note that some sprites still sit very slightly left of centr
inside the box, because they keep the offset that centres them on a
tile. That's cosmetic and I think it was there before; if anyone
actually turns out to care that is a separate issue that will require a
separate fix.
## Changelog
🆑
fix: Certain items no longer render a doubled ghost copy in your hand
slot.
/🆑
## Main Additions and Modifications
This PR adds in a quite a few new things.
### Overview
**WT-550 "Enhancements"** - made available via research. These
modifications retain the full-auto capability of the WT-550 to varying
degrees. Additionally a compressed WT550 magazine is available via
research. It contains 40 weaker bullets compared to the normal
magazine's 20. It is only allowed to contain compressed bullets to avoid
cheesing, and requires bluespace to fabricate. It is designed as a
sustained dps ammunition as opposed to a high dps ammunition
**WT-550-B** - Shoots in bursts with decent recoil and slightly higher
dps.
**WT-550-C** - Shoots slower but has a higher damage and projectile
velocity along with a scope.
**Sawn-off WT-550** - Is smaller but has egregious recoil and spread.
**.38 BR** - A simple but slightly less powerful alternative to the
NT-38 battle rifle. Craftable via a kit obtained from research.
**Stunstaff** - A weapon that is available via crafting and functions as
an alternative to a baton and riot shield. A heroic variant exists
within the code but the recipe can only be learned from a book that
sometimes spawns in the armory contraband closet.
**Advanced Energy SMG** - A hybrid of a disabler SMG, laser carbine, and
advanced energy gun. Does exactly what you think it does. Obtainable via
crafting.
**Stingballer** - A rifle that rapidly shoots stingballs. Direct damage
is lesser than a stingbang. Purchasable from cargo.
**Security Juggernaut Suit** - A heavily armoured suit that severely
cripples your mobility in exchange for very high protection. Crafting
kit is printable from a technode.
**Horizon Beam Rifle** - Damage is now 110 with 35 armor piercing, and a
demo mod of 2. Upon contact with walls, it destroys them like how a
pulse laser does.
### Crafting
WT-550 weapons can all be made with just the gun and the kit.
The sawn-off WT550 can be made by taking a saw to the WT550.
The .38 BR requires an NT-38 battle rifle along with a multitool and a
screwdriver.
The Advanced Energy SMG requires a disabler smg, laser carbine, and an
advanced energy gun.
The Stunstaff requires two security batons, some plasteel and some
cable, along with a welder and wrench.
The Heroic Stunstaff requires some other ingredients.
The Security Juggernaut suit requires a full toolbox of tools as well as
the armor plates, a full coil of cable, a pair of magboots, a swat
helmet, a swat suit, and two seclites.
Stingbangs can be prepared into stingball canisters with a screwdriver
and some wirecutters. Each contains 25 rounds are are used to fill the
stingballer.
### Cargo
**Stingballer** - Armory crate - Contains one stingballer. - 4500
credits.
**Grenade Launcher** - Armory crate - Contains one grenade launcher and
a box of flashbangs. - 15000 credits.
**Kiboko Grenade Launcher** - Armory crate - Contains one Kiboko grenade
launcher. - 7500 credits.
### R&D
The **"Ballisitic Research"** technode has been removed and dragon's
breath shells have been moved to the illegal technology node. The node
remains within the code though if more exotic ammunition is developed
and requires an additional research node for it.
New **"Advanced Ballistics"** technode contains the part kits for the
WT-550 modifications and NT-BR simplification kit and requires Exotic
Ammunition to research.
New **"Advanced Armor"** technode contains the Security Juggernaut
Plates and requires Riot Suppression and Gas Compression to research.
### Code
Adds to the buckling system where if something has TRAIT_NO_BUCKLE, it
cannot be buckled at all.
Adds to the vehicle system where if something has TRAIT_NO_VEHICLE, it
will be flung off the vehicle it attempts to move the vehicle
themselves.
Adds to the chair system where if something has TRAIT_NO_VEHICLE, it
will destroy the chair.
Adds to the movement system where if something has TRAIT_LARGE_CLOTHES,
TRAIT_BULKY_CLOTHES, or TRAIT_HUGE_CLOTHES, it will incur a 3, 4, and 5
move speed multiplier when pulling that thing. If anyone can help me do
this more modular, please reach out, I have no clue how.
Edits the equipment slowdown system to properly apply a special slowdown
that cannot be negated by anything. Requires the TRUE_IMMUTABLE_SLOW
bubber_obj_flag to be present. IMMUTABLE_SLOW is still required for red
potion immunity.
### Other Misc. Changes
The WT-551 has been effectively rendered impossible to get. This
decision stems from the fact that the WT-550 and the WT-551 were
functionally identical when used in-game. Instances of the 551 have been
replaced with the 550.
Skyrat's renaming of /tg/ bullets has been completely removed. Some
descriptions have been kept and altered because they were kinda neat.
.460 Ceres -> .45
.416 Stabilis -> .50 BMG
8mm Usurpator -> 4.6x30mm
.454 Trucidator -> .50 Action Express
.277 Aestus -> .223
## Statistics For New Additions
**Stunstaff**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/0e1c2a1a-20ba-47a9-91f1-e63ca11b5e43"
/>
- Two-handed, bulky. Fits on the back and an armor vest.
- 65 stamina damage
- 20 stun armour penetration
- 14 force
- 8 throw force
- 50 block chance
- 20 effective block vs tackles
- 10 effective block vs projectiles
**Heroic Stunstaff**
- 24 stamina damage
- 0.5 second stun
- 4 times the cell charge consumption
- No cooldown between stuns
- 35 stun armor penetration
- 15 force
- 10 throw force
- 75% throw stun chance
- Can be thrown like a boomerang
- 75 block chance
- 30 effective block vs tackles
- 50 effective block vs projectiles
**WT-550-B**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/56fea4dd-9b0c-4e06-93a7-b0389f3d32c9"
/>
- Bulky sized, small weapon weight, dual wielding.
- 2 round burst every 0.5 seconds
- 0.25 recoil
- 3 spread
- Can be suppressed
**WT-550-C**
<img width="48" height="32" alt="image"
src="https://github.com/user-attachments/assets/bd80570d-3e70-463d-8b6b-7cefcb1d54e6"
/>
- Bulky sized, heavy weapon weight, no dual wielding.
