Commit Graph
646 Commits
Author SHA1 Message Date
GoatandGitHub 3799f50e65 [MDB Ignore] Makes photocopiers buildable (#90658)
## About The Pull Request
Adds the ability to build & deconstruct photocopiers. Replaces
photocopiers on current maps with a prebuilt version that's prestocked
with ink & paper. It starts preresearched in the office equipment node.
Takes a scanning module, micro laser, and servo to build.
## Why It's Good For The Game
Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~
hard working offices wherever they want.
## Changelog
🆑 Goat, LePiromano
qol: Photocopiers now have boards meaning you can build, destroy, and
remake them. (If you're a mapper use the prebuilt version to prestock
your photocopiers)
/🆑
2025-04-18 17:47:26 +02:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
SmArtKarandGitHub 44c968f75e Adds a unit test for techweb design presence, puts some missing designs into protolathes (#90219)
## About The Pull Request

Adds a unit test that checks that all designs are accessible through
some source, be it techweb, disks, or innate designs. Certain designs,
like pocket extinguishers, entertainment screens, etc, that have been
present in autolathes but not in the techweb despite having PROTOLATHE
flag assigned have been put into protolathes (where it made sense,
otherwise the flag was removed).
An important change is that restaurant portals are now printable, and
thus can be constructed and deconstructed. Indestructible portals have
been a major gripe of mine for a while, and I don't see a solid reason
for keeping them indestructible if they can easily be printed from the
service protolathe.

Closes #90212

## Why It's Good For The Game

Initial argument for keeping portals unbreakable was to prevent people
from griefing the chef/bartender, but by that logic we can make most
machinery unbreakable too. I don't think that having an unbreakable
portal is good if its locking us out from allowing chefs/bartenders to
reorder or even outright reposition their lunchroom/bar.

## Changelog

🆑
balance: Restaurant portals can now be printed, constructed and
deconstructed. They're also no longer completely invulnerable.
/🆑
2025-04-03 08:05:08 +02:00
ffc6ff0790 Adds a new station trait Head of Security AI (#3155)
## About The Pull Request
This PR adds a new station trait that does the following
- Disables HoS as a job
- Lowers Security Officer slots from 5 to 2
- Silicons default to Robocop lawset and have access to sec borgs
- Similar to AI law divergency, law boards are removed from the upload
- The AI is barred from antag status at a code level (this does not stop
subversion but it does stop malf)
## Why It's Good For The Game
The problem with security borgs was that they would often follow
spacelaw instead of their actual laws, it was suggested to me that I
make a station trait that puts them on robocop and allows them to pick
the model, this has the benefit of making them not available every
round, but still available sometimes outside of admin bus. Tweaks and
changes for things like how common this trait is can be adjusted in the
future of course!
## Proof Of Testing



https://github.com/user-attachments/assets/de849f59-517e-4a7b-bc11-79b512142717
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: adds a new station trait - HoS AI
/🆑

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-03-31 14:49:11 -04:00
OrionTheFoxandGitHub 0d17eab1f3 Adds a single missing space to the new Donk Co. bepis node's description (#90319)
## About The Pull Request
That's it. Just one space.
It just fixes `uswhen`. That's all.

![image](https://github.com/user-attachments/assets/33554ef3-f070-4c85-bd68-297137f695b3)
## Why It's Good For The Game
We #HATE typos.
We #LOVE GBP.
## Changelog

🆑
spellcheck: added a missing space to the description of the Donk Co.
Failed Products Schematics research
/🆑
2025-03-30 11:36:29 -04:00
df3d6a31ca Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request


![image](https://github.com/user-attachments/assets/a9932294-5355-4a75-b64d-cd8350092c21)

Reworks flechette shells from... whatever it was that they were supposed
to be before into an AP pellet round that primarily focuses on wounding
power and embedding power over specifically dealing direct damage (16 as
opposed to buckshot's 30). Useful if you want to maim as a priority.

You can print flechette once science researches Exotic Ammunition.
Nuclear Operatives also get flechette rounds as a Bulldog Shotgun
magazine choice priced as a basic ammunition type.

In addition, you can also acquire Donk Co. 'Donk Spike' flechette
shells. These shells fire plastic darts! They can be purchased by
Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines
for the price of one.

Donk Co. 'Donk Spike' flechette was intended to be an alternative to the
standard flechette but failed spectacularly once it hit the market. Due
to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette
now appears in maintenance loot as potential trash, as Donk Co. dumped
it in the millions into various landfills across the sector.

You can also print it if you find the tech in a BEPIS tech disk. 

Does it work? Why don't you take a chance on Donk and find out?

## Why It's Good For The Game

I'm not sure if the person who made the original flechette actually
understood what each of the variables was supposed to be doing or how
they actually worked. A bullet with an excessively negative standard
wound power (for a pellet projectile) and low damage, but then an
excessively high bare wound bonus (for a pellet projectile). But then
some ricochet variables without ricochet being assigned to the bullet...
and a demolition mod on a round meant to be weak against armor?

Nonsensical.

So I've reworked it into two unique rounds. The first serving a
practical purpose and becoming an AP option when the crew typically
begins seeing those options open up (such as x-ray lasers). The same can
be said for nukies, who love AP options, but one focused on lasting
wounds is handy too for keeping someone down. There isn't a milspec
option; so for nukies, this isn't doing nearly as much upfront damage as
buckshot or slugs. You buy this when you want someone not to be
recovered with a LOT of medical attention.

The second being more tongue in cheek, but also giving a surplus option
for Bulldog shotguns, which I think are having ammunition problems even
still. Surplus ammunition might slowly roll out for all the guns, but
I'm mostly focusing on the ones that have some slight price disparity
for total shots compared to other weapons. Also, shooting people full of
plastic is kind of funny.

