## About The Pull Request
Moves the deep lore proc to the parent for guns.
Adds deep lore to some of the pistols.
Rewrites the deep lore for the stun baton and contractor baton.
Repaths the Liberator pistol to a more sensible path name.
Rechambers the Regal Condor to .45, because I was today years old when I
learned that the Tiger Cooperative are _[radical Christian
extremists](https://github.com/tgstation/common_core/blob/cf1edb9f770e7d3c38ca894e951ab5ac50395a47/Governments%20and%20Organisations/Corporations/The%20Syndicate/The%20Syndicate.md?plain=1#L73)_.
I just thought they were nutso about changelings, I didn't know they
also think they're God's ubermensch. Anyway, that freak who started the
cult would chamber their relic pistol in .45 and you know it.
## Why It's Good For The Game
I love dumping large amounts of text into the code base that will
rarely, if ever, be noticed by the player. It's also the means by which
I can summon forth my good friend Hatterhat to contribute to this
codebase. Like a carrot on a stick.
If I post enough, one day he'll PR flashforge mines like he promised me.
## About The Pull Request
Refactors teleporter interference into an item flag, refactors
teleporter interference checks to check your contents for items with
this flag rather than doing a hard check for a bag of holding. Currently
this flag is only used by BOH and SMOH, replicating current (intended)
behavior
Closes#96170
## About The Pull Request
- The area type for lizard gas on icebox had `requires_power = FALSE`
which means when the APC ran out nothing happened, which is dumb because
there's an APC and an SMES and a deployable generator the power is
clearly supposed to matter
- Because the ruin spawns on the station Z level the circuit imprinter
auto connects to the station ore silo, this doesn't make sense and the
lavaland version doesn't do it so it doesn't anymore
## Why It's Good For The Game
Fixes#5370
## Proof Of Testing
I spawned in and set the APC charge to 0 and verified that the area
actually loses power and lights go out/machines turn off, then I went
and put some mats into the station ore silo and verified that the
circuit imprinter in the gas station didn't have them
## Changelog
🆑
fix: fixed icebox lizard gas having infinite power
fix: fixed icebox lizard gas circuit imprinter connecting to station ore
silo
/🆑
## About The Pull Request
Main changes
- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)
Other changes
- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")
## Why It's Good For The Game
Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.
Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book
## Changelog
🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
A few tweaks regarding diamonds and bluespace crystals with regards to
ore vents.
With the quantity of bluespace crystals and diamonds that have been
reintroduced to the game, in an attempt to maintain their status as the
rarest tier of material to obtain for the station, both materials have
been removed from the standard pools of ores that can spawn into
boulders. What this **means** is that it can't roll as a primary
material for a boulder, providing 25-10 sheets worth of material.
**However,** diamonds and BS crystals are now available from all tapped
vents as an artifact boulder spawn. These artifact boulders will spawn
at a flat 7% chance, previously set as a random range of 0-10% randomly
per vent. Because this chance was never communicated to players, I think
it's fine at this point to split the difference, lock it in at 7%
(Considering that we're adding more things onto the artifact boulder
outcomes as is, I've elected to throw it to a slightly higher chance,
based purely on vibes). For clarity, these two artifact boulders add a
flat 1-5 sheets of their respective material to the boulder on spawn,
the same as mining a single tile of their respective ore from a wall.
Additionally, the overlays when scanning an ore vent will now show a
flashing icon to represent the rare chance that these two materials may
spawn. Text has been added to the examine for ore vents to explain this
behavior.
Boss vents may still spawn diamond and bluespace crystals, but at a
lower weighting than all other materials.
Due to diamonds and BS crystals being removed from the standard ore vent
weightings, their distributions within the ore vent mineral distribution
used on roundstart has been shifted, while otherwise keeping a similar
distribution of minerals across vents, according to the rough intent of
what minerals should show up at what rarities.
As previously stated, these two artifact material boulders add their ore
to the boulder itself, meaning that you may also want to pick out
artifact boulders in order to do limited chemical boosting for up to 50%
more materials.