- Half fire rate of normal WT (0.6 compared to 0.3)
- 1.5x damage multiplier
- 1.5x projectile speed multiplier
- +5 projectile wound bonus
- Can be Suppressed
- Mediocre Scope
**Sawn-off WT-550**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/6d786022-2d93-42da-9dcc-fe6dfadbbce1"
/>
- Normal sized, light weapon weight, dual wielding
- 10 spread
- 20 dual wielded spread
- Sawn-off recoil (high)
**Compressed WT-550 magazine**
- 40 capacity
- 12 damage (20 for normal rounds)
**Stingballer**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/de30bda5-9e0b-44da-8097-ca9827d3d8c8"
/>
- Bulky sized, normal weapon weight, no dual wielding.
- 8 rounds per second
- 7.5 spread
- 50 round capacity
- 1.5 damage
- 4 stamina damage
- Embed chance at close range
- Bouncy projectile
- Low effective range
**.38 Battle Rifle**
<img width="48" height="32" alt="image"
src="https://github.com/user-attachments/assets/24a9a257-97fe-4313-ba39-93d17230f1b4"
/>
- Overall same statistics as the NT-38 Battle Rifle except for
- 1.0x damage multiplier (compared to 1.2x)
- 1.0x projectile speed multiplier (compared to 1.2x)
- 25.0% faster rate of fire (1.5 compared to 2)
- No degradation mechanics
- No scope
**Advanced Energy SMG**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/2671009a-a994-4054-92ff-4db2959501e8"
/>
- Bulky Size, no dual wielding.
- 0.8x damage multiplier (12 on kill, 12 on disable)
- 1.2x projectile speed multiplier
- 40 shots on kill, 40 shots on disable
- Charges about half as fast as the regular advanced energy gun.
- Same fire rate as the disabler SMG
- 2 spread
**Security Juggernaut Suit**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/5de0a084-4a07-4d8f-88a3-d9996de41010"
/>
- Built in helmet
- Helmet protects head from flashes, loud noises, impacts and
pepperspray
- Full temperature and pressure protection
- Helmet has powerful flashlight mounted
- Takes 12 seconds to put on, 15 to put on someone else
- Slows you down everywhere
- Slows you down when in-hand
- Slows down someone who's dragging you
- Prevents aggressive grabs against you when worn
- Prevents combat-mode pushing against you when worn
- Prevents shove knockdowns when worn
- Prevents gravity effects when worn
- Prevents buckling when worn
- Cannot be red potion'd.
- Does NOT protect against batons or knockdown.
Current Armor values:
- melee = 80
- bullet = 80
- laser = 70
- energy = 60
- bomb = 100
- bio = 100
- fire = 100
- acid = 100
- wound = 30
## Why It's Good For The Game
This PR adds in quite a few items that fill certain role archetypes
within security while allowing them to still use equipment that security
would already have.
## Proof Of Testing
Testing overall has been completed.
Testing left to do:
- [x] Cargo Orders
## Changelog
🆑
add: Added a bunch of alternative additional weapon and equipment
upgrade options to security, allowing a little bit of difference in the
late-game arsenal or general armament.
add: Adds the WT-550-B and WT-550-C, upgrades to the classic autorifle.
add: The WT550 can now also be sawn-off.
add: Adds the Stingballer, a close range weapon that rapidly shoots
stingballs.
add: Adds the Stunstaff, an aura-farming alternative to the classic
baton and shield.
add: Adds the Advanced Energy SMG, an a modified AEG that gains
rapid-fire capabilites.
add: Adds the Security Juggernaut suit, an impossibly slow suit that
hinders your movement but has some of the best armour you'll ever see.
add: Adds the .38 battle rifle, a simplified NT-38 Battle Rifle. Lacks
the combat improvements, but does not degrade.
balance: The Horizon Beam Rifle's performance has been tweaked. Damage
is now 110, with 35 armor penetration and a demolition mod of 2, as well
as the ability to destroy walls like pulse rifles.
add: The Kiboko and pneumatic grenade launcher can be bought from cargo
now.
del: The WT-551 has be completely removed and replaced with the WT-550
del: Any instances of Skyrat's ammunition naming system have been wiped.
Please report any inconsistencies you may find.
/🆑
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Allows people to detach a cleaner and vacuum (uses the trash bag) from
janitor borgs. This option uses zero water management and doesn't create
slip tiles.
The module can be locked with alt click.
<img width="342" height="681" alt="image"
src="https://github.com/user-attachments/assets/0fe53f8b-d850-4354-aa70-382ca40dcd37"
/>
<img width="590" height="581" alt="image"
src="https://github.com/user-attachments/assets/70fea653-ad20-479a-8986-fed0e15af4b1"
/>
https://github.com/user-attachments/assets/ff81a214-1bfb-4a33-a660-ccb563e310af
Sounds are from soundsnap and properly licenced.
https://soundsnap.zendesk.com/hc/en-us/articles/115003916431-Legal
## Why It's Good For The Game
I think co-op mechanics are fun. If you manage to get a friend, this is
an option with zero water management. I feel like janitor borgs don't
really have much the way to cooperate with their base mechanics. You can
walk into a department and clean it wordlessly. This gives the option
where you can clean with your friend (or the crime scene you're trying
to scrub)
## Changelog
🆑 StrangeWeirdKitten, Toriate (sprites)
add: Janitor borgs now have a crew operated end that allows their
squishy overlords to do some cleaning themselves.
/🆑
## About The Pull Request
Makes a number of changes to blacksmithing to make the role more
appealing, convenient, and special:
<details>
<summary>New Additions</summary>
- [ ] Added a new blacksmith recipe that requires legendary skill and
the skillchip: parts for a classical single-action revolver. High
damage, but finnicky to use; no safety mechanism, can't accept speed
loaders, and the hammer has to be cocked before each shot. Cocking the
hammer is faster if both hands are free, allowing for fanning the
hammer.
- [ ] Smiths can now make new storage options: a cowboy holster that
stores a handgun and multiple ammo boxes, a charging belt that recharges
one energy gun, a botany bag with expanded storage, and multiple types
of scabbards.
- [ ] Added a new skillchip specific to blacksmithing; without the
skillchip, your options on what you can produce via smithing are
reduced. This is to make it so that the smithing job role (or at least,
whoever has been given the skillchip from the QM's locker) is more
special. Currently smithing is just sort of something anyone can do, the
only things unique about spawning in as the blacksmith is that you have
cargo access and smithing-specific bounties.