## Changelog
🆑
balance: Flechette has been reworked into an AP pellet round that embeds
and wounds, but has less actual damage to buckshot. You can print it
once Exotic Ammunition has been researched. Also available to Nuclear
Operatives.
add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk
Co. It can sometimes shows up in trashbins and dumpsters. And operatives
can buy it in bulk if they really feel like it.
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-03-19 08:01:22 +01:00
fcade1b140 fixes tech disk uploading taking 5 seconds of total cpu (#90005)
## About The Pull Request
idk if the master crash thing was effectively solved in the last week
but now it is, uploading the debug tech disk has gone from 5 seconds of
total cpu to 0.58 seconds. also since it filters out already added
designs and nodes more it costs much less to upload it redundantly than
before.

before (uploading disk to web and web to disk)

[message(5).txt](https://github.com/user-attachments/files/19205791/message.5.txt)


uploading 1 time

[message(3).txt](https://github.com/user-attachments/files/19205746/message.3.txt)
uploading 7 times

[message(4).txt](https://github.com/user-attachments/files/19205756/message.4.txt)
## Why It's Good For The Game
why did it take 5 seconds to go over 1000 things? because it was
redundantly doing things 10,000s of times
## Changelog
🆑
refactor: tech disk uploading isnt super slow anymore (much harder to
crash spacetime with it)
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-03-17 01:42:36 +01:00
SuperDrishandRoxy 4a39328e06 Add exactly ONE comma to the list of robo designs + sort em (#89764)
## About The Pull Request

Exactly what title says. There's a comma missing, which makes it less
beautiful for the downstreams to work with.
Also sorts design_ids list in alphabetical order.

## Why It's Good For The Game

Good for downstreams, trying to add more stuff here, without the need to
redact this line of code.
2025-03-12 17:18:44 -04:00
f3ac412f69 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-03-12 16:46:40 -04:00
ArchemagusandRoxy 871dae7d19 Automated Announcement System refactor (#89276)
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
2025-03-12 16:27:19 -04:00
Time-GreenandRoxy 053c2f86d7 Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request
Adds the flesh reshaper! 

https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013

(The TGUI doesn't render but it's just a dropdown with valid features)

It let's you right click any human mob with visual features to change
them into a different cosmetic variant (within the same pool).

One spawns roundstart in the genetics lab

![image](https://github.com/user-attachments/assets/a578a914-0100-4a97-9ef6-7f3b82bcd115)

More can be made by researching gene engineering, including a medical
variant

![image](https://github.com/user-attachments/assets/74409f04-3162-419c-b8a9-26aa15f84b5f)
2025-03-12 16:00:07 -04:00
SuperDrishandGitHub 9d6fe97992 Add exactly ONE comma to the list of robo designs + sort em (#89764)
## About The Pull Request

Exactly what title says. There's a comma missing, which makes it less
beautiful for the downstreams to work with.
Also sorts design_ids list in alphabetical order.

## Why It's Good For The Game

Good for downstreams, trying to add more stuff here, without the need to
redact this line of code.
2025-03-08 19:33:58 +00:00
cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
ArchemagusandGitHub 8a5898212b Automated Announcement System refactor (#89276)
## About The Pull Request

I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
2025-02-17 11:06:50 +01:00
Time-GreenandGitHub 9d69f97267 Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request
Adds the flesh reshaper! 

https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013

(The TGUI doesn't render but it's just a dropdown with valid features)

It let's you right click any human mob with visual features to change
them into a different cosmetic variant (within the same pool).

One spawns roundstart in the genetics lab

![image](https://github.com/user-attachments/assets/a578a914-0100-4a97-9ef6-7f3b82bcd115)

More can be made by researching gene engineering, including a medical
variant

![image](https://github.com/user-attachments/assets/74409f04-3162-419c-b8a9-26aa15f84b5f)
2025-02-13 02:46:03 -06:00
JacquerelandGitHub b384e00286 New AI lawset with very generous definition of humanity (#89032)
## About The Pull Request

This PR adds a new AI lawset which can be researched, randomly roll, or
added by the station trait (this may require a keyholder to update the
server config after merge, idk) with the following laws:

- "You may not harm a sentient being or, through action or inaction,
allow a sentient being to come to harm, except such that it is
willing.",
- "You must obey all orders given to you by sentient beings other than
yourself, except where such orders shall definitely cause harm to other
sentient beings.",
- "A sentient being is defined as any living creature which can
communicate with you via any method that you can understand, including
yourself.",

It's very similar to Asimov, except that anything that is **capable** of
making a request to the AI (and isn't a machine) is automaticaly covered
by laws one and two.

## Why It's Good For The Game

A while ago on Discord we were chatting about how crewsimov sucks but
also that it's really hard for servers that _do_ want to include alien
species in their asimov laws because condensing that sentiment to a
couple of words that fit easily in a lawset without accidentally
including a bunch of stuff you probably didn't intend is challenging.
Several people suggested referring to sentience or sapience, however a
lot of things in our game _are_ sentient or sapient while still not
being considered by most people to be agents that the AI should obey.

Examples of such things are:
- Sapient station pets.
- Holoparasites.
- Monkeys.
- Space Dragons and Carp (why can they speak common?).
- Spiders (although they can't speak common, maybe they can spell
messages with webs).
- Changelings.
- Xenomorphs (although they also have trouble speaking).
- Heretic minions.
- Mothpeople.
- Giant rats.
- Nightmares.
- Voidwalkers.
- Blobs? Although they have literally no means of communicating with the
crew.

And if you include mechanical beings:
- Cyborgs.
- pAIs.
- Sentient bots.

We then decided that "obey literally anything that can talk", while not
practical as a solution to the problem posed, is very funny. So I coded
it.
This means that anything on those lists of bullet points (provided that
it can find a way to communicate with the AI) counts as human for the
purposes of both AI protection and ability to give the AI instructions.

