## About The Pull Request
Lets you equip items that you used glue on, that's how it worked before
tg made it such you cant equip nodrop items, put them into evidence bags
so you can pick them up without getting them attached to your hands and
also make stuff that other people have equipped nodrop for them to be
sprayed with acid if they want to get rid of that thing
## Why It's Good For The Game
You no longer have to drag nodrop items to sec, you can just put them in
the bags now(if you didn't pick it up in the process) and let's you
equip stuff if you applied nodrop before equipping it because that's how
it was before tg randomly fixed equipping nodrop items. also gluing
bombs and other stuff to people could be funny i think
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="127" height="240" alt="screen1"
src="https://github.com/user-attachments/assets/7ee25f7b-5cbc-42b8-8244-5c17b736a9ee"
/>
the item selection menu
</details>
## Changelog
🆑
add: You can put superglued items into evidence bags
fix: You can equip superglued items again like you could before
add: You can apply superglue to other people stuff
/🆑
## About The Pull Request
Ports the Experimental Holotool from yogstation. An RD item that is all
the tools in a compact package.
## Why It's Good For The Game
RD has nothing interesting except the armor that kills you if you use
it, and many people dont because of that. This gives a unique,
interesting item that is useful to their kit, much like the CMO's hypo.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="273" height="314" alt="image"
src="https://github.com/user-attachments/assets/7111c679-928c-4069-a4d9-ab93588d9daf"
/>
<img width="127" height="83" alt="image"
src="https://github.com/user-attachments/assets/86346c30-3ae3-449d-b40a-3c26b05f6949"
/>
</details>
## Changelog
🆑
add: The RD now has an Experimental Holotool! It starts in their locker.
/🆑
## About The Pull Request
Title, right now flash/handheld fits within a security belt, but
flash/hypnotic does not.
## Why It's Good For The Game
It's by all means a flash, no reason for it not to fit within a security
belt. It not fitting in the belt means it can be meta'd. Searching a
roboticist who would reasonably have a flash? Flash doesn't fit in belt?
It must be a hypnoflash.
Feels oversighty idk
## Changelog
🆑
fix: Hypnoflashes now fit on secbelts just like regular flashes.
/🆑
## About The Pull Request
<img width="528" height="200" alt="image"
src="https://github.com/user-attachments/assets/41a30b57-2799-44c8-82cd-ce2f8c8c22c4"
/>
Number only shows up when it's in the inventory or held - in world it
looks as-normal
(I'm pretty sure this idea was subconsciously inspired by another
server, but I don't remember...)
## Why It's Good For The Game
Makes it easier to use stacks that don't have a visual sprite change -
IE you no longer have to spam examine to see how many you have left
## Changelog
🆑 Melbert
qol: Stack items have a number indicating stack size while held or in
inventory.
/🆑
## About The Pull Request
`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.
climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`
Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.
<details><summary> Tested + things still work as before </summary>
<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>
</details>
## Why It's Good For The Game
Lessens overhead, fixes a bug as well.
## Changelog
🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
## About The Pull Request
Shells spawn in the box, but when removed they can't be put back in.
This is because they hold only donk pockets.
Fixes this, and also allows you to refill it with other shotgun shells,
since they're all more or less the same shape. This mirrors how the
other donk boxes can store donk pockets of any kind.
## Why It's Good For The Game
Exit-only boxes for ammo are very frustrating for players. They expect
to be able to put the ammo back inside.
## Changelog
🆑
fix: The Donk Co. 'Donk Spike' boxes now properly store shotgun shells.
/🆑
## About The Pull Request
Another one of those things that I've noticed when playing around with
fish tanks; The slowdown lingered even when the fish tank (which depends
on the total weight of fish inside it) was no longer held and was only
updated another item is equipped or held.
This is because `attempt_insert` doesn't end up calling `DoUnEquip`,
which along with `equip_to_slot`, is one of the cornerstones of the
whole inventory system that we have had for over a decade. Luckily, this
doesn't break things entirely because `item/doMove` seems to have a
fallback, but it only covers held items and only does half of what
`DoUnEquip` does, because it's its own copypaste code, disconnected from
the standard unequip call stack.
I've done some changes to make sure `DoUnEquip` is always called on
`doMove` if we find that the item still has the IN_INVENTORY flag. I've
also updated the code comment for it as well, to emphasize that the
measure is a fallback and not an excuse to call forceMove or Move if we
know that the object is held or equipped on a mob.
If something doesn't work, it'll be likely caught by the CI (it's a core
feature of the game after all) or stack traces.
Also, despite equipment slowdown supporting all mob types, when
equipping/unequipping items it's only applied to carbon mobs. This is
not _strictly_ a contributing factor to the titled issue but it still
limits a balance feature that ought to affect all mobs with hands and/or
equipment slots.
## Why It's Good For The Game
Fixing issues with inventory and storages. Hopefully improving and
modernizing years old code a little.
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
- Fixes shears being unable to be stored in the surgery tray
- Adds shears to the debug surgery tray on runtimestation
## Why It's Good For The Game
- Shears can be consistently stored like other surgery tools
- Saves time debugging bodyparts with runtimestation
## Changelog
🆑 LT3
fix: Shears now able to be stored in the surgery tray
/🆑
## About The Pull Request
It works now, I couldn't find what the problem was though.