- [ ] Replaced the water barrel with a new structure: the reagent
quenching trough. This spawns in filled with a new reagent, quenching
oil. Quenching a smithing item in the trough with any reagent will imbue
it for zero reagent use, and heat the trough's reagent.
</details>
<details>
<summary>General direction changes</summary>
- [ ] Perfect hits are no longer probability-dependant; they're based on
the player's timing. Except if the player is max level at blacksmithing,
in which case all hits are perfects.
- [ ] Right-clicking with a hammer on the anvil will allow the player to
automatically forge the item they're working on, with a slower pace
compared to manual forging. This is mostly meant to allow talking to
someone while working on forges.
- [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated
space on most maps and so must occupy a hallway or something else
instead. "Playing optimally" with multi-anvil smithing means taking up
significantly more space, in addition to looking extremely silly and
bypassing part of the loop with blacksmithing (levelling up the smithing
skills to produce equipment faster); the smithing chip will reduce the
swings needed to finish a job to compensate.
- [ ] Reworked reagent imbued equipment; removed the bonus from leaving
a weapon unimbued. This bonus can now be regained specifically by
imbuing smithing oil (smithing oil is special; imbuing it doesn't
inflict it as a reagent for effects, but makes the armor/weapon/etc.
better by numbers). Also, reagent imbued equipment no longer has a big
damage multiplier but will merely stop applying reagents after a certain
integrity threshold is passed.
- [ ] Significantly reduced the income from smithing cargo bounties. It
honestly kind of sucks that blacksmiths' value to the station is that
they print money and not for the actual quality of their items.
- [ ] Blacksmiths now have weapon access by default. It's honestly kind
of weird that the guy whose whole schtick is making weapons, didn't have
weapon access to start.
- [ ] Moved the crusader belt from the general crafting menu to the
smithing crafting menu; it now requires lv7 smithing and the smithing
chip. This change is because it's highly contingent on blacksmithing
equipment for its main storage so it seems most sensible for a smith to
work it.
- [ ] The leather apron that blacksmiths roundstart with now has
dedicated storage for various smithing and glassblowing tools.
</details>
<details>
<summary>Interactivity changes</summary>
- [ ] Trying to pick up a heated blacksmith item will now burn your
hand.
- [ ] Various quenched smithing items now have associated force values
for dealing damage, but will also (usually) cut the user's hand for
doing so.
- [ ] You can now use water tiles or certain reagent containers (needs
at least 300 units) to quench smithing equipment.
- [ ] The forge now heats up it's surroundings and burns carbon dioxide
while doing so. The wall-mounted heater now auto charges it's cell to
compensate for this.
- [ ] You can now weapon-bash your blacksmithing shields, similar to how
you can slap your baton against your riot shields to intimidate.
</details>
<details>
<summary>Convenience and misc.</summary>
- [ ] Changed the Rapier sprites to match the other smithing weapon
sprites.
- [ ] Added more tutorial tooltips when inspecting blacksmith equipment.
- [ ] The blacksmithing noises are quieter, thank god.
- [ ] Using tongs on a stack now pulls only one item from the stack,
instead of pulling all items in the stack. You never actually want to
have more than one sheet in the tongs so there's no reason to include it
really.
- [ ] Completed blacksmith items can now be picked up with tongs and
placed into the crafting bench with them. This is meant to reduce the
tool-juggling for moving the item from the anvil to the basin, then
moving the item from the basin to the bench.
- [ ] The blacksmith ID trim now has an actual icon
- [ ] Commented out the cortical borer cage recipe. We don't really need
this since we don't run cortical borers.
- [ ] Halved the number of necessary chains and plates for all recipes,
but doubled the time needed to hammer them; this is to reduce how much
item juggling is needed.
- [ ] Cargo guards and cargo secoffs now have blacksmithing access.
- [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all
the same mechanics as a skillchipped crewie, except cannot make the
revolver
</details>
<details>
<summary>Code refactoring</summary>
- [ ] The reagent clothing and reagent weapon components now come from a
general reagent imbued parent component.
- [ ] Refactored how anvil smithing works; it now relies on an item
component that handles item heat, hammer strikes, and quenching, instead
of all the code being handled within the anvil itself.
- [ ] Removed the skyrat_obj_flags variable that only functioned for the
anvil_repair flag and nothing else. We have different ways to check for
the stuff it relied on so it's not really needed.
- [ ] Removed the in_use code from various forging objects. It's a
really cumbersome system and annoying to manage all the time. Doafters
with interaction_key stand as a replacement.
</details>
Overall, in the hands of blacksmiths, smithing-chipped characters, and
the tribal factions, this should feel like a general buff. For everyone
else, this should feel like a nerf, and they should go to the blacksmith
or get skillchipped so they can make smithing stuff. It should also feel
less 'shallow' and a bit more interactive with the rest of the game.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="180" height="108" alt="image"
src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26"
/>
<img width="399" height="52" alt="image"
src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177"
/>
https://youtu.be/hcPZXzCOSIUhttps://youtu.be/V7GeLetcRtkhttps://youtu.be/YEyW9pKidTU
</details>
## Changelog
🆑
add: Way, way too many blacksmith job features & smithing system changes
to list. But here's the highlights:
balance: Forged blacksmith weapons can now be used nonlethally via
striking with pommels, spear shafts, etc. which knocks down victims and
stamina damages them like a weaker baton.
qol: Blacksmith tongs now only pull one item at a time, if used on a
stackable item.
qol: Blacksmiths can now auto-smith at an anvil by right clicking with a
hammer.
qol: Blacksmithing tools now have more tooltips to tutorialize their
usage.
qol: Blacksmithing crafting bench can now store item stacks, forging
plates, and forging chains. Right-click to view what's in it.
balance: Removed multi-anvil smithing. Individual smithing pieces can
now be made faster with the smithing chip and other means to compensate.
add: Blacksmiths can now build a single action revolver if they are
fully levelled.
add: Blacksmiths can build a variety of new equipment at the crafting
bench -- gun-charging holsters, knife belts, multiple types of
scabbards, and even a new expanded-storage botany bag.
add: Replaced the water barrel for smithing with a barrel of smithing
oil; smithing oil is now used to grant the bonuses that was previously
given by leaving the item unimbued. The new barrel can have its contents
changed for reagent imbuing.
add: A new reagent "smithing oil" which gives innate bonuses to any
blacksmith equipment imbued using it.
balance: Material types now affect the quality of resulting items and
how quickly they can be forged.
balance: The reagent smithing hammer now has increased toolspeed if
forged well.
balance: Reagent imbuing's durability penalty has been altered; it
reduces durability for each time an imbue effect procs, and then stops
functioning for such when below a certain durability percentage.