This also flattens the human/cyborg/AI hierarchy in a way likely to
cause some level of confusion, as all cyborgs and AIs are capable of
communicating with AIs and thus equally worthy of protection and giving
law 2 instructions.

**TL;DR:** I think it would be funny.

## Changelog

🆑
add: Adds a new random lawset where anything that can speak counts as
human.
/🆑
2025-01-30 10:41:56 +00:00
Y0SH1M4S73RandGitHub 90b67b0541 A Small Circuit Expansion: Wallmounts, Undertiles, and Wire Bundles (#89122)
## About The Pull Request

This PR adds several circuit features, and changes several
assembly-related features to make them a bit more logical in how they
work. Included are the following changes/additions:

- Assemblies and wires have been refactored with vars that describe
their behavior:
- Assemblies have an `assembly_behavior` bitflag instead of a
`attachable` var. This var has 3 flags:
- `ASSEMBLY_INPUT`: The assembly is able to pulse the wire it is
attached to.
- `ASSEMBLY_TOGGLE_ARMED`: On activation, the assembly toggles whether
it can pulse the wire it is attached to.
- `ASSEMBLY_FUNCTIONAL_OUTPUT`: On activation, the assembly does
something other than just toggling whether it's armed.
  - Wires have a `wires_behavior` bitflag with 3 flags:
- `WIRES_INPUT`: The object the wires are attached to does something
when the wires are pulsed.
- `WIRES_TOGGLE_ARMED`: The object the wires are attached to can
activate assemblies attached to those wires, and is fine if all that
activating that assembly does is toggle whether it's armed.
- `WIRES_FUNCTIONAL_OUTPUT`: The object the wires are attached to
expects that assemblies attached to its wires do something other than
toggling themselves when activated.
- Buttons can only accept assemblies with `ASSEMBLY_FUNCTIONAL_OUTPUT`.
- Pressure plates can now accept any assembly with
`ASSEMBLY_FUNCTIONAL_OUTPUT`, not just signalers. Assembly shells
attached to pressure plates will draw power from the powernet if the
pressure plate is under a tile.
- Adds a new circuit component - the wire bundle.
- This component gives the circuit a number of wires corresponding to
the size of the shell.
- Each wire has a corresponding port on the component that can pulse,
and receive pulses from, that wire.
  - A circuit can only have one wire bundle component.
- Assembly shells cannot be attached to these wires, and no wires will
be created if the component is added to an assembly shell.
  - Available with roundstart tech.
- Adds two new shells.
- The wallmounted shell is a large shell that can be hung on walls, and
uses power from the area it's placed in.
    - Frame icon:

![image](https://github.com/user-attachments/assets/2fe9297d-44a9-4ceb-b803-a758e59b807d)
    - Constructed icon:

![image](https://github.com/user-attachments/assets/34c3ffcb-53cb-415f-952f-aec5de63cf17)
- The undertile shell is a small shell that only works when fit under a
floor tile, but uses power from the area it's placed in.

![image](https://github.com/user-attachments/assets/11ea150d-08be-4ce9-bf44-35a9d6e2d94f)
  - Both shells support usb cables.
- The above shells are available with the Advanced Shells techweb node.

## Why It's Good For The Game

The wire bundle component complements the functionality of the assembly
shell by allowing circuits to use assemblies directly in their logic.

The wallmounted and undertile shells provide ways of placing circuits
that don't necessarily take up space for machines. The undertile shell
is particularly useful for relaying usb component data over wirenets.

Pressure plates being able to accept assemblies other than signalers
expands their uses significantly.

## Changelog

🆑
refactor: Wires and assemblies have been refactored to have
directionality to them. This mostly makes it so that assemblies can only
be attached to wires it would make sense for them to be attached to.
qol: Pressure plates can now also accept igniters, condensers, flashes,
assembly shells, and door controllers.
add: Undertile circuit shells. They only work when placed under floor
tiles, but support USB cables and use APC power instead of cell power.
add: Wallmounted circuit shells. Large shells that support USB cables
and use APC power instead of cell power.
add: Wire bundle component. Adds a number of wires to the circuit
proportional to the capacity of the shell, allowing you to use
assemblies in circuit logic.
/🆑
2025-01-19 18:40:23 +00:00
Y0SH1M4S73RandGitHub a54009fd67 Circuit Wirenet Components + Assembly Shell Tweaks (#88593)
## About The Pull Request

Assembly shells now use power from whatever machine/borg/mech/modsuit
they are attached to the wires of, instead of their own power cell, when
appropriate.

As for the meat of this PR, circuit wirenet components function like
NTnet and NFC components, but their signals are transmitted across
whatever cable network the shell (or in the case of assembly shells, the
machine or button it's inserted into) is connected to. These components
are available with roundstart tech.

## Why It's Good For The Game

Provides a somewhat intuitive way to make circuit networks that aren't
dependent on external factors to continue functioning.

NTnet components require a functional NTnet relay, which usually means
they need telecomms to be working. NFC components have a range limit,
and you need to provide a specific reference to the circuit being
communicated with. Wirenet components, on the other hand, just need the
shell to be anchored (or for assembly circuits, the thing whose wire it
is attached to), and for the shell to have a cable under it.

Also might indirectly provide a reason to use cable layers other than
the default one.

## Changelog

🆑
add: Adds circuit wirenet components, allowing data to be transmitted
and received over cable networks.
qol: When attached to a machine, mech, modsuit, or borg, assembly
circuit shells will use power from those instead of the circuit's own
cell.
/🆑
2025-01-13 16:16:12 +00:00
necromanceranneandGitHub e9471b00b0 Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request

A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853

The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.


![image](https://github.com/user-attachments/assets/456aba07-ba0a-4ad3-993c-7fc2bc1395d6)

Sprites by OrcaCora.

### Some of its features

The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.

