## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.
**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
## About The Pull Request
Changes a bit of code.
- Alters the code for wallframes, fixing and allowing the bubber edit to
actually allow placement without proper flooring.
- Alters the code for the large mortar, allowing it to accept anything
that can be ground up into reagents (similar to the small one).
- Allows crafted wall torches to be mounted on any wall, regardless of
whether the area is powered or if there's a valid floor.
Adds in a few quality of life improvements to the Hearthkin Hearth.
- Eggplant seeds to the seed barrels.
- Small pottery corner with some sand and bricks.
- Glassblowing crate for ease of access.
- Serving tray for ease of mass-cooking.
## Why It's Good For The Game
Small code fixes to give functionality to previously broken implements.
Small quality of life things to show more things to do to the ghost
roles as well as allowing them easier access to said things, while not
overly reducing the amount of time neccessary to spend on said things.
## Proof Of Testing
Code changes work properly and as intended.
Map changes load properly and are functional.
No errors when building.
## Changelog
🆑
add: Added the ability for crafted wall torches to be mounted on walls
regardless of floor or area power.
fix: The large mortar can now properly grind and juice things, including
items like injectors and sheets of material.
fix: Fixed an error in wallmounting code preventing a bubber bypass from
working.
map: Added a small clay-working corner, glassblowing kit, serving tray
and eggplant seeds to the hearth.
/🆑
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
Title.
Introduces a new bow and 2 new arrows: The hardlight bow, and the
blunt/taser arrows.
You can acquire these items via a new primary security voucher. This kit
gives you one bow, one quiver with 9 blunt and 1 taser, a hatchet, and a
book that teaches you how to build these arrows. **You do not gain the
ability to craft lethal arrows roundstart. You have to order the book
from cargo.**
You can also order a kit of 2 quivers and 2 bows from cargo. The quivers
have a mix of lethal and nonlethal arrows. They cost a little less than
a crate of 3 laser guns, so this is generally a suboptimal choice.
## The bow
Like all bows, it is bulky, and fits only in suit storage. Unlike other
bows, it is not weak against armor, and can cause wounds. It is a
hardlight bow - its string is made out of energy. You can obtain this
bow via a voucher or cargo. The bow itself is also an appreciable
weapon, doing 11 blunt damage (this is prone to change on review - this
was inherited from the base bow).
## The arrows
### Blunt
The blunt arrow is the simplest arrow. 35 stamina, 5 brute, 3 hits to
down. Craftable the same way a normal arrow is. Reusable. Causes
dislocations if fired in close quarters.
### Taser
You only spawn with one taser arrow roundstart. 5 stamina guaranteed, 40
and knockdown if the target isnt electrically insulated. Not reusable.
Craftable like a normal arrow, but with a igniter, cable, and a cell.
**This recipe is prone to change on review, as I feel it might be a bit
easy to make for its power, but I dont know what to add to make it
truely expensive.**
Both of these arrows can only be crafted if you have the fletching book,
or an arrow to convert.
This PR also locks bronze arrows to ashies and hearthkin exclusively, as
they are too powerful for their ease of crafting. Upgrading your arrows
to bone should take time and effort.
## Why It's Good For The Game
Well, A, I have a character that does bowsec, and as it stands, its
kinda useless. The arrows are too weak and fail on all armor. Bronze
arrows do THREE DAMAGE on a redsuit. THREE.
B., it adds a fairly unique way to play ranged security. Bows just -
function differently. You have to load each arrow manually, pick up your
dropped arrows, and deal with a relatively choked quiver (if you want to
deal with the quiver at all). You also have to craft your own arrows,
seek out another fletching book for lethal arrows... its a more involved
playstyle if you really want to go full bowman.
C. Flavor. Some characters. like my own, prefer more... traditional
methods of dealing with people. Bows, spears, cudgels, clubs.
I should note, this kit will be somewhat underpowered in actual combat.
Running around, trying to load your bow while under fire, is very
difficult, especially because the disabler generally has a higher DPS
anyway. I do think thats fine, as it is more of a sidegrade in the same
way the pepperball is, but if maintainers request, I could possibly
increase the damage this bow deals or some variation to make it worth
using.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1879" height="526" alt="image"
src="https://github.com/user-attachments/assets/91ab9832-cc2d-4355-ad85-654611c8c66d"
/>
https://github.com/user-attachments/assets/d2697261-2b13-4f4e-9288-4a1a2fe1d134
</details>
## Changelog
🆑
add: A new security voucher - the archery kit, that gives you a bow that
penetrates armor and causes wounds, as well as some less-lethal arrows
add: An armory cargo order with two powerful bows and quivers with
lethal and nonlethal arrows
add: Two new less-lethal arrows craftable via the fletching book and
blacksmithing
balance: Bronze arrows can now only be crafted by ashies and hearthkin
/🆑
## About The Pull Request
Following an extensive conversation in maintainerbus that was about a
lot of things, this PR was used as an example of something that probably
shouldn't have been merged in the first place, in the context of a
larger point about the relative merge chance of a change versus a revert
to that change. (This is intentionally vague because I'm not even going
to attempt to summarize the conversation it was long and you should
probably just read it) From the way it was talked about there was vague
support from other maints that it should be reverted, so I'm making this
because I didn't agree with it being merged either and I want to re-open
the floor.