## Why It's Good For The Game
Diamonds and bluespace crystals are intended to be rare, valuable, and
desirable enough to go out of your way to obtain. Ore vents ideally
should have had some sort of built-in scaling that tweaked the amount of
that specific material they produced, but I never got around to
implementing that and as a result they've been really, REALLY common for
the last while. One of the design goals of the new mining PRs that have
been released recently as to try and reintroduce some rarity and
desirability into these high tier minerals by adjusting their
availability while not completely locking them off from the rest of the
game.
This was a compromise to also still provide some utility to doing ore
vents with the reintroduction of ores being more common from
wall-mining. Wall diamonds and bluespace crystals will still exist, but
this way completing a small collection of ore vents will help to supply
the station with materials, where it's the quantity, not the quality of
vents that provides the best value, while noting you're still going to
be recieving these drops somewhat rarely unless optimizing your factory
output.
## Changelog
🆑
balance: Non-boss ore vents may no longer contain bluespace crystals and
diamonds.
balance: All ore vents now have a flat 7% chance to spawn an artifact
boulder.
balance: There are now 2 new artifact boulder types, which may contain
1-5 sheets worth of bluespace crystals or diamonds respectively. These
boulders may have their rare ore boosted via chemical boosting.
balance: ore distribution in vents have been adjusted to accommodate for
bluespace and diamonds being removed from vents accordingly.
spellcheck: Ore vents now explain the artifact boulder mechanic on
examine.
/🆑
## About The Pull Request
My antagonists are many. My equals are none. In the shade of tendrils,
they said Lavaland could never be conquered. In the land of wizards and
operatives, they said Space could never be humbled. In the realm of
wolves and snow, they said Icebox could never be tamed. Now they say
nothing. They fear me; like a force of nature, a dealer in thunder and
death. I say, “I am the Captain.” I am emperor.
## Why It's Good For The Game
<img width="292" height="152" alt="image"
src="https://github.com/user-attachments/assets/eb4dc06a-1ce6-4244-a067-ead41b5735e0"
/>
<img width="1395" height="632" alt="image"
src="https://github.com/user-attachments/assets/a21c4a22-3bfc-4023-ab59-5a1cad57ba52"
/>
We have pirates in 17-19th Century gear. The HoS has a Shako from the
19th Century. Let the King of Kings get in on that action.
## Changelog
🆑 theselfish, INFRARED_BARON
add: The Captain now has a Bicorne, and matching attire...
/🆑
## About The Pull Request
Splits `inertia_move_multiplier` in two,
`inertia_move_multiplier_passive` and `inertia_move_multiplier_active`
When calculating drift speed, only the better of the two is used.*
Spacer now buffs the former, jetpacks now buff the latter
In short, the bonus to drift speed applied from being a spacer no longer
applies multiplicatively with the bonus to drift speed from jetpacks.
**(If we want further nuance we'd probably have to look at something
like movespeed modifiers. But in the meanwhile this aims to
differentiate "this atom innately drifts faster" and "something is
making this atom drift faster".)*
## Why It's Good For The Game
The 0.75x modifier from Spacer combined with the 0.66x modifier jetpacks
apply ultimately comes out to a bonus of like 0.5x, or in other words, a
2x speed bonus which is a liiiiiiiiiiittle ridiculous. Jetpack jousting
is chaotic enough as-is.
With the changes Spacers will still get mileage out of especially poor
jetpacks (i.e. improvised jetpacks), but with a normal or advanced
jetpack, they'll go as fast as anyone else does.
## Changelog
🆑 Melbert
balance: Spacer: Bonus to drift speed no longer stacks with jetpack
speed - only the greater of the two effects is applied.
/🆑
## About The Pull Request
If glimmering residue (revenant ectoplasm) is scattered in the vicinity
of a mirror, the revenant will be trapped inside it instead.
-When mirrors are cursed in this way, the reflections are shifty and
distorted, like the revenant's reflection when it's alive.
-In this state, the revenant may only communicate via telepathy with
people reflected in the mirror (it's more like "standing close to it",
but that's probably ok).
-If the mirror is broken, the revenant will reform. If it's catatonic, a
new candidate will be pulled, much like with ectoplasm reforming.
-If the mirror is destroyed in another way, the revenant will be
destroyed as well.