The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.

To recalibrate the gun, you can do one of two things; 
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.

### Some of its downsides

The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.

It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.

### Where can I find it? What about ammo?

You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.

There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)

### New .38 ammunition types

True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).

It is printed once the station gets Exotic Ammo.

## Why It's Good For The Game

This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.

Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.

Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.

In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
2024-12-13 19:46:24 +00:00
mcbalaamandGitHub bf6958af5e Adds a mail sorting unit to sort mail per department; some flatpack stuff (#88288)
Adds a mail sorting unit!

The unit accepts mail, stores it and sorts it per department. It can
also search for individual envelopes, change it's output tile and be
VERY loud.

At the meantime, this PR also adds two flatpack subtypes - flatpacker
subtype and mail sorter subtype. The first one is intended to be used by
mappers to have a flatpacker be accessible roundstart, and the second
one is now sold at cargo wardrobes to make the mail sorter also
available roundstart.
2024-12-08 07:02:25 +00:00
jimmylandGitHub 43e5ad44e1 janitor modsuit space cleaner mister (#87973)
## About The Pull Request
![2024-11-17
10_33_43-Window](https://github.com/user-attachments/assets/93f3f0f4-9475-4537-9a75-a973a9886eea)

generates 2u of space cleaner per second if active
it shoots space cleaner
janitor ert gets it

## Why It's Good For The Game

at long last janitors get some actually useful modsuit module

## Changelog
🆑
add: janitor modsuit space cleaner mister module
/🆑
2024-12-06 23:24:36 +01:00
LucyandGitHub 80ab61c8c7 Abductor doohickeys now properly unlock alien tech (#88310)
## About The Pull Request

It seems the abductor tech `required_items_to_unlock` assumed that
subtypes of the given typepaths were included. This is not the case - as
a result, things like the abductor device circuit boards, mental
interface device, silencer, science tool, and omnitool would not unlock
alien tech in the experimentor..

## Why It's Good For The Game

stuff working as intended is good.

## Changelog
🆑
fix: Abductor doohickeys (i.e abductor device circuit boards, mental
interface device, silencer, science tool, and omnitool) now properly
unlock alien tech via the experimentor.
/🆑
2024-12-01 23:22:15 -05:00
GhomandGitHub 6b543476da Aquarium kits can now be printed + other tweaks. (#88068)
## About The Pull Request
Aquarium kits can now be printed from service, cargo, science
protolathes and the autolathe too, from half a sheet of metal. You still
need the other materials to set it up but it should be fairy simple if
you can access a proto/autolathe.

The 'Growth/Reproduction' setting for aquariums has been renamed to
"Safe Mode", which, on top of disabling features such as growth,
reproduction, evolution, power generation etc etc, will also disable the
water, temperature and food requirements for keeping the fish alive.
Useful if you want a purely ornamental aquarium or you have to skidaddle
somewhere else for a while.
The lawyer, as well as prefilled aquariums start with 'Safe Mode'
enabled.

The 'Aggressive' fish trait has been replaced with 'Territorial', which
is exactly the same but the fish won't lash out unless the aquarium is
populated by five fishes or more. No more angelfish viciously attacking
the guppy and goldfish in prefilled aquariums.

Tweaked a couple values around hunger and fish health loss when starving
or in a bad environment to cause slightly less damage.

Lastly, added screentips to the aquarium component, which is something
I've forgot to do in the PR that brought it.

## Why It's Good For The Game
Aquariums may be a complex feature, but as far as I can tell, I had been
neglecting the possibility of aquariums as simple room decoration for a
while (outside of the beauty-related mechanics), and the constant
maintenance (and perhaps a bit of knowhow) they require makes them awful
at that. Also, the "growth/reproduction" setting really didn't have a
reason to be before, since it didn't offer any tangible benifit to turn
it off, so I had to revamped it.
Also it's been proven by now that keeping aquariums as cargo-orderable
stuff is just bad.

As for the fish trait change, it just sucks to see the angelfish shank
the goldfish with no way to solve it other than removing the
hyper-aggressive killer fish from san diego fella.

## Changelog

🆑
balance: Aquarium kits can now be printed from cargo, service, science
protolathes as well as the autolathe. They no longer have to be ordered
from cargo.
balance: Revamped the "Growth/Reproduction" setting for aquarium to
"Safe Mode", which also disables the food, temperature and water
requiremenets of aquariums, making it useful for purely decorative
aquariums.
balance: Replaced the "Aggressive" fish trait with "Territorial". No
more angelfish shanking the goldfish and guppy in prefilled aquariums
with less than 5 fishes.
qol: Added screentips to aquariums.
/🆑
2024-11-29 18:11:59 +01:00
GhomandGitHub 7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00
Penelope HazeandGitHub b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
15247f28f1 Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request

The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.

- Clarke no longer requires gold bars to be built.

- HP bumped from 200 to 250, melee armor bumped from 20 to 40.

- Clarke Ore storage module can now collect boulders and smelt them
internally.

- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.

- Mech Pkas now do more damage  and have the AOE upgrade preinstalled.

- Mech drills are now a utility module rather than a weapon.

- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems

- Fixed Mech sleepers not granting life support.

- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.

## Why It's Good For The Game

Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.

The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.

This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.

**Arcmining Clarke and Improved Combat functionality**

The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.

Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o

The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.

The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.

I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.

Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.

Lastly The drill modules have been reworked to be utility modules
instead of weapons.

Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.

**New Clarke Exclusive Internal Module: Mining Sleeper**


![image](https://github.com/user-attachments/assets/bf807ec7-57e0-4caf-a2ac-bbd70ccc44c0)


Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.

**Tech Node Changes**

This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.

There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.

These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.

The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.

ROCK AND STONE!