## Why It's Good For The Game
There was a LOT of discussion about this both on GitHub and in the
discord, but I'm going to focus on addressing the why it's good for the
game given in the original PR and in the comment made by cobby (the
maint who merged it).
>It encourages heads to play their subdepartment’s roles instead of
their own, which is to manage their department, delegate tasks, and
teach newer players.
Heads *do* play their department's role, that is very much an aspect of
being a head of staff. The majority of them get unique items designed
specifically to make the duties of their department easier, and I don't
think there's anything wrong with that! I'm not sure where this
perspective of it as a zero-sum game where they can either delegate and
manage the department or they can solo the department to the detriment
of their subordinates came from, but any competent head can do both!
>It encourages bad command players to take the role for the gear instead
of leaving it for the people who want it for the command.
This is basically a continuation of the first point but with the framing
that people who consider the gear a reason to play the job are Bad
Players and are taking the role away from someone better who would play
it Properly. Again, many heads can and do balance both aspects of the
job, and I'm not sure why this framing was considered reasonable. Heads
tend to be experienced in all aspects of the department they're a head
of, and being able to step in when needed and get shit done because you
have both the experience and better tools sells the fiction of you being
the head honcho, someone that can be relied on and was put in charge for
a reason.
With this in mind, I'm aware that these points were made with the
unspoken assumption that the hypothetical player being described is bad
because they're violating Rule 5: "Players in vital job roles require a
minimum amount of effort." My problem with that is, why is this being
solved with code? If a head of staff is failing to perform their duties
so grossly that it feels necessary to take away anything that might
tempt them to take the role, why are they not being dealt with
administratively? Why do the majority that can handle the job have to
take a downgrade because of it? Hell, Rule 5 even states "you should be
a reliable worker for your department", and then after that states that
"As an upside, being THE BOSS allows you to dictate the workflow of your
department as you like", which to me sounds like it is explicitly
expected that heads will both perform the duties of the department and
delegate/manage their subordinates as needed. So why was the former seen
as the wrong way to play the job?
>The heads should be about management of the department, and shouldnt
have gear incentives to forgo that aspect if it is needed in the round.
Giving them better tools FORCES them into job+ role or at best a loot
pinata because otherwise theyre not making full use of their roundstart
provided tools without it being awkward, and thats only if someone gets
in that isnt seeking the free tool upgrades to begin with.
Cobby's comment broadly supported the points made in the PR body, with a
few additions about how if a CE doesn't want to be "job+" then they're
in an uncomfortable position because they have this desirable gear
they're not going to make use of. This is a strange argument to me,
because as I just said in the last paragraph, *as a head of staff you
should be doing at least a little of the department's job*. There's room
for varied play-styles obviously, but if you consistently feel like
you're being forced into the position of doing Engineering as the Chief
Engineer such that having the upgraded tools feels like it's wasted on
you... Maybe you shouldn't be the Chief Engineer? I don't say that in a
rude way, I just don't know what the appeal of the job would be
otherwise, if you enjoy bureaucracy then the HoP is seen as the epitome
of that with little to no formal duties otherwise, I just don't see why
CE would appeal to someone who does so little Engineering they see the
tools as an uncomfortable burden they'd rather not have.
>Also dislike the idea that heads just get to skip part of the research,
they should want said research just as badly as the rest of the
department.
The last point that was made repeatedly was the idea that existence of
these tools cause a tech tree skip, and this is a bad thing because it
means the CE has no incentive to push for unlocking the Experimental
Tools node because they got theirs already. Setting aside that again,
this framing applies only to absolute worst-case players who probably
should be dealt with administratively, it doesn't even make sense if you
have experience playing Engineering. Experimental Tools gates RCD
upgrades, the node that gives you the silo link and the thing that lets
you spawn already wired machine frames and air alarm, APC, and fire
alarm circuits, even the most selfish, unfit, department soloer CE is
going to get Experimental Tools unlocked so they (and their co-workers)
can get RCD upgrades.
Overall it seems like a ton of the justification for this PR hinged on a
false dichotomy that heads can either delegate and manage or do the job
of their subordinates, and it just doesn't cohere.
## Changelog
🆑
balance: The CE spawns with upgraded tools again
/🆑
## About The Pull Request
- Closes#95039.