/🆑
---------
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
This PR aims to change how positronic are handled and work, instead of
them being their standalone thing and you "dying" when its removed it
acts like a real positronic that you are confined to said positronic
even on gibbing, which can be moved from a cyborg to a synthetic shell
and back into said shell without much workarounds, RSD or anything else
annyoing, just as an example.
## Why It's Good For The Game
I think changing it to a behavior that is like a cyborgs positronic
makes overall more sense then the synthetics magically dying when their
positronic is removed, cyborgs can somehow exist and stay alive as a
positronic but synthetics cant?
## Proof Of Testing
Works on my machine
## Changelog
🆑
refactor: refactored how the synthetics brains work and behave
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
## About The Pull Request
HUDs need to be in `hud_possible` for `human` and not just `carbon`
## Why It's Good For The Game
There's a bar that's supposed to show that isn't showing
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="106" height="90" alt="image"
src="https://github.com/user-attachments/assets/1db32cdc-4c0c-439a-90df-d78b4c48eca3"
/>
</details>
## Changelog
🆑
fix: fixed nanite HUDs not showing up
/🆑
## About The Pull Request
Title
## Why It's Good For The Game
bugfix while waiting on upstream
## Proof Of Testing
it works, I pawmise
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: fixes runtime and cyborgs should get claimed by latejoin AIs now
/🆑
## About The Pull Request
Every standing overlay layer that wasn't actually a standing overlay
layer is now a "sub-standing layer", denoted with a decimal
Total number of standing overlay layers reduced from 39 to 23
Small refactors to mutation overlay/species handling and cult halo.
## Why It's Good For The Game
Makes it easier to work with mob overlays.
You can see at a glance which layers are applied with standing overlays
and which layers are manually handled, and more importantly you can see
how the layers sort themselves out by just looking at them. Very
convenient.
## Changelog
🆑 Melbert
code: Reorganized human layering, report any oddities with sprites, such
as mislayered equipment.
refactor: Refactored cult halos, report any oddities like them not
appearing when they should.
refactor: Refactored mutation visuals, they're now affected by height!
Report any oddities like them disappearing.
refactor: Refactored mutation species handling, report any oddities like
lizards with hulk.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
- Fixes https://github.com/tgstation/tgstation/issues/96553
This refactors the VIM vehicles used for pets and critters into a
functional mech. It also fixes the vehicle missing a sealed air
compartment, which meant they weren't initially spaceproof despite using
spacesuits for their crafting recipe and apart of their sprite.
The VIM mech features:
- No arms and thus cannot be equipped with any weapons
- Room for 1 armor module
- Room for 3 utility modules (jetpack, radio, etc.)
- Cannot be used by silicons, AI, carbon mobs, or large mob types. (only
small-sized simple/basic mobs)
- Can pass underneath mobs and tables since it is tiny
- Can only be crafted via the crafting recipe (cannot be made from
robotics fab or researched)
## Why It's Good For The Game
<img width="1920" height="1080" alt="WIyLe0jcll"
src="https://github.com/user-attachments/assets/b642ba87-d09d-488b-92eb-dc0d3df41122"
/>
The cat NTOS theme is so cute.
## Changelog
🆑
fix: Fix VIM not being spaceproof
refactor: Refactor VIM vehicles into mech
/🆑
## About The Pull Request
- Adds icons to the malf module picker.
- AI modules can either set icon/icon_state or leave it empty and
fallback to active ability icon (if it has one)
- Removes redundant module picker code from the malf antag datum. Module
picker datum handles both malf and combat upgrade UIs now.
- This split it into two separate UI buttons, but I kinda like it this
way anyways
- General code "improvements".
- Removed unused UI state vars
- Flattened list of modules since it was just getting instantly
flattened by the UI anyways
- Actually utilizes GenericUplink's category sorting instead of handling
it on the backend
## Why It's Good For The Game
<img width="794" height="603" alt="wowee"
src="https://github.com/user-attachments/assets/fd4abeae-e7d5-4f31-ade8-117d69923a45"
/>
Instead of
<img width="738" height="490" alt="sad"
src="https://github.com/user-attachments/assets/17bfad21-a4ac-4d2e-8057-abb732db4a51"
/>
## Changelog
🆑
fix: malf ai module picker actually has icons to load for the modules
code: Malf antag datum is no longer responsible for handling module
purchases. You again buy modules through the dedicated module picker
button.
/🆑
---------
Co-authored-by: afonamos <d.splinter@live.com>
## About The Pull Request
- Readd "Yes - Sub" for NC pref because it got deleted
- Add character gender and attraction to examine text and TGUI box
- Add a separate free use pref, displayed alongside regular ERP pref in
relevant places
## Why It's Good For The Game
Requested by @Rykka-Stormheart
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="317" height="63" alt="image"
src="https://github.com/user-attachments/assets/8896b27f-427e-4027-8f4a-10a1412bad41"
/>
</details>
## Changelog
🆑
add: Free use is now a checkbox pref instead of an option in ERP Pref
add: Added character gender and attraction to examine text and popout
fix: Re-added Yes - Sub to NC pref
/🆑
## About The Pull Request
This PR is going to cover a lot, but the biggest thing is the complete
rewrite of MKUltra. Instead of a super, extremely annoying logic chain,
each command will be its own ``/datum/mkultra_command`` that is capable
of registering new regex and features. MKUltra becomes far more modular
(so any downstreams can easily add further commands)
- [x] The fundamentals. Chemical logic. Status effect logic. The
framework for new commands.
- [x] Our existing commands.
- [x] Re-add the skill chip. It will bypass mindshields.
- [x] Right click on the action button will give a list of every
command, its trigger words, and descriptions. MKUltra has none of these
## Why It's Good For The Game
Spaghetti if else chains are really bad and this is some of the most
unreadable code in our codebase. It is really tough to expand on
anything.
Side note, I'm doing this because I refuse to debug that absolute mess
to see why it's not working. I've been staring at it and I still barely
understand how it works.