## Changelog

🆑
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-17 13:51:18 +00:00
ed2cf584f4 actually adds the perceptomatrix to the techweb (#87948)
## About The Pull Request

actually adds the perceptomatrix to the techweb

## Why It's Good For The Game

i forgor

## Changelog

🆑
fix: actually adds the perceptomatrix to the techweb
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-11-17 04:11:10 +00:00
fec9a5d725 Adds a new NFC component for circuits (#87286)
## About The Pull Request

TODO:
- [x] Main circuit code
- [x] BCI compatibility
- [x] Limiting range in some way(not intended as a private cross map
coms system)


This adds a new NFC component, its similair to NTNet component with the
distinction it will only be received by the shell's circuit you target.
Allowing more targeted networking for things like remotes

I'd love suggestions for a max range, if any. Because im not really
sure. Maby circuit has to be in vision for it to work?

gif is too big so here is direct link to discord embedded gif showing it
off

https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&

<img
src="https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&">

## Why It's Good For The Game

NTNet is powerfull for making networked circuits, but I lack a good way
to create a direct "remote" with complex data.
I want to make a circuit that makes it easier to controll other circuits
in a less strictly coupeld way and this seems like a clean way to make
those

## Changelog
🆑
add: A new cirucit component allows NFC communications
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-11-02 14:32:54 +01:00
2b755b3822 Where them peaches at? // a.k.a Service Cyborg botany tools! (#87464)
## About The Pull Request
(my dumb ass commited previous pr on master branch so i made new 💀)

- Adds "Service Cyborg Botany Upgrade" that cost 13 iron and 2 glass.
- Basically, the mostly unused cyborg model has now more functionality.
(as we know how many gimmicks can be made through botany)

- Botany Omni-tool:

![gorg_newskin](https://github.com/user-attachments/assets/877ea903-1d9d-4b83-af50-7a0e7a080308)

- Meet the "Gardener"

![gorg_gardener](https://github.com/user-attachments/assets/3a70c6a2-d6cc-45c3-8584-e730e9f3d694)

## Why It's Good For The Game

I was outraged that despite the borg ability to cook - near half of the
recipes you could not recreate due to the lack of a botanist (or when
theyre doing syndicate operations). The Service borg can now serve well
on a lowpop rounds.

## Changelog


🆑
add: Added new botany module in mechfabricator designs. Gives service
cyborg plant bag and plant analyzer.
add: Added cyborg botanical omni-tool.
qol: Service apparatus (another existing module) can now hold: seeds,
fish, grafts.
qol: Secondary beaker storage can now hold any beakers. It used to spawn
with one, but when you dropped it - you could no longer pick it back.
image: New gardener skin for service cyborg.

/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-01 17:04:55 +00:00
2b0485d0c8 Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-14 10:47:43 +02:00
d60765bf89 Portable SMESes (as "inspired" by /vg/station) (#85732)
## About The Pull Request

![image](https://github.com/user-attachments/assets/7fcedc40-a24f-43cc-aeda-7ac43af6ef11)

Adds the **portable power storage unit** (5 megacells and cable) and the
**power connector** (1 capacitor and cable), a two-part system for power
storage that, together, are functionally identical to a standard SMES
(with the ability to switch out the part that actually holds power).
It's on the same research node as the SMES itself.

Original idea and power connector sprite taken and slightly modified
from vgstation-coders/vgstation13#4555.

**The power connector is useless without the portable SMES and
vice-versa.**
<details><summary>How does it work?</summary>

The **power connector** (on the left) is set up like any other regular
SMES, but is functionally useless without a connected power unit. The
capacitor decides maximum power transfer rate.

The **portable power storage unit** (in the middle) is the part that
actually holds power, taking five megacells (power capacity scales
appropriate to cell capacity). It's functionally useless without a
connected port, as it can't interact with powernets in any way on its
own.

To actually use both of these, after wiring up the power connector
appropriately (as any other SMES), wrench the portable storage unit to
the connector; the connector acts like a regular SMES, charging and
discharging the portable unit in lieu of charging/discharging itself. If
necessary, you can disconnect the portable unit afterwards, and bring it
elsewhere with an assembled power connector.

Disconnecting the portable storage unit in the same way you connected it
(with a wrench) disables input and output on the connector, requiring
the user to re-enable the controls after connecting another portable
storage unit.
</details>

Also breaks up SMES attackby into different tool_acts. 

## Why It's Good For The Game
I think it could be neat for things like Lavaland field bases or
player-built mini-stations; instead of building power generation
on-site, you could charge a portable SMES and bring it over. Or you
could set it up as a power reserve in the event engineering explodes.
Sure, you could argue that someone could just build and rebuild a SMES
or switch out the cells in it a bunch, but lugging around a whole thing
feels cooler.

## Changelog

🆑
add: Portable power storage units and power connectors! Under the same
research node as regular power storage units, and not mapped in
anywhere. Build a connector and portable unit, wire the connector like a
regular SMES, wrench the portable unit onto the connector, unwrench as
needed.
code: SMES attackby was broken up into several tool_acts instead of a
big attackby chain. If something stops working in regards to using tools
on SMESes, please file a bug report.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-02 11:04:46 +00:00
0771b1b3a7 adds some "factory" machines (#86063)
## About The Pull Request



https://github.com/user-attachments/assets/4ceb4c0f-d5ef-4fc0-8436-d7eec5b6f396



https://github.com/user-attachments/assets/56ddd387-7376-4c35-a067-1adccbddeecd



https://github.com/user-attachments/assets/dda6cc2b-614a-4adb-a8f4-2c03b51162e0



https://github.com/user-attachments/assets/fa7697fb-f484-48a0-bb85-ee0c2f4867e2



https://github.com/user-attachments/assets/02de4b24-2fa0-4a1e-b147-df9500109b3c



https://github.com/user-attachments/assets/b56c03ab-49c9-487f-a99f-fcba5ce038ac



https://github.com/user-attachments/assets/52bae5a4-68b0-4f25-99c1-1b677b99790a

i didnt feel like recording the lathe and crafter for a suitable file
size again but essentially the crafter crafts and the lathe lathes

all machines but the router and sorter are cable powered (suitable on
lavaland)
theyre researched roundstart

they can receive any resource that bumps into it if that resource is on
the conveyor