Although intentionally removed in #94678 the inconvenience of not
allowing ducts under machines of different layers isn't worth the visual
clutter it has helped in reducing so I'm bringing it back
## Changelog
🆑
qol: you can place plumbing machines on ducts with different layers
again
/🆑
## About The Pull Request
Calls pronoun helpers in counterattack text from the relevant mob,
rather than passing them as arguments.
## Why It's Good For The Game
More specific pronouns
## Changelog
🆑
spellcheck: Pronouns in counterattack text are more correct
/🆑
## About The Pull Request
Allows reconstruction of a deconstructed nuclear bomb, including placing
the core back in. You can put the core back in with either a raw
core(which is still unobtainable afaik) or the box. The box remains
usable afterwards.
The beer nuke's deconstruction has been slightly modified such that it
no longer shows a glowing core inside of it, and is instead empty. The
beer nuke can also now be given a transplant core, and will blow up like
a real bomb if given a real core.
Additionally, provides a message making explicit that you can't take out
the nuke core bare.
This also fixes a runtime in the beer nuke's deconstruction due to
attempting to start processing a null core.
This also fixes that nuke cores processing inside the bomb would not
irradiate their surrounding area
## Why It's Good For The Game
It makes sense. If you catch the guy what broke your nuke, you should be
able to fix your nuke. I also think making the beer bomb into a real
bomb is pretty funny.
Probably closes#95101, because I assume not being able to take out the
raw core is very intentional.
## Changelog
🆑
add: You can now put a deconstructed nuclear bomb back together again
fix: Nuclear bombs with exposed cores will again irradiate their
surrounding area
/🆑
## About The Pull Request
Based on feedback from #94903, this PR decreases the cost of multitools
from the youtool vendor, as well as increases the quantity available
from the premium section from 2 to 4. The cost has been adjusted from
300 credits -> 150 credits each.
This change is being atomized out of the linked PR above, but is
otherwise relatively simple.
## Why It's Good For The Game
To quote the previous PR this was atomized out of:
> Multitools are considered to be standard job equipment for about 1/3
of the jobs on station, and the jobs that don't have multitools,
assistants included, typically will make obtaining one part of their
roundstart routine. It was looking into this that led me to learn that
multitools are currently sitting at 300 credits, which, while expensive,
just means that roundstart players are more tempted to just break into
or ask cargo/engineering for a multitool instead of ever buying one, and
for good reason. It's too good to pass up, especially when it's only one
door or plastic flap away for most players.
> So, to try and incentivize people to buy them from vendors over the
alternative, I've decreased the price to be within the range for regular
crew, but expensive enough for assistants so that they're encouraged to
look for/make a few credits, or wait a moment or two before they jump
into them.
## Changelog
🆑
balance: Multitools cost has been decreased from youtool vendors, and
their stock increased (150 credits, 4 stock).
/🆑
## About The Pull Request
Currently, the space furnace requires exactly one atmosphere or more of
pressure in order to activate. This means that, because of how tiny the
increments of pressure can be, that if a room ever loses any pressure at
all for any reason, the general air in that room will never be enough to
activate the furnace again(unless you turn up the vents), because it'll
always be like 1 pascal too low. The only way to activate a furnace in
these conditions is spam activating it on top of vent, and getting
lucky. This sucks. Lowering it by 1 kpa means that it still requires an
almost perfect atmos situation in order to activate.
Also, makes the low pressure message change between "low pressure" & "no
pressure", which'll make it more clear to people what it's talking
about.
## Why It's Good For The Game
I can't imagine that standing over a vent spamming z in a perfectly
habitable room was the intended outcome of this restriction.
## Changelog
🆑
fix: the Space Furnace is now usable in rooms that have previously been
breached, provided they have recovered enough air.
/🆑
## About The Pull Request
Deletes `can_hear`, replaces it with trait-checking deafness.
The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.
## Why It's Good For The Game
Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not.
This unifies all the behavior so being deaf means you're deaf
everywhere.
It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?
## Changelog
🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
## About The Pull Request
Non-standard null-rods (the skateboard, bow, revolver, carpsie plush,
and eswords) did not receive all the common characteristics of regular
null rods in #93394. In particular, they were not given the
`UNIQUE_RENAME` obj flag, and they did not receive the ability to track
how many cultists they've crit/killed and be turned into cult weapons
when sacrificed. This PR corrects that by extracting the cult kill
tracking behavior to a component, while doing the following refactors to
ensure complete compatibility:
- Skateboard items now move themselves into the skateboard vehicle they
spawn on use, instead of deleting themselves. This was necessary for the
holy board to keep its custom name/desc and cultist kill count.
- Guns (which the bow technically is) will track cultists killed/crit
with bullets fired from them by a mob with a holy role.
- A signal can now be used for an item to provide an arbitrary response
when an offer rune underneath it is activated.