## Proof Of Testing
<img width="852" height="591" alt="image"
src="https://github.com/user-attachments/assets/71f6c7f9-888a-4adc-8776-df247aa2147e"
/>
## Changelog
🆑
refactor: MKUltra has been completely rewritten. (this also fixes it)
add: Many behaviors of MKUltra has changed.
qol: MKUltra now uses last fingerprints on the reagent container to
assign a master. (You can make it as a synth now!)
qol: Velvet chords will automatically be given to you if someone (other
then you) drinks the MKUltra you've made.
qol: Borg friends can use MKUltra.
qol: MKUltra is now a proper status effect icon, that you can click to
resist.
qol: Right click on the Velvet Chords action button to see a list of all
commands.
del: Removed low purity MKUltra effects.
del: Removed useless commands.
balance: Lows MKUltra optimal temperature to 810 from 820. There's
slightly more tolerance in overheat temperature.
balance: MKUltra overdose set to 50u. It causes brain damage.
balance: MKUltra recipe: bluespace crystal reagent replaced with silver
reagent
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Currently the overlay doesn't get masked as it is KEEP_APART and you end
up with a janky fire blender visual
<img width="141" height="129" alt="dreamseeker_NyvaUAPHnw"
src="https://github.com/user-attachments/assets/d50a7e57-9236-4c71-a186-6b34b3deb126"
/>
(Overlay update delay has been fixed after recording)
Not cached because its a single mob and the cost of updating said
overlay is minimal
## Changelog
🆑
fix: Made fire overlay properly mask when using mining sphere MODule
/🆑
## About The Pull Request
Bioscramler would runtime when trying to insert the organ into a
nonexistent bodypart
## Changelog
🆑
fix: Fixed bioscrambler runtiming when the target is missing bodyparts
/🆑
# Before TMing this please contact me on discord, I'd like to observe
the TM
## About The Pull Request
### There is a shimmer in the air, again. Familiar. The nighttime walk
of dreams yet again takes the uncomfortable form of an icey woodfield,
moths and owls swooping overhead. An uneasy shiver runs down the spine
of the world. The gaze of the Light focuses on our lowly region of space
- will you knock?
Design doc V1 (Tentative, may change based on feedback):
https://hackmd.io/@NikoTheGuyDUde/B1XEAAv3Zg
Reverts https://github.com/Bubberstation/Bubberstation/pull/5268 by
reworking heretic into a far less scaling, less dangerous, and less
murdery antagonist. Read the design doc for more.
### DISCLAIMER
I was not a mainline heretic player, nor someone who had constant
contact with ehretics. Therefore, I am not the best judge of heretic's
balance. A lot of this is **prone to change**.
### Changes
Heretic is now named **acolyte.**
#### Base kit
1. Heretics can no longer blade break. This is because jesus christ
blade breaking was annoying but also as a way to remove some of
heretic's crazy mobility.
2. Cloak of shadows and warren king's welcome are now 0.5 cost shop
items.
3. Passives are purchased now, with cost based off the path itself.
4. The same is true for blades and the mansus grasp mark, being 2 cost
nodes.
5. The heretic aura is now completely disabled, until I find some way to
use it.
6. The living heart ritual now requires plasma. You cannot get a heart
in perma, good riddance.
7. You can no longer shovestun after a grasp. Still a very useful tool,
though.
9. _**ASCENSION IS GONE.**_ Your only progression is with your
objectives. Find a gimmick to do if you want. Opening ways will be hard
enough.
10. Rituals & Mansus grasp are disabled if you have no heart. Its now
complete neutering.
#### Countermeasures
1. No heart = No rituals and no mansus grasp for anything but runes.
2. Added antimagic collars to security and cargo that act the same as
having no living heart, but is less invasive and can be more easily
removed.
3. Most heretic items have examine hints to non-heretics now.
#### Progression
1. Heretics now only progress via their intrinsic objectives, and only
up to a point. Ex. 0.5 points per influence, 2 points per way.
4. Passive generation is also substantially slower.
5. Heretics now have access to **fifteen knowledge points** on spawn,
and **their entire research tree+draft shop**. No more draft freebees
exist, either. (This is prone to change)
#### Objectives
1. Drain Influences - Influences now passively drain sanity aroudn them,
cause hallucinations, and have a rare onetime chance to spawn a heretic
mob. The heretic must drain **six-seven** influences to gain **two**
knowledge points.
2. Open Ways - Ways are a new type of heretic influence that spawn
exclusively in high-importance or high-traffic areas. A heretic must
perform a ritual with four randomly generated items on the way to open
it. Once open, the way has a variety of effects, the majority of which
are **beneficial, but in a bad way.** Ex. spawning 5000 mols of a
valuable gas. The heretic must drain **three** ways to gain **four**
knowledge points.
3. Wildcard - There are currently five wildcard objectives any heretic
can roll. **One:** Steal 1000-1250 credits from crewmembers using the
Claw of the Capitalist ritual. **Three:** Have 9-10 crewmembers consume
potions from the Mawed Crucible. **Four:** Perform a ritual in the SM
chamber to neuter its output for 10 minutes. **Five:** Perform a ritual
in the AI upload to upload 3 ion laws to the AI.
#### New spells
1. Cloak of shadows & Warren king's welcome are now 0.5 cost knowledge -
This gives me a reason to give heretics just a bit more starting
knowledge.
2. The Owl's Secrets - Sacrifice a radio, a pair of ears, and a
bluespace crystal to cast a curse on the telecomms processors. For five
minutes, any outgoing message will be corrupted into heretic-speak, and
will damge the sanity and brain of anyone who hears them. If you start
seeing hypnophrase in the chat, take off your headset or turn off the
processors. 2 uses, as this has the potential to be really annoying. 1
cost.
3. Paranoia's eye - A silent, focusless spell that curses nearby people
to see everyone around them as heretics and disables their ability to
examine them for one minute. 1 cost.
6. Claw of the Capitalist - Allows you to transmute someone's blood into
money by stealing it from their account. Each 1u of blood of 5% drained.
If the blood is from a phylactery, it wont steal any that will reduce
the target's account below 300 credits. The target is notified when this
happens. 1 cost.
7. Voice of the mansus - Single use, but re-researchable, ritual that
allows you to do a fake announcement. 1 ears, 1 radio. 0.5 cost.
12. Trickster's pen - Transmute a pen, a sheet of plasma, and a pair of
eyes into a pen that can be used to change the name, age, job, and trim
of a card, and clicked to turn you momentarily near-invisible. 1 cost.
13. Trickster's mask - Transmute a bandana and a spraycan into a
chameleon mask. Thats it. Best with the pen. 0.5 cost.