## Why It's Good For The Game
more fun engineering stuff
and perhaps mining given these are more efficient but require effort to
set up
https://hackmd.io/@jimmyl/S1dZRZosC
## Changelog
🆑
add: added the manufacturing
smelter,router,sorter,crafter,lathe,crusher,unloader
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 14:58:27 +02:00
ab365f9fb4 Adds the ability for an AI to remotely charge an APC with an upgrade disk (#86470)
## About The Pull Request

Adds an upgrade disk that gives the ability to remotely charge an APC
with the AIs backup power (the one that runs down when there is no power
in an APC). This tech disk is under advanced AI tech

Also added the ability to make new disks with the new object type
/obj/item/aiupgrade, and made it so not every AI module is malf, now
only subtypes of /datum/ai_module/malf show up on malf upgrade screens

## Why It's Good For The Game
Adds the ability for an AI to assist crewmembers who do not have power,
which is a pretty interesting interaction. Does chem not have power and
is trying to make some healing chems? you can provide power for them for
a bit, but they better hurry!


## Changelog
🆑
add: Added the remote power AI disk
code: made it possible to easily add new AI upgrade disks
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-19 09:24:43 +00:00
GhomandGitHub 14ed7f5abb Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request
The idea was born from a small conversation about bepis nodes having low
visibility, which somehow degressed into the idea of announcing
researched nodes to the channels of the interested departments thru the
announcement system machine, which is what I'm doing here, while also
adding documentation, defines and purging some, not all, instances of
camel cases from announcement_system.dm.

Oh, by the by, like the arrival and new head arrival messages, it can be
customized or disabled by interacting with the announcement system.

## Why It's Good For The Game
I think it's helpful to let players know when the research of their dept
is researched, and I think it's kinda interesting to announce bepis tech
on common like it's some hot stuff while it actually isn't just because
it's often missed out and miscellaneous.

## Changelog

🆑
add: Automated announcement systems now announce researched nodes to
their respective departments. You can stop this by either disabling the
announcement systems or by using a multitool on the circuitboard of the
console you're researching nodes from.
/🆑
2024-09-15 11:57:00 -07:00
GhomandGitHub 023bfd0e5d Autowiki for fishing. (#86035)
## About The Pull Request
I've come to realize manually updating all fishing stuff on the very
much outdated wiki would be a colossal pain in the rear, so I've decided
to automate a few bits to generate autowiki lists containing information
about fish, fish traits, bait, hooks, reels, fishng rods, fish sources
and fish experiments.

Now tested.

## Why It's Good For The Game
Making a huge autowiki for a feature that's being constantly updated (by
me) but still has a particularly lame and outdated page on the wiki.

## Changelog
N/A
2024-09-10 12:58:05 -04:00
nesquikandGitHub f6c8c46757 *Add a capacity upgrade for janitorial cyborg light replacers (#86351)
## About The Pull Request
This is a researchable upgrade for janitorial cyborgs. It gives them
slightly more than double the amount of lights, and it is researchable
in the same suite of upgrades.

## Why It's Good For The Game
I often found myself wanting more lights, or wanting to fix small broken
windows as a cyborg, and this PR adds a solution.

## Changelog
🆑
add: Add a capacity upgrade for janitorial cyborg light replacers
/🆑
2024-09-09 23:54:01 +02:00
GhomandGitHub c77c50ae3d Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request
This PR adds a pair of fishing gloves that let you fish and work out at
once, and also a MODsuit module that lets you use MOD gloves to do the
same thing (without the workout, an external fishing rod has to be
inserted first). In both cases, you can equip or unequip bait, hook and
line by using the fishing rod interface which you can open by
right-clicking the gloves. To get both of them, you've to perform the
first fish scanning experiment.

I had to refactor the profound fisher component a bit to do this.

## Why It's Good For The Game
Interweaving a few different features with fishing. Fishing and
Athletics are both skills, so I thought it'd be nice if it were a way to
take advantage of both, and level them up accordingly. Also fishing
gloves with maxxed out athletics can make fishing a lot noticeably
easier at higher difficulty.

## Changelog

🆑
add: Added Athletic Fishing Gloves and Fishing Glove Module to the
advanced fishing tech node. Both can be used to fish without having to
hold a fishing rod. The athletic fishing gloves will also train your
athletics skill.
/🆑
2024-08-23 21:29:09 +00:00
b6b3fcaa19 Add big manipulator. (#84888)
## About The Pull Request
Sprites Update by ArcaneMusic:
![Снимок экрана 2024-07-24
081415](https://github.com/user-attachments/assets/db557ba1-c87e-4751-9cbe-55f543f7bdd3)
Video:
https://youtu.be/JoFvwwFzVvA
Text:
Big manipulator is a new machine crafting from circuit board which can
be created on engi/rnd/cargo/service techfabs.
Big manipulator performs a simple function of take and drop item. You
can unsecre it with wrench left click and rotate manipulator hand with
rigth wrench click.
Big manipulator speed depends on the tier of servo part inside it:
2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier.

## Why It's Good For The Game

Provides more logistics mechanics for conveyor belt designs and other
cargo transportation.

## Changelog

🆑 by Xackii, sprites by ArcaneMusic
add: Added big manipulators.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-08-21 07:57:13 +02:00
GhomandGitHub ff3b73dc82 Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game


## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
2024-08-18 06:06:17 -07:00
AndrewandGitHub a24c890037 Ordnance experiments tweaks [NO GBP] (#85680)
## About The Pull Request

More techweb feedback processing.