## Why It's Good For The Game
I just wanted the holy eswords to be renameable for chaplains to provide
plausible deniability for the possession of actual eswords, but after I
discovered this consistency issue, and felt the need to fix it.
## Changelog
🆑
fix: The holy energy swords and the carp-sie plushie can once again be
renamed
fix: The holy energy swords and the carp-sie plushie can once again be
sacrificed by cultists to spawn different weapons based on how many
unique cultists the chaplain has crit or killed with them
qol: The holy skateboard can be renamed like other null rod variants can
fix: Unusual null rod variants like the holy skateboard and bow can now
be sacrificed by cultists to spawn different weapons based on how many
unique cultists the chaplain has crit or killed with them. The bow and
the burdened chaplain's revolver, in particular, also count cultists
crit or killed by arrows/bullets fired from them by the chaplain.
/🆑
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
This PR adds a universal framework for editing sprites, and adds an
example implementation by way of porting paint canvases to it. This
should have no impact on serializing paintings in the database. As part
of this canvas refactor, zooming in and out of a canvas is now handled
entirely on the client side.
The paint palette component has also been refactored to allow a variable
number of colors up to the specified maximum, instead of populating all
color slots to start out with.
Some features of the sprite editing framework are unused in this PR, as
they were not necessary for feature parity with the current
implementation of paintings. However, they remain present for use in
future PRs, such as a PDA painting app that was separated out of this
branch for atomicity. These features include:
- Eraser tool
- Undo history
- Layers
- Multi-dir icon support
Support for animated icons is not present, but planned to be added when
a new feature needs it.
### New Painting UI Screenshot:
<img width="1210" height="596" alt="NewCanvasUiDemo"
src="https://github.com/user-attachments/assets/4181745b-716b-4068-b3a2-d2491e5abf09"
/>
## Why It's Good For The Game
This framework opens the possibility for a wide variety of new features,
such as Goofball's planned tailoring mechanic. Additionally, the
consolidation of all the controls into a single window should make
painting more user-friendly.
## Changelog
🆑
refactor: Painting has been significantly refactored with a new UI that
should provide every painting control you need without having to unfocus
the UI window. Please report any issues.
refactor: Items that can store paint palettes now start with no colors.
Colors can be added to and removed from the item's palette, up to the
number of colors they previously stored.
/🆑
---------
Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
## About The Pull Request
If you were armless, this would have runtimed, and not done anything.
now it doesnt do anything but without runtiming.
## Why It's Good For The Game
Runtime error
## Changelog
It does the same thing as before if you cant see the runtimes
## About The Pull Request
Special thanks to Cato for helping me with decisionmaking and balancing
on this one [in a bunch of things here, but not all.]
This PR changes a lot of things so I will be breaking it up into
numbers.
# 1. Security Vouchers: Primary
Ported from monkestation, securirty no longer starts with a taser, but
instead with two vouchers. A utility and a primary. All sec should get a
utility, the HOS, ~~medic~~ and detective do not get a primary voucher.
The vouchers can be redeemed at the same vendor that you get
flashbangs/cuffs/donuts from.
The choices are:
- The default taser
- The disabler and an energy shoulder holster to pair
- A pepperball gun and a single clip
- A flash-bulb riot shield
Why the change?:
- Warden might not be there to give you your preferred loadout, so even
on lowpop, you get your preferred gear up to some extent. We're not
giving out hellfire lasers here. It adds nothing that couldn't have been
done before, frankly.
- The weapons are availible roundstart already, with the exception of
the pepperball, which was adjusted to match
- More variety in security playstyle, allows sec officers to personalize
and play in (mostly) different ways.
- The disabler, which is the question I always get, is left in due to it
being present in the game as a standalone tool AND some players just
having a preferrence to shoot themselves in the foot, or don't like
fiddling with modes on the go.
The pepperball gun now has a higher shot delay, which is offset by how
the weapon makes or breaks fights by applying item drop, knockdown and
temporary blindness with it's reagent. Pair it with a baton and any
antag who forgot a gas mask just lost.
# 2. Security Vouchers: Utility
The choices are:
- Barrier nades x2
- Stingbangs x2
- Sec laptop, a laptop with relevant programs on it. Lets you view
cameras on the go, among others.
- Justice Helmet
- Donuts
- Weighted Space Law/Corporate Regulations. More on that later.
- Security barrier projector. More on that later.
- A pair of pinpointers, linked with eachother
## Weighted Space Law and Space Law changes:
I'll call it space law but it's corporate regulations ok?
- Space Law actually links you to wiki. Still teaches you legalese, so
just use it more than once to open it.
- Weighted Space Law, otherwise known as Space Law: Collecter's Edition.
With a gold-coloured-metal-plated trim. Allows you to beat people with
space law for 13 damage, a chance to teach them legalese so they can sue
you after, and a funny message. Overall a gimmicky thing for more
interesting interactions.