14. Trickster's Promise - prestidigitation. You can make an item glow,
clean a atom (cleans forensics), shoot confetti, or my personal
favorite, increase the food quality of an edible by 2 and add 5u of a
weak synth-healing omnizine to it. Perfect for chef heretics. 1 cost.
15. Unwrap Minds - EARLY PULL FROM
https://github.com/tgstation/tgstation/pull/95796/. Scalpal, glass
shard, paper, victim. Hypnotizes the victim with whatever is on the
paper. 2 cost.
16. The Blacksmith's Hammer - One diamond, one set of wirecutters,
upgrades your mansus grasp to emag whatever you hit on right click. One
time use - has to be reinvoked every time. 1 cost.
17. Watching Eye - One set of eyes, a sheet of plasmaglass, and a
blindfold creates a one-time small item that can be viewed as if it was
a long-rnged x-ray camera. Has 10% opacity, for sneakiness. While
uncontained in anything, the heretic can whisper a phrase - such as
sleep, blind - to create a short-term, localized negative effect on
non-heretics that the eye is viewing (but only if theyd be viewable
without x-ray). 2 cost, only one can be made - high risk, high reward.
Sprite by Burger, from path of exile.
#### Spell rebalance
1. Ether of the newborn now doesnt heal normal damage. Get a medkit for
that. Additionally, implants remain. Get a _doctor_ for those, or use
any of the other methods to break them.
2. Mawed crucible potions can now be consumed by non-heretics, albiet
disgusting. The potion shop gimmick is real. Additionally, crucible soul
now lasts for 20 seconds and leaves a trail towards the location you
jaunted from when you return. This is because I've heard quite a few
people complain about this thing in the olden days. This doesnt make it
useless, but it does make it more difficult to use.
4. Space phase now has a 2 second do after before phasing out,
uninterruptable. This is mainly for tramstation and icebox when holy
fucking shit it is ridiculous.
5. Wave of desparation now costs 3 points.
8. Armor is now four points.
9. Rust kit and paintings are gone.
10. Codex morbus is gone. Sorry, I dont want to deal with rebalancing it
right now.
11. Phylactery now needs LOS, and has a 3 second do after.
12. Void cloak now disguises itself instead of going invisible.
### Changed paths
#### Void
In the interest of making void a little less murderkill, I opted to add
some flavor and alternate use to void's abilities.
**Void chill** can now put you to sleep if you click its status. This
sleep will heal you via cryoxadone. Being hit will wake you up, as will
void chill going away.
* This is intended to add a alternate, medical use to void, as well as
to nerf void chill a little bit. It does nothing to help you in active
1v1 combat, but if the void heretic disengages, you can heal yourself.
Its alsl nice and flavorful.
Void chill is also now nearly 100% countered by leporazine. Coffee and
tea help with the slowdown, but dont help with cold at 5 stacks.
**Void pull** is gone. **Cloak of darkness** replaces it, with perfect
invisibility taht prevents the use of any tools or abilities while its
active. Being hit instantly banishes it. The cloak slowly cools the air
around you, so if people are aware of your status of a void heretic,
they might be able to guess the chill in a previously warm room might be
you.
**Void conduit** no longer griefs windows and doors. It now chills the
air around it, while putting people to sleep - using the same eldritch
sleep that void chill does. You can use coffee to counteract this, or
simply fire at the conduit from a distance.
**Void cage** now heals the target for 2 of each damgae type a second.
Can now be self-cast. _Still useful for its intended roles._
**Void phase** now has a 40 second cooldown instead of 20. 20 is
ridiculously low for a jaunt with guaranteed EVA power, and 40 should
prevent its abuse.
_Void will probably receive further changes._ On the docket is a void
phase nerf and a void conduit nerf.
#### Moon
**Ringleader** no longer stuns you if you kill a clone, only knocks
down.
**Lunar parade** now lasts for 45 tiles, down from 60.
The passive's healing is reduced by 25%.
The blades upgraded brain damage is now 20, and the sanity threshold for
insanity is now disturbed.
The armor now translates slughtly more health, meaning its less
protective.
_I understand moon the least of all the paths, but I love its flavor, so
I decided to focus on it. Im balancing based off what Roxy suggested
were the issues._
## TODO
- [x] Void path rework
- [x] Investigate if we need to nerf moon more, maybe reflavor it as
well
- [x] Implement the third objective
- [x] Rigorous bug testing
- [x] Rewrite UI
- [x] Remove irrelevant tarting spells (sacrifice, notably)
- [x] Add more non-combat spells
### Implemented paths
- [x] Void
- [ ] Moon
- [x] Lock
- [x] Flesh
The paths beneath this line will be focused on after the initial TM is a
success.
- [ ] Blade
- [ ] Ash
- [x] Cosmic
- [ ] Rust
## Why It's Good For The Game
Heretic is one of the most flavorful internal antagonists in the entire
game, flavorful enough people were making characters around heretic,
people had entire storylines based on heretic, and I feel a lot of value
was lost with heretic. Simulatniously, uh, _**heretic was one of the
worst designed antags in the game?**_ Too powerful, too scalable, and
generally just has a "I HAVE A ANTI-EVERYTHING SHIELD" vibe.
This PR brings it back as a static, traitor-style antag with limited
progression. Variety is always good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
TODO
</details>
## Changelog
🆑
add: Heretic - Now reworked as a far less oppressive and far less
scaling antagonist
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
Infectious zombies no longer suffer from mood, and have had their speed
increased moderately (Still slower than a spaceman, but no longer
agonizingly so). Also, they now have a large amount of stam resistance.
## Why It's Good For The Game
Every time I have seen zombies they die instantly against a crew with
even the slightest modicum of skill. They cannot infect anyone most of
the time due to crew powerwalking away and then they just get killed by
lasers or stunned and then killed with melee in perfect safety. Indeed
the only time I have seen zombies metastasize into an actual threat is
when an admin spawned several hordes of like 8 in maintenance and even
then they got only a minimal amount of victims for the amount of them (I
think only like 5 people died and most zombies got killed for most of
the waves).
In short, for what their supposed to be (An option for nukies or what a
tot is investing their entire supply of TC into) they are incredibly
underpowered unless you are doing something cheesy with them. (Xenobio
to make enough monkey zombies the server lags is a popular one).
These changes should make them an actual credible threat, and maybe sec
will actually have to pull out armory gear instead of just disabling a
zombie and harm batoning it to death.
## About The Pull Request
Cyborgs do not have limbs or organs, why was this even set to TRUE in
the first place? Its only used in surgery code and for string
descriptions of where the mob was hit, which made zero sense for cyborgs
in the latter case as well.
