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The SharkeningandGitHub d160076072 Proteans can now be lobotomized and brainwashed. (#4111)
## About The Pull Request
fixes: #3958 
Proteans can now be lobotomized and brainwashed

## Why It's Good For The Game

Maintaining my shitcode good. Broken thing bad.

## Proof Of Testing

Works

## Changelog

🆑
fix: Proteans can now be brainwashed with surgery
fix: Proteans can now be lobotomized
/🆑
2025-06-22 22:38:16 -04:00
+3 77616e8b0e Add Proteans to the game. (#3449)
## About The Pull Request

Adds the funny nanite blob dudes from Vigro code into the game. It's
more of a port of the idea since they're coded from the ground up. They
will be more of a utility focused species then a combat focused species.
**They are fragile.**

- Eats metal. You need metal to live and you need metal to heal. 
- Healed by materials. You feed Proteans metal to heal them.
- Difficult to kill, but extremely fragile. They are considered a
deathless species but they are stuck in their suit if they die. **You
have to order a new refactory from cargo to revive them**

**Order Refactory > Screwdriver suit > Insert refactory > Wait 5
minutes.**

- Easily dismembered. They have 30 seconds to recover their limbs and
pop them on or they will melt into nothingness. Can do a lengthy heal
which replaces missing limbs and easy to replace organs.
- Without a refactory, you will wither away.
- Without an orchastrator, you will have a lot of issues moving.
- You can lock your suit on someone. (OOC escape will work)
- You can assimilate modsuits.

- [x] OOC escape
- [x] Suit Transformation fixes
- [x] Modsuit Assimilation
- [x] Ensure organs are working
- [x] Species info and lore
- [x] Antag Proteans
- [x] Custom damage. Disable various surgeries.
- [x] Testing, polish, feedback.
- [x] Runtime and CI fixing.
- [ ] Live testing and balance.

## Why It's Good For The Game

This was the second to top vote on species people wanted to see added
and this is more custom mechanics then what is just a human reskin.

## Proof Of Testing


![NVIDIA_Overlay_bC6M2FThJP](https://github.com/user-attachments/assets/cb8c8594-f82c-408b-a9a1-e86a61bf8a0f)


![NVIDIA_Overlay_dbhHrYltOH](https://github.com/user-attachments/assets/cb643365-5512-465f-8582-337e24211b9f)

## Changelog

🆑 StrangeWeirdKitten, Majkl-J
add: New species: Proteans
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com>
Co-authored-by: Jinshee <manastra2536@gmail.com>
Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-13 15:05:46 -04:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
7088097eb8 [NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions (#84980)
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## 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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---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-22 18:07:05 +01:00
Xander3359andGitHub 926f8197aa Remove sleeper protocol objective + Remove the upper limit to sabotage RND server/Telecomms (#83206)
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## About The Pull Request
Deletes the sleeper protocol objective

![image](https://github.com/tgstation/tgstation/assets/66163761/a76ebfdf-8bac-4836-bf10-5639245af872)

https://discord.com/channels/326822144233439242/326831214667235328/1239270421921005570
Removes the upper limit to sabotage telecomms/RND servers

![image](https://github.com/tgstation/tgstation/assets/66163761/0c54871e-8a41-4b14-92a3-4adbfef721b9)

https://discord.com/channels/326822144233439242/326831214667235328/1239269962707636375
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Removes a bad objective.
Removes a non-sensical upper limit to sabotage rnd/telecomms.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
del: Removes the sleeper protocol traitor objective
balance: RND server/Telecomms sabotage can now show up even later in the
round
/🆑

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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2024-05-15 22:51:25 -07:00