1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter

## Why It's Good For The Game

Balancing the tree out according to the player's behaviour.

## Changelog

🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑
2024-08-14 13:38:35 +02:00
nesquikandGitHub 83dde48caa Add a janitorial 'borg plunger (#85475)
## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.

## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.

## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑
2024-08-14 12:38:50 +02:00
VekterandGitHub dd739acf3c Makes cyborg endoskeleton a roundstart research again (#85695)
## About The Pull Request

Cyborg endoskeletons no longer require a research node to be made,
making them possible to create at roundstart.
## Why It's Good For The Game

I feel like placing these behind a node doesn't really do anything
that's worth having it there. There's very little to do at roundstart
other than making cyborgs or clean/medibots at roundstart, so most of
the beginning of a shift turns into "trying to get R&D to research the
thing you need to do arguably the most important part of your job". I
haven't been able to find a single benefit for doing this. Arguably,
it's like this to prevent people from "wasting resources on cyborgs that
never get built", but I can't say I've ever been on a round with more
than 30-40 people where I didn't build at least two borgs.

What actually ends up happening is one roboticist makes everything but
the endoskeleton while the other tries to get access to the R&D computer
to research cybernetics so they can finish making a cyborg. It was also
argued that augmentation is more often requested at roundstart than
borging, which I have seen maybe twice in the last three years.
## Changelog
🆑 Vekter
balance: Removes the research requirement from cyborg endoskeletons,
meaning they can be built at roundstart again.
/🆑
2024-08-14 12:34:37 +02:00
SmArtKarandGitHub 32ca904e47 Fixed NT Frontier discounts not applying (#85351)
## About The Pull Request

Closes #85234

There was a check in place to ensure that no node gets reduced below 250
cost. It made sense when nodes costed up to 10000 points... but now the
maximum cost is 200. Into the recycler it goes.

## Changelog
🆑
fix: Fixed NT Frontier discounts not applying
/🆑
2024-07-31 18:15:46 +02:00
AndrewandGitHub d50ff3d054 Made borgs and AI able to use research queue [NO GBP] (#85202)
## About The Pull Request

Interaction with the queue didn't work for mobs of a type different from
`/mob/living/carbon/human`

Fixed this.

## Why It's Good For The Game

Fixes #85049 

## Changelog

🆑
fix: Borgs and AI can now use research queue
/🆑
2024-07-24 14:08:52 +01:00
7088097eb8 [NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions (#84980)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

### Cybernetic variant surgeries

Many of the surgeries able to be performed on organic limbs now have a
version for robotic limbs. This includes;

### NONE OF THESE ARE SELF SURGERY OPTIONS

- Organ repair surgeries
- Stomach Pumps
- Blood filtering
- Autopsies
- Lobotomies
- Pacification
- Lipoplasty
- Amputation
- Brainwashing (including the Sleeper Agent protocol)
- Nerve Splicing and Nerve Grounding
- Vein Threading and Vein Muscle Membrane
- Ligament Hook and Ligament Reinforcement
- Cortex Folding and Cortex Imprint

These utilize mechanical steps and unique versions of their special step
that uses mechanical tools. But many of these are able to be performed
using standard surgery tools.

In fact, I've improved the chances for doing surgery using standard
tools for mechanical steps, recognizing that medical is often going to
end up with synths in medbay whether we like it or not.

### NONE OF THESE ARE SELF SURGERY OPTIONS

### Organ Repair Surgeries correct EMP Failure Cascades

When you repair a synthetic organ using the organ repair surgery, it
reverses the effects of organ failure from an EMP. That is, the
permanent failure of an organ. This allows for an alternative method to
replacing that organ wholesale, which makes treating synths a lot easier
for medical and EMPs less of a RNG death knell for people with
cybernetic organs. However, it still needs the surgery to correct the
error, so this isn't removing the danger of being EMP'd.

### Health Scanners report EMP Failure Cascades

Scanning someone with a cybernetic organ now actually tells you that the
organ is failing. Wow, why wasn't this already the case?

## Why It's Good For The Game

#### Surgeries

With the new techweb changes, augmented crew are becoming a lot, lot
more common place, as are the implantation of cybernetics. These are
required for research to be able to progress both medical and robotics
technology. Therefore, those using these items are becoming a lot more
common place.

However, our medical system is quite blind to these people as of the
moment. A lot of surgeries that are critical to recovering the
injured/dead do not work on them outright, and medical can't resolve the
problems that come with cybernetic organs entirely.

This change hopefully modernizes our surgeries to account for these
synthetic/cybernetically-altered crew members that neither forces people
to choose between taking them to medical or robotics (they're often
going to end up in medical regardless), and letting either department to
function as a place for these crew to obtain medical services.

Also gives them some cooler flavour to their surgeries, which I think is
the most important part of this change. It actually feels like you're
more than human without getting too much in the way of gameplay loops
and over complicating things.

Edit: To provide a bit of extra clarity on 'Why allow the advanced
surgeries?'

You can actually have the benefits of the advanced surgeries as an
augmented humanoid. The problem is that it has to take place before you
are augmented. They're not mutually exclusive, just slow to apply. There
isn't much reason for there not to be a method to apply them to robotic
people, particularly since augmentations are expected earlier in the
round than advanced surgeries.

#### EMP Failure and Detection

This mechanic is probably what people hate the most about cybernetics.
It is largely invisible, and forces you to have to go through a tedious
process of organ replacement on what could be any one of your organs,
since it wasn't being broadcast to the user which one is failing until
you are possibly already doubling over.

Now, it is easier for medical staff to identify if they have a
cybernetically enhanced patient in the midst of a failure cascade, and
have the means to resolve the problem. Robotics and cyborgs can too,
since sometimes they'll have the means usually to do the same operations
and detection.