## Changelog
🆑
fix: Fixed a bunch of runtimes caused when you try to perform surgery on
cyborgs (which cannot be done in the first place)
/🆑
## About The Pull Request
Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.
<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>
https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453
Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.
https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159
<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>
The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.
The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.
The Tram now utilizes TTS, and has had a general audio tune-up.
https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997
TTS audio is now 3D and in space, see attached.
https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e
## Why It's Good For The Game
Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.
## Changelog
🆑
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better.
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
## About The Pull Request
Baby stoats can now grow into adult stoats. ive also included kits into
the spawn pool of maints, (the overall chance of running into a stoat
whether adult/baby remains the same), and you can also now find baby
stoats rummaging through bins. since baby stoats are cute ive made their
growth rates slow so people can enjoy them at their youths for longer.
## Why It's Good For The Game
fixes an oversight.
## Changelog
🆑
fix: baby stoats can now become adults
add: baby stoats are added to the spawn pool of maints, (the overall
chance of running into a stoat whether adult/baby remains the same)
/🆑
<img width="830" height="45" alt="image"
src="https://github.com/user-attachments/assets/dc76c74d-7a97-4cd7-ab91-df8ffefa392e"
/>
## About The Pull Request
**YOU!** [Have you ever wanted to be a strange, round, rubbery little
creature with absolutely no fine motor control? No? Well you should have
thought of that before you went to sleep somewhere which gave me the
AMPLE opportunity to slide my EXTRAORDINARY new creation right onto your
FORMER HANDS!](https://www.youtube.com/watch?v=OjdgFSoQ00w)
Introducing Ball Mittens and Latex Paw Mittens: inflatable latex gloves
that, once on, become your hands for the foreseeable future! Big
shoutout to **Onule** for the sprites!
Ball Mittens are now a new equip-able lewd item available in the loadout
(Toys > Lewd Toys) or found in the Lustwish vendor.
They can be reskinned mid-round into Latex Paw Mittens, which are ALSO
available directly as an _incredible_ loadout item in the Gloves tab
with full GAGS color customization across three extraordinary color
groups! All for only four easy payments of no money at all!
While wearing either variant, the wearer experiences a suite of
DELIGHTFUL fumble mechanics representing a meteoric rise above the old
versions which just meant you could do basically nothing!
Here's what they do:
- Item pickup requires getting down on your knees and wrestling with the
item for a variable delay, with a small chance of you struggling even
longer because of how hard it is.
- Inventory retrieval from pockets, ID slot, belt, suit storage, and
_many more_ has a brief delay to represent fishing it out of your
pockets with your clumsy mitts! NOTE: This functionality is limited by
core aspects of the game engine, certain items are not subject to this
delay such as any item which is a container including but not limited to
toolbelts, backpacks and more. I tried but eventually gave up.
- Clothing has an extended timer. Have you ever tried unbuttoning a
jacket with paws the size of your face?
- Machine and console interaction requires a 1.5-second delay (skipped
when in combat mode, where you are presumably STRIKING DOWN the EVIL
machine)!
- Self-removal takes a full minute via the resist key or clicking the
item in the HUD. I was thinking of just making it impossible to remove
them on your own outright, but I changed my mind, aren't I swell?
- Throwing has a 5% chance of the item simply tumbling to the floor
instead. I thought about monekying with strength or like half a dozen
other things which I scrapped in the prototype phase when I realized how
_VIOLENTLY ANNOYING_ they would get over time!
- Guns suffer a serious spread penalty! It's hard to use guns when your
beans won't even fit inside the trigger guard!
- Restraint escape time is tripled! How the hell do you escape handcuffs
with your bare hands, let alone paws?!
- Stripping other players is much harder, I think it speaks for itself,
you're a cat, have you ever seen a cat steal your shoes? Absurd!
- The items are fire-proof because they're supposed to play into the
fantasy of having paws so it'd be lame if they could be trivially burned
off you and you can also use insulated gloves on them to witness the
absolute peak of comedy in the form of a funny easter egg!
- Surgery on the wearer is not blocked in order to play into the fantasy
that you actually have paws, wow! The mittens are considered transparent
to surgical operations! This means you don't have to have your hands
ripped off to get arm surgery! This was **obscenely** challenging to
implement! This and the ability to add insulation are very small
concessions to make it not pure agony to play with these on as say, an
engineer. They are heavily outweighed by the downsides.
- Another player can strip them off normally. The OOC safeword removes
them instantly if you decide the fun really has to end! Remember that
this function exists boys and girls!
- The items make appropriate rubber squeaking sounds, play flavor
messages for the wearer, and have visible bystander messages so the
whole crew can enjoy the endless novelty afforded by your predicament.
Also since this changes the appearance of the Cat Gloves, I've decided
to just go ahead and add the light QOL functions to these too, they
don't provide any gameplay advantage whatsoever. Arguably they make your
life harder.
## Why It's Good For The Game
You have been granted a GIFT. A BLESSING. An entirely voluntary and
opt-in set of squishy latex paws that make everything slightly harder in
ways that are charming rather than punishing.
More seriously: this adds a significant level of functionality to an
item which is otherwise a dead end
It also adds SKINS which you can sell on the Steam Market for PENNIES ON
THE DOLLAR!†
What's more, many manhours have been expended testing these to get the
balance just right!
†Disclaimer, you cannot actually sell the skins
Also I have already gotten approval from maintainers so I'm just writing
this for fun.
## Proof Of Testing
There are 30 to 50 copies of Tgstation.dmb in my recycle bin because I
meticulously compiled and tested every feature with every change to this
code that I made because I am **NOT GUILTY BY REASON OF INSANITY!** And
also I don't know how to use VSC. I think that's adequate and I don't
want to download OBS again. Oh and there are like a bajillion commits of
my dumb ass trying to fix this.
<img width="425" height="414" alt="image"
src="https://github.com/user-attachments/assets/806f4c6d-81ee-4143-be1c-91db94b6efdf"
/>
<img width="1626" height="832" alt="image"
src="https://github.com/user-attachments/assets/327581d2-e593-443a-8cde-053b7d0de80a"
/>
<img width="496" height="1177" alt="image"
src="https://github.com/user-attachments/assets/12fc408b-b2d1-43e5-b220-f207cac8ef1d"
/>
</details>
## Changelog
🆑
add: Added vast amounts of functionality to Ball Mittens, inflatable
latex gloves with fumble mechanics for item pickup, inventory retrieval,
clothing removal, machine interaction, and more !
add: Added Latex Paw Mittens, a GAGS-colorable paw-form variant
available in the Gloves loadout tab with full three-color customization!
image: Added GAGS sprite layers for Latex Paw Mittens
/🆑
## About The Pull Request
- See #96481 &
https://github.com/tgstation/tgstation/pull/96214#issuecomment-4697205835.