## Why It's Good For The Game
Fix
## Changelog
🆑
fix: The syndicate rebar crossbow quiver's action button now functions
correctly.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Not sure what this code was meant to achieve, but just checking total
weight is enough. Also added a safeguard to not drop the item if the
storage container was already overloaded just in case we're in a premade
box (this should never happen in-game otherwise)
Fixes#85658
## Changelog
🆑
fix: Items no longer randomly fall out of bags when changing their size
/🆑
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
Fixes#93359
Caused by #93165
Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"
I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check
Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm
## Changelog
🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
## About The Pull Request
Adds the Jaws of Recovery, a form of Jaws of Life. These spawn in
cabinets in medical, similar to the fireaxe and mech removal tool.
Jaws of Recovery have two heads; prying, like a standard set of jaws of
life, and bonesetting.
Jaws of Recovery cannot be used to open windoors, and cannot be used to
open certain restricted doors. These doors include command staff private
offices, any command specific areas, AI upload areas and security areas
that aren't the brig entrance.
Jaws of Recovery also send out an alarm whenever used to open a door
that is of meaningful significance, like a departmental area. This does
not happen when opening maintenance airlocks, public accessible doors,
external airlocks and the auxiliary base.
The standard Jaws of Life and Syndicate Jaws of Death are entirely
untouched and function as expected.
<img width="240" height="177" alt="image"
src="https://github.com/user-attachments/assets/4e661720-25c7-42b5-963d-707b77d3683f"
/>
## Why It's Good For The Game
In my last PR I removed the broad access available to paramedics.
https://github.com/tgstation/tgstation/pull/92751
I have already explained my reasoning as to why this broad access is a
mistake. This is not anywhere close to that broad access being returned.
This is a slow, deliberate interaction meant to create friction when
someone is moving around using this tool.
Now, obviously, the change was something of a kick in the teeth for
paramedics (which I won't apologize for doing). I hadn't received any
moderate alternatives that sounded like a good idea for months. That is,
until the PR was merged and someone told me about how paramedics over on
Baystation have jaws of life, but they alert people over the radio when
they are used. Seemingly they were as much worried about paramedic
tiders as we are, and they're a high roleplay environment. We clearly
invited a problem on our end that they had sought to resolve because
they too realized that it was a mistake to just give the role this
access.
Now, obviously, [RETA exists to get medical staff into an
area](https://github.com/tgstation/tgstation/pull/92753). That's all
well and good and I like that system. This does not detract from that PR
whatsoever either. This is meant to serve as an extra emergency measure
in the event a paramedic REALLY needs to get into an area while trying
to create some kind of accountability for their actions by telling sec
when they start being used to pry open airlocks. If sec doesn't like how
much the paramedic is invading areas without reason, they at least know
where and when they've been going into locations and might be
incentivized to go investigate.
## Changelog
🆑
add: Adds the Jaws of Recovery. One can be found in a locked glass
cabinet in medical. These jaws of life are restricted on what they can
force open, and alert security and medical whenever they are utilized to
pry open departmental doors. They can't be used to open high security
doors whatsoever. And they come with a bonesetter attachment instead of
wirecutters. You know, for power-relocating your arm.
/🆑
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147
full credit to @Kapu1178 for the juice
instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
## About The Pull Request
Closes#93221 as it incorporates a better version of the fix in said PR.
hud_used could exist without a client (such as if the player logged out
temporarily) and the elements in the list were not removed when an item
was taken out of storage. This could result in harddels, which would
fill the list with nulls and lead to the following runtime which would
prevent all further UI updates on the mob, including planemaster
rebuilds
```js
The following runtime has occurred 161 time(s).
runtime error: wrong type of value for list
proc name: show hud (/datum/hud/proc/show_hud)
source file: code/_onclick/hud/hud.dm,347
usr: Doctors-The-Smiles (/mob/living/carbon/human)
src: /datum/hud/human (/datum/hud/human)
```
Fixes#93212
~~This is ***not*** a solution to #93212 (or at least I think so, there
is a separate filter issue), but it could also break planemasters on a
mob.~~
## Changelog
🆑
fix: Fixed harddels and UI-breaking runtimes from open_containers
/🆑
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/92260
When players do things that make the HUD change (like lie down (_yes,
sleep button also counts_), change the HUD style with F12...), the open
inventories (backpacks, belts, etc.) close. This is because the
show_hud() thing does a whole screen redraw (???) and doesn't save the
open inventory things.
## Why It's Good For The Game
Players don't need to open the inventory window again and again.
## Changelog
🆑
fix: containers no longer close unexpectedly when the HUD refreshes
(e.g., when lying down/getting up)
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
Allows mail bags to hold bounty cubes for optimal manual carrying of
bounty cubes to the cargo shuttle.
## Why It's Good For The Game
if i'm going to run like 10 bounties i don't want to have to carry them
onto the shuttle one by one. alternatively if there's a lot of people
running bounties i'd like to consolidate them into one inventory slot
and not have to lug around a crate to sell it all off
## Changelog
🆑
qol: Mail bags can now hold bounty cubes.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest
Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver
Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)
Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above
Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)
Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.
## Why It's Good For The Game
Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.
Find this out as in lay it out on paper.
EDIT 1: Adding the first part
# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.
Next, the delay.
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.
Without further ado,
## The case of the ammo types and workbench
The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:
1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.
2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.
# The weapons, why should they go, one by one.
### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.
What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.
The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.
It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.
But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.
**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>
**Penetrator**
NT's answer to armour!
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.
**Magnesium**
Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,
**Ripper**
Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.
- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same
### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.
in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.
No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
(cherry picked from commit 096c032402)
## About The Pull Request
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:
- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!
Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:
- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!
## Why It's Good For The Game
Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
## Changelog
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>