## Security Projector changes
- Security projector can now CUFF people. Use it as handcuffs to do so.
- The cuffs can be EMP'd away at a 50% chance. Makes sense according to
what they are and it works for their general purpose of "infinite cuffs,
but no cuffs". THE CUFFS FIZZLE OUT IF YOU LEAVE 1 SCREEN OF RANGE. This
is because of the sheer amount of space you can save on cuffs by taking
this 1 item in their stead, with the condition of "if you can keep them
by you until you sit them in their cell.". Worse than cuffs, but a huge
timesaver if you feel confident in your skills as an officer.
# 3. Breaching Hammer Buff
In the current meta, the breaching hammer is dead. Long-gone. Frangible
rounds in shotguns, sawn off or otherwise, are much more worth it than
any amount of cooperated breaching which leads to yourself being shocked
as they are NOT insulated. For that reason, the hammer now takes just 1
person to breach and is resistant to electricity. It's easier to get
than the frangible shotgun, it needs potentially less space counting the
shots, is infinite, can be even used for dealing with insulated things
as security. Simple as. Item revival, way behind meta, or even just
convenience.
## Proof Of Testing
<img width="1409" height="684" alt="aaaaaaaaa"
src="https://github.com/user-attachments/assets/782c23ca-11bb-4ba7-8294-80086af1b134"
/>
<img width="307" height="269" alt="bbbbbbb"
src="https://github.com/user-attachments/assets/8d75a1bb-fb2e-44d8-8338-f22ed6be62da"
/>
<img width="260" height="311" alt="ddddddd"
src="https://github.com/user-attachments/assets/51229031-0a6d-480c-8021-0f57cd8496dc"
/>
<img width="193" height="181" alt="ccccccc"
src="https://github.com/user-attachments/assets/97254655-60f7-4713-9673-bb6b3071d97e"
/>
## Changelog
🆑
add: Security starts with a primary and utility voucher for redemption
in their equipment lathe to make a choice for what they want to use as
their main, nonlethal weapon that round, and a bonus piece of gear on
the side.
add: Corporate Regulations: Collector's Edition, a space law book with
some heft and blunt force to it...
add: Security holobarriers can now additionally create holographic cuffs
around people, which have a chance to disappear when EMP'd, and
disappear if they leave the projector's range of 9 tiles [1 screen]
add: Pepperball magazines now in security vendor, premium section
balance: Pepperball guns fire much slower, fire delay 8
balance: Breaching hammers can be used by 1 person to breach and are now
insulated
fix: Space law books now link our website's space law
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
TRAIT_DISFIGURED and physical disfiguration are now handled by the head
bodypart rather than being on the mob itself. This is mostly for
internal purposes, but it does mean that:
- Players can now perform plastic surgery on torn off heads.
- Disfigured mobs' heads keep their face hidden, and when attached to a
different body won't magically get repaired and vice versa, attaching a
new head to a disfigured corpse no longer disfigures it.
- Robotic (and other non-huskable) heads no longer become disfigured
from husking
- Also in the rare case of grafting a head torn off from a husk onto
another body, they no longer permanently turn into an Unknown. (lol)
## Why It's Good For The Game
Saner code, we generally want limb-specific behaviors to be on limbs
themselves and not on the mob. Also yeah that one weird edge case.
~~Husks are next on the chopping block~~
## Changelog
🆑
qol: Plastic surgery can now be done on detached heads.
refactor: Refactored how disfiguration is handled to be stored on head's
side
fix: Robotic (and other non-huskable) heads no longer become disfigured
from husking
fix: Attaching a head from a husk to a different body no longer
permanently turns them into an Unknown.
/🆑
## About The Pull Request
1. Adds doppler radar towers to Lavaland and the Icemoon
Weather radios now need a doppler radar on the target z-level to get an
accurate reading. Without a radar tower, the expected timing of incoming
storms will be off by a random factor.
Lavaland and the Icemoon both have a few towers mapped into them.
The towers themselves can be constructed with plasteel if they some how
get destroyed. They also have an in built GPS.
Each tower requires a cable connection to function. They need a pretty
small amount of power to function.
2. Adds anomalous radar towers
Attaching a weather anomaly core to a radar tower results in an
anomalous radar tower.
<img width="260" height="409" alt="image"
src="https://github.com/user-attachments/assets/3430b0aa-0bbc-44df-ae75-67c2c3cca5a6"
/>
This allows you to cancel ongoing storms **or summon storms yourself**.
Each cancellation and summon uses a percentage of the core's charge.
After the charge runs dry, the core is destroyed, and the tower goes
back to being normal.
Yes, you can construct a radar tower on the station to summon storms on
the station, *including* rad storms.
All storms summoned abide by radstorm rules, meaning maint is safe.
Summoning onto the station uses significantly more charge.