It's not worth the hastle but the revert was done in a bad way that
removes code & qol stuff so i did it better here.
- Radial menu won't show you the selected tool again thus reducing
clutter
## Changelog
🆑
del: removes the welder from the engiborg omnitool. They are now
separate entities again
qol: The omnitool radial menu won't show the same selected tool again
reducing clutter
/🆑
my watch has ended
<img width="401" height="256" alt="ffffff"
src="https://github.com/user-attachments/assets/a539203c-020b-4ad8-b034-f69ec0eafa78"
/>
## Changelog
🆑 Profakos (originally pulled from their branch, did massive chunk of
this), Ben10omintrix
refactor: mulebots have been refactored. please report any bugs
/🆑
## About The Pull Request
Mending globule can no longer be cast if you don't have enough nutrition
to do so.
The ooze hud now inherits the living hud, meaning ooze mobs can see
their health and all of the other stuff.
<img width="1186" height="776" alt="image"
src="https://github.com/user-attachments/assets/068cc22d-5721-4c90-ac38-bcdda9af9dcc"
/>
The combination of the nutrition display and the health doll is kinda
ugly for now but probably better than nothing.
The descriptions of shoolean grapes abilities now include the cost of
the ability in question.
## Why It's Good For The Game
Not being able to see how wounded you are is kinda bad, and being able
to see that is kinda good. Knowing how much your abilities cost is good
too.
## Changelog
🆑
qol: Ooze mobs from cytology now have the same type of HUD as other
mobs, allowing them to see their health
qol: The abilities of shoolean grapes now have their cost specified in
their description
fix: The mending globule ability used by shoolean grapes no longer can
be cast while there isn't enough nutrition to do so
/🆑
## About The Pull Request
I didn't realize that default aggro range for mobs is 9, so tendrils
would try to attack you with their whips and spikes despite you being
completely out of their range, which looks pretty funny.
I've fixed this by separating out aggro ***grab*** range and aggro
sustain ranges, lowering latter to 5 for tendrils, and adding checks for
target distance for both abilities it has. The Thing also had a similar
behavior but used rather jank code for that (which I don't think even
worked), so I've modified it to use the new system as well.
## Why It's Good For The Game
Stationary mobs probably shouldn't try to attack mobs completely out of
their reach
## Changelog
🆑
fix: Tendrils no longer try to attack you when you're out of their reach
code: Cleaned up The Thing's aggro code
/🆑
## About The Pull Request
I've been a player on Roguetown for a while, and a small thing I noticed
I missed a lot was the feature of displaying character headshots in the
examine text. As such, i've ported this in a fairly straightforward way
from Ratwood Keep.
The headshot will grow bigger on mouseover and shrink again when the
mouse moves away.
Headshots will be always hidden for someone who has an unknown identity
(masked and without standard ID).
There is an option toggle to not view chat headshots, should you prefer
to not see them.
## Why It's Good For The Game
Improves immersion, making it much quicker to see someone's headshot in
a situation instead of needing to examine them closer.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="565" height="400" alt="image"
src="https://github.com/user-attachments/assets/1b1df66e-63ac-4e8d-be2d-36bcd3461724"
/>
<img width="593" height="393" alt="image"
src="https://github.com/user-attachments/assets/abd355e7-969b-42af-8eff-ded9acc1d52a"
/>
<img width="660" height="137" alt="image"
src="https://github.com/user-attachments/assets/5e890a80-f1a4-453a-8cbf-c96ea6ff0ace"
/>
<img width="613" height="293" alt="image"
src="https://github.com/user-attachments/assets/6024f190-4a1c-4daf-a6b5-d1ba0705c65c"
/>
</details>
## Changelog
🆑
add: Headshots now display in examine chat box. A toggle is added to
options to disable this if you so desire.
/🆑
## About The Pull Request
Buckle up for this one, folks, this is one hell of a corner case.
When a `mob/living/carbon/human/species` with `use_random_name` set to
TRUE changes species, it calls `fully_replace_character_name`. When
`fully_replace_character_name` is called with a non-null `oldname`
argument, it searches for a manifest record whose listed name is
`oldname`, and changes the name on that record to the new name.
Changing a monkey's name to the name of someone on the manifest, such as
with a dna injector, means that their `oldname` is the same as a record
on the manifest. As a result, if their species is changed in any way,
such as disabling the monkified mutation, the record on the manifest is
changed to the new randomly generated name for the monkey.
This PR simply changes the call to `fully_replace_character_name` in
`mob/living/carbon/human/species/set_species` to not pass in an
`oldname`.
## Why It's Good For The Game
Fixes#96399
## Changelog
🆑
fix: Changing the species of most monkeys, whose names were changed to
those of individuals on the manifest, will no longer cause the names on
those individuals' records to be changed to the name the monkey ends up
with.
/🆑
## About The Pull Request
Doesn't necessarily have a pinned ID
## Why It's Good For The Game
Runtime
## Changelog
🆑
fix: Corgis no longer runtime when trying to open doors without an ID
/🆑
## About The Pull Request
Cursed quirk called `spread_bodyparts`, which drops limbs using `special
= TRUE` due to it being used in gibbing.
To fix this I had to add a `gibbed` flag that changes it to drop with
`special = FALSE` if not being called via gib.
## Changelog
🆑 Melbert
fix: Losing your limbs via the cursed quirk now gives you limb stumps
(so you can get your limbs back afterwards)
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)
This PR ports the TGMC Tacmaps and grants em to our NukeOps.
Code by Me, @Xander3359, @Arturlang, @Absolucy.
Mapping by @RipGrayson
Sprites by @KillerOrcaCora
Writing bits by @necromanceranne
Tacmaps are essentially dynamically generated minimaps,
<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>
<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>
As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.
The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.
Likewise, the tacmaps will display the positioning of the following in
real time!
- Nuke ops agents
- Syndie borgs and Mechs
- Cayenne
- Location of the nuclear fission device (and beer nuke)
- Location of the Nuclear Authentication Disk.
<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>
<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>
<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>
https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0
Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.
But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.
Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>