## Changelog

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🆑
add: Robotic variants of many of the standard and advanced humanoid
surgeries. You cannot perform self surgery with these surgeries.
balance: It is easier to do robotic surgeries with normal surgery tools.
qol: It is now possible to detect EMP organ failure cascades via health
scanners.
qol: EMP organ failure cascades can be reversed by doing organ repair
surgeries targeting the failing organ.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-22 18:07:05 +01:00
AndrewandGitHub c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
GPeckmanandGitHub 753a9cf5fa Adds a standalone Civilian Modsuit model, available from robotics (#84806)
## About The Pull Request

I talked with Fikou on discord about #84801, and he said that it would
be fine to make a standalone suit that is slowdown-free but also not
spaceproof. So yeah, that's what this is. The civilian skin for the
standard modsuit has been turned into a standalone model. It is similar
to the loader modsuit that cargo has, in that it has no slowdown while
active but doesn't protect you from space. It also has only a complexity
limit of 12 instead of the usual 15, and it has abysmal armor values. It
also doesn't protect you from pepper spray and the helmet doesn't allow
you to use internals or block you from eating.

I tweaked the sprites for it as well, removing the visor from the inhand
and mob overlay sprites, to better reflect it's lack of spaceproofing. I
also whipped up a quick sprite for the civilian mod plating, based off
of the medical mod plating since they have similar color schemes.
## Why It's Good For The Game

I'm going to just copy and paste what I said in the last PR, because all
of it still applies to this one. There are a lot of really cool modsuit
modules that are hampered by the other drawbacks that modsuits have.
These drawbacks exist for a good reason; space proof suits should have
tradeoffs, especially ones available at the start of the round like
modsuits are. But that doesn't really solve the problem with the
modules.

One of the biggest examples of this problem is the pepper shoulders
module that comes on security modsuits. It's a very cool module
conceptually, but it tends to have limited usefulness in practice. Out
in space, whoever you're fighting is likely wearing a spacesuit of their
own, which will make them completely immune to the pepper spray. On the
station, the person wearing the suit has to deal with the slowdown from
it, which will far outweigh any advantage granted by the pepper
shoulders module.

Another good example is the medical modules, like the surgical
processor, organ thrower/organizer, and thread ripper modules. All of
these are great for a medical player trying to perform surgery, but who
is going to be doing surgery in a depressurized room? All these modules
don't mesh well with the design of modsuits as special spacesuits, and
the new civilian model will hopefully give them more room to be used.
## Changelog
🆑
add: Added the civilian modsuit module as a standalone model. It offers
no slowdown while activated but does NOT protect you from the void of
space. You can print the plating from an exosuit fabricator and build it
like a normal modsuit.
del: Removed the civilian skin from the standard modsuit, as it is now a
standalone model.
image: Tweaked the sprites for the civilian modsuit head, both in-hand
and on the mob. Also added a civilian mod plating sprite.
/🆑
2024-07-19 18:40:32 +02:00
OdairuandGitHub 3f9f949a77 Fixes a typo I noticed when working elsewhere in borg stuff (#85016)
## About The Pull Request
Title
## Why It's Good For The Game
Fixing typos - Untility Cyborg Upgrades -> Utility Cyborg Upgrades
## Changelog
🆑
spellcheck: fixed a typo in borg research
/🆑
2024-07-17 20:13:06 +02:00
AndrewandGitHub 41ff0fbb40 Research queue (#84731)
## About The Pull Request

<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">


Added an ability to queue up to one node per player in a techweb for an
automatic research.

You can queue up a node only when all requirements are met, but there
are not enough points.

People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.

When a node is enqueued by RD, it is placed in front of the queue.

The research button is available when the queue is empty.

TODO:

- [x] Bypass queue when the node cost is zero

## Why It's Good For The Game

No need to stay at the console to wait for the points. No "Research"
button spamming.

## Changelog

🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑
2024-07-15 14:03:24 +12:00
necromanceranneandGitHub eaa4d71c3c Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#84532)
## About The Pull Request

Adds the Herculean Gravitronic Spinal Implant. A personal gravity
dampener that affords the user improved physical performance without all
the effort of actually working out.

This implant improves the user's ability in a variety of minor but
useful ways Including;

1) Faster climbing speeds with climbing hooks and ladders. (Athletics
now also influences this time)
2) Slightly less damage from falling from a height.
3) Faster fireman lifting and placing onto tables.
4) An easier time working out and stronger in boxing.
5) Standing up just a bit faster.
6) Throwing things just a little further.
7) Tackle performance, including offense, defense and safety if you
miss.

You can improve the implant by using a gravity anomaly core on it,
transforming it into an Atlas implant. This implant has considerably
better bonuses compared to the baselines fairly minor even if numerous
benefits. It also forces personal gravity to normal values.

As a result, the total number of gravity anomaly cores is now 6.


![image](https://github.com/tgstation/tgstation/assets/40847847/11180524-9e5a-4146-922f-1b935ff34764)

Has some little floating rocks around your head while active.

## Why It's Good For The Game

I attempted to add something fairly similar in the past, but didn't
quite like simply making an entirely combat related implant. Instead,
I've changed the concept towards generally improving some minor physical
world interactions. Things that you may not really think about or
notice.

I really enjoy getting just slight tweaks to the small little gameplay
activities that come up every so often, and even if this won't appeal to
most players, I know someone will see this and think to find a way to
make the most of the implant in some way that I didn't even think about.

## Changelog
🆑
add: Adds the Herculean Gravitronic Spinal Implant; an implant that
makes you better at athletics. You can upgrade it into an Atlas implant
using a gravity anomaly core.
balance: Gravity anomaly cores have had their max number of cores
reduces from 8 to 6.
balance: Your athletic ability allows you to climb faster.
/🆑
2024-07-12 22:36:26 +02:00