3. Limits weather anomaly cores to 5
Because they are charge based and spamming weather events all round
would be annoying, slightly lowers the max core count.
## Why It's Good For The Game
Weather manipulation seems super appropriate for weather anomaly cores.
Initially it was just going to be the machine, but then I thought "what
if I want the frame of the machine to be available roundstart on
Lavaland to encourage cooperation with miners" and then I thought "what
if it tied into the weather radios, which opens up rare sabotage
methods"
So that's how we got here. The towers exist to facilitate the anomaly
use while also allowing enterprising traitors to sabotage, potentially
leaving their target unaware in a storm.
## Changelog
🆑 Melbert
add: Adds doppler radar towers to Lavaland and the Icemoon. These towers
ensure weather radios have accurate readings.
add: Adding a weather anomaly core to a radar tower upgrades it, giving
you control of weather - allowing you to cancel storms or even spawn a
weather event of your choice. However, the core will expire after use,
requiring replacement.
add: You can construct radar towers with plasteel. Even on the station.
Yes, you can summon weather onto the station.
balance: Limits weather anomaly cores to 5.
/🆑
## About The Pull Request
Adds no_pixel_random_drop to banners (so they drop to the middle of the
tile)
## Why It's Good For The Game
Recent prs reminded me how annoying this is
## Changelog
🆑 Melbert
qol: Banners drop centered
/🆑
## About The Pull Request
This PR sort-of brings back old IEDs, albeit much more freeform compared
to their previous iteration. Using #94861's ``spark_act`` interactions
they can now be made by filling up a soda can with a variety of
chemicals (welding fuel being the easiest to obtain), dunking in a piece
of wire, taping it up (optional, required if using welding fuel or
plasma) and lighting it on fire with a lighter or welding tool (anything
that's hot enough works, really)
They have a random delay of 2-4 seconds, and can be disarmed by snipping
the fuse with wirecutters in time before they detonate (or don't,
depending on the mixture)
There's also a new, more "professional" improvised chemical explosive in
the form of beakerbombs. These can be assembled by putting a lid on a
beaker (alt-click, prevents the beaker from spilling its contents when
thrown) and attaching an assembly with an igniter or a condenser to it.
<img width="150" height="90" alt="dreamseeker_2OKpZeN7ay"
src="https://github.com/user-attachments/assets/599e75ea-9653-4db9-a915-b2ca6307635f"
/>
When triggered, igniters will heat the reagents up by a bit while
condensers will cool them down. However, you can also attach and wire up
a power cell, which will cause it to dump all of its power into the
beaker when the igniter fires off, triggering ``spark_act`` interactions
potentially causing a larger explosion.
<img width="534" height="447" alt="dreamseeker_k9Uzf18Eoa"
src="https://github.com/user-attachments/assets/4cfed5b4-3875-4522-9bfa-5f6a3c8e0864"
/>
Decently sized boom from The Contraption.
Plasma and welding fuel's potency inside of beakerbombs/soda cans is
significantly reduced compared to other riggable objects (strengthdiv is
3 times higher) as they're very easy to obtain and would make for very
powerful explosives, considering their very strong strengthdiv as most
rigging interactions use very little fuel/plasma to cause a large
explosion, which was carried over to the new system. (Don't worry, this
still leaves them at sensible values with welding fuel being about as
strong as old IEDs on average)
Closes#94990 via having plasma's electrical power modifier have a
decline past a certain point based on its volume
## Why It's Good For The Game
#81529 didn't justify IED removal whatsoever and I think with new
mechanics these can be used as easier (but weaker) to make improvised
bombs, being much less clunky to make and use than pipebombs.
Beakerbombs are essentially a somewhat weaker (even with metamat
beakers, you're still 20u short of a normal large beaker grenade at
200u) form of grenades, but have access to new interactions involving
charged up explosions, which could make for some variety among chemists'
weaponry.
## Changelog
🆑
add: Added back IEDs made by attaching some wire and tape to a soda can
filled with fuel, plasma, or any other explosive of your choice. They
need to be lit on fire with a lighter or a welding tool.
add: You can now attach a lid to beakers with alt-click, preventing them
from being spilled when thrown.
add: Added beakerbombs, made by attaching an assembly (with optional
power cell and wiring) to a lidded beaker.
balance: Rigged explosions now create flames.
balance: Plasma explosions now limit their explosion potency past a
certain point based on their volume
/🆑
## About The Pull Request
**Qol**
- Adds examines & screen tips for washing items in sinks
- Adds examines & screen tips for wall frame items i.e deconstructing
with wrench & what structures you can mount them on
**Fixes**
- Plumbing components inside shuttles now properly reconnect
- Plumbing iv drip has their connectors (red & blue pipes) visible again
- Sinks consume reagents when washing and won't wash when it becomes dry
- Fixes#94942 placing ducts by hand on turf won't run time. Also
Plumbing machinery properly reconnects when un wrenching ducts in
circular connections
- All plumbing machinery now operates in the plumbing subsystem & map
loaded machines begin processing
**Refactor**
- Refactored sink frame into a wall frame item meaning it can now be
carried in hand and mounted on walls
- Refactored the sink attack chain to use `item_interaction()` instead
of `attackby()`
- All sinks are now wall mounted components meaning destroying the wall
they are attached to will cause it to deconstruct
## Changelog
🆑
qol: added examines & screen tips for wall frame items
qol: added examines & screen tips for washing items in sinks
fix: plumbing components inside shuttles reconnect to their machine
counterparts correctly
fix: plumbing iv drip has its red & blue connectors visible again
fix: sinks consume reagents when washing and won't wash when it becomes
dry
fix: map loaded plumbing machines begin processing
fix: placing stack of ducts by hand of ducts works again
fix; plumbing machinery properly reconnects when un wrenching ducts in
circular connections
refactor: sinks are now proper wall mounted components meaning
destroying their attached walls will cause it to get destroyed & sink
frames are wall frame items that can be carried in hand
/🆑
## About The Pull Request
The actual icon state had the incorrect name
It also changed the worn icon state when it shouldn't
## Changelog
🆑 Melbert
fix: Fix alt stunsword skin
/🆑
## About The Pull Request
`Moved` -> registers id card in wallet -> `dropped` -> unregisters id
card
Fixes it by registering in dropped. This does mean we register,
unregister, and register again, which is less than ideal - but I'm not
sure how else to tackle this cleanly...
## Changelog
🆑 Melbert
fix: Fix wallet (again)
/🆑
## About The Pull Request
Instead of being snowflake interactions on objects themselves, rigging
things with plasma or welding fuel is now handled on reagents' side via
``on_spark_act``, allowing each reagent to decide how they want to
handle exposure to electric currents or violent heating.
- Obviously plasma and welding fuel cause explosions, but former gains
additional power from electric current being passed through it (same
math as powercells), while latter doesn't explode unless in an enclosed
space, or a high enough current/temperature has been reached, and merely
creates a hotspot instead.
- Napalm and phlogiston create hotspots, or (try to) damage the holder
if they're enclosed
- Sorium, liquid dark matter, TATP, nitroglycerin and flash/smoke/sonic
powders trigger their usual detonation effects, albeit slightly weaker.
- Teslium creates a ZAP, with additional power for a BIG ZAP if it has
been triggered by electric current.
- RDX becomes spicier with temperature and current, similarly to how it
becomes more dangerous when mixed with LE or teslium.
- Gunpowder produces a delayed explosion effect (unless its hot or the
current is high enough, in which case its instant) and causes sparks as
the message claims it does (normal gunpowder explosions also do that)
Plasma and gunpowder rigged items can now be controlled using
stabilizing agent - in its presence, plasma will not explode unless the
used charge is higher than 0.2% of a standard cell's per unit of agent,
while gunpowder will instead spend 0.1 + (charge / 10% of a standard
cell's charge) units of agent to delay its detonation.
Smoke (powder) now produces a visible message and slightly damages lungs
of whoever it reacted inside of, if the container was a mob.
The numbers on plasma/welding fuel rigs should be ***roughly*** the
same. Also lighters can now be rigged in a fashion similar to welding
tools.
Also it turns out we broke light rigging at some point, so now it works
again.
## Why It's Good For The Game
This makes the system much more flexible and allows players to make more
creative IEDs, expanding upon the sandbox aspect of the game. Also I
have an upcoming project bringing IEDs (kind of, in a new form) back,
which is why I wrote this in the first place (but decided to atomize the
PRs).
As for smoke damage, it feels weird to not have any tells when someone
suddenly starts hacking up volumetric amounts of smoke, it makes sense
that they'd struggle a bit after coughing a few dozen cubic meters of
thick vape clouds.
## Changelog
🆑
add: Multiple new reagents such as napalm, sorium, TATP,
smoke/sonic/flash powders and other explosives can now be used to rig
cells or tools.
add: Plasma and gunpowder rigged items can now have controlled current
requirement/delay by adding some stabilizing agent alongside the main
reagent.
balance: Creating chemical smoke inside of a mob now makes them
violently cough it up, damaging their lungs a bit.
fix: Chemically-rigged lightbulbs now once again explode.
refactor: Refactored how power cells, welding tools, lightbulbs,
cigarettes (and now, lighters) handle being rigged with chemicals.
/🆑
## About The Pull Request
This PR makes it so you can wear sheathes on all suit storages
## Why It's Good For The Game
It mostly allows players freedom to shuffle stuff around they already
have to haggle a sheathe around with the sword in it while still having
most of their storage thing vs a gun, which allows players freedom when
it comes to setups, but also make them be able to use counterattack
mechanic. heres some cosmetic setups i just made up that isn't reliant
on armour
in the future we can make things less reliant on backpacks when it comes
to storage
<img width="227" height="317" alt="image"
src="https://github.com/user-attachments/assets/83a684cb-a096-4a92-af8f-ebc8d982a463"
/>
## Changelog
🆑 Ezel
balance: sabre, parsnip, gladius sheathe can now be worn on suit
storages
fix: mirrors gladius belt worn sprite so it doesn't overlap with belted
revolvers
image: adds mirrored belt sprites
/🆑
## About The Pull Request
*All* radios can have an encryption key installed
This includes intercoms and station-bounced radios
<img width="472" height="294" alt="image"
src="https://github.com/user-attachments/assets/8fe8880b-2872-4030-9e42-ced4ce529b31"
/>
These radios are *not* normally freerange, meaning to tune into channels
added by an encryption key, a new button in the radio UI has been added
- "Tune", which tunes you directly into the channel.
This even works with the Syndie key, giving the intercom access to
Syndie channel and the ability to hear all encrypted channels. However,
it will *not* work with a Binary key.
Likewise, any key with language understanding on it will do nothing. I
think **theoretically** we can have intercepted messages in alternate
languages check to see if they have a key of that language with (to
relay a translation instead), but that sounds like a lot of work...
Also this means you can now speak on encrypted frequencies (like
departmental ones) via non-subspace means - ie, when telecomms is
disabled.
## Why It's Good For The Game
To be completely honest, I haven't fully considered the repercussions of
such a change.
Someone just offhandedly mentioned that if they could tune into a dept.
radio via subspace, they would try playing without a headset, and I
thought that sounded fun.
Otherwise, this opens up stuff like departmental intercom systems -
which sounds cool - and in the future we could possibly de-hardcode
freerange settings (like the command intercom).
## Changelog
🆑 Melbert
add: All radios (intercoms and station-bounced) can have encryption keys
installed in them, rather than solely headsets and cyborgs.
add: Existing screwdriver interactions for station-bounced radios and
intercoms have been moved to right click. However, intercoms will still
default to the old behavior if they have no key installed.
qol: Screentips for radios.
/🆑
## About The Pull Request
1. Adds stasis bodybags, unlocked with cryogenics tech
These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.
Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.
You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.
2. Adds triage cards to the medical vendor
Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.
3. You can pin paper to bodybags
You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.
4. Updates paper interaction code slightly
We have new procs for allowing interactions rather that snowflakes
5. Other forms of stasis apply tumor suppression
Oversight?
## Why It's Good For The Game
I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.
Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients
## Changelog
🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
## About The Pull Request
The signals weren't registered if the PDA/wallet were already equipped
in the ID slot.
## Changelog
🆑
fix: Fixed ID cards sometimes not functioning within wallets/PDAs
/🆑
## About The Pull Request
ID cards/MMI mech access/simple mob access/pAIs now use signals instead
of checking specific slots with mob checks. We do this through mob's
``get_access`` proc that collects all access a mob has with a
collect_access signal.
## Why It's Good For The Game
It looks cleaner and we no longer individually check `check_access` for
every single item that may have access. It's cleaner to put it all
together and check in one go with all the access we've got. This also
makes it easier to add items that hold access that aren't necessarily
IDs but you want to be able to open stuff with.
## Changelog
🆑
refactor: ID checking for access has been reworked, please make a bug
report if anything that's supposed to grant access is not working.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
title
## Why It's Good For The Game
for a job dealing an awful lot with jobs, they can't see people's jobs.
Despite glasses for that being in the code.
## Proof Of Testing
no
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: HOP now gets Civilian HUDSunglasses in their garment bag.
/🆑
## About The Pull Request
- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes
## Why It's Good For The Game
Don't like red X
## Proof Of Testing
If this PR is green check then you Know
## LTS Document
Check this document before making any significant future changes to
blood worms, please.
https://hackmd.io/@RikuTheKiller/H1AHQSKNZx
## About The Pull Request
THIS PR SHOULD ABSOLUTELY BE TM'D FIRST
Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.
Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.
Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.
It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.
Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.
Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.
All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.
Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.
Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.
### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.
### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.
### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.
### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>
## Why It's Good For The Game
Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.
Currently, we lack any antagonists with mind control abilities. That
really sucks!
I've also gotten a lot of positive feedback about the antagonist while
working on it.
This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.
I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?
And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
## About The Pull Request
``get_hair_gradient_color()`` returns a list if no arguments are
specified, which is no good when we just want a singular hex code of
whatever we're dyeing.
## Why It's Good For The Game
Lets people dye in peace
## Changelog
🆑 Hardly
fix: Fixed hair dyes returning a TGUI error when trying to dye a hair.
/🆑