-There is a 1/500 chance that a mirror will be haunted roundstart
## Why It's Good For The Game
You can now torment the revenant by eternally trapping it if it really
pissed you off
## Changelog
🆑
add: you can now trap dormant revenants in mirrors
add: haunted mirrors may very rarely appear roundstart
/🆑
---------
Co-authored-by: l0 <-->
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
- Large tank welding tool is now merged with engi omnitool. The welding
tank is shared across both omnitools so no extra fuel or such. Gives you
greater versatility in switching between tools without requiring you to
return the welding tool back to storage or bringing another omnitool
into an extra module slot and frees up a storage slot in storage. Plus
it just makes sense, completes the full set of tools an engi omnitool
should be having.
- Examining an omnitool also displays the examine of the internal tool
it is using. So examining the engi-omnitool with the multitool selected
will reveal what's in its buffer & examining it with the welding tool
will display how much welding fuel is left etc
## Changelog
🆑
qol: merged large welding tool tank with engi omnitool for engiborg
fix: examining the omnitool will reveal details about its internal tool
such as multitool buffer, welding fuel left etc
/🆑
## About The Pull Request
Adds slipless foam + one slipless foam for each life time + adjusted
long foam's life time from 30 seconds to 24.
Adds new foam reactions, list of what they produce below.
salt water = lasts shorter + no slip
soda water = lasts shorter
ice = no slip
holy water = lasts longer + no slip
hollow water = lasts longer
## Why It's Good For The Game
Sometimes, you want to flood medbay with a colorful reagent grenade
WITHOUT it slipping everyone and blocking it for a stupid amount of
time.
## Changelog
🆑
add: New reactions for water variants that make foam
code: New foam types that either slip or last longer or shorter
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## Interface Science
You know what the problem is with our features? They're all too easy,
too optimized to use. Look at Genetics; we went from a confusing UI that
a 14 year old hardcoded with html into byond to a polished UI using
tgui, optimized for player comfort, and gameplay has suffered. Too long
we have coddled players with fun and easy content, no more I say!!!
To fix ss13, I have added a feature with the most awful, unusable UI
ever. It's just wires with random sequences that may or may not do
something. And yet, you will use it till your fingers bleed and your
eyes go white, and you will be grateful. "Thank you coder daddy", you
say as you sacrifice yourself to a display of unending, procedurally
generated dogshit.
<img width="563" height="294" alt="image"
src="https://github.com/user-attachments/assets/e56c947f-a40c-4df9-beed-672812357576"
/>
Or maybe you're a sick little deviant, and you don't respect me. Instead
of using my awful UI, you start optimizing. You've forced the secret
pulse code, and you're not going to pulse them again and again. You make
your own interface by connecting it with signallers, or integrated
circuits. Ahhh, you beat me! Damn it, and you're gonna get away with it
too.
## About the Pull Request
Adds new job content to science. Science spawns with a few "gizmo"
devices and can order more through cargo. These gizmo's have random
functionalities, like the strange objects you can find in maintenance.
These functionalities come with different settings to change how they
operate.
However, there are no buttons, just wires or a voice interface. You need
to solve, for example, a wire puzzle. You just pulse the wires, and if
you hear ping the sequence is good, if you hear buzz its bad. Just keep
going till you hear a creak sound.
If you do a sequence correctly, there are a bunch of randomly generated
ways this interacts with the functionality, mimicking real life settings
and interactions. Imagine a TV remote with randomized buttons, and you
have to map them out again.
Once you've mapped the sequences, you can make an interface. For simple
ones, you can just make some signaller assemblies. For the best control,
you could connect it with a bunch of integrated circuit signallers, and
program sequences into an integrated circuit machine.
Below is a short video of how the puzzle solving works. (I can't be
arsed to figure out how to record tgui, here's a video I made with my
phone. Also I had the sequences written down, which I STRONGLY recommend
you do.)
https://github.com/user-attachments/assets/93f79f0f-df14-4ff9-8096-f079ebae7e91
<details>
<summary>Actual details</summary>
I have hidden the details to make exploring the feature itself more fun.
The whole thing was written to be convoluted, but intuitive. You should
be able to hit it with a multitool, and figure out everything from
there. It will take a bit to get the gist of it.
Nonetheless, for review purposes I have written down the details here.
If you're reading this for non-review purposes, you should know I have
embedded an internet curse that will at some point in 2026 teleport you
2 meters in a random direction. Continue reading at your own discretion.
The gizmo objects is usually generated with 1 or 2 'gizmodes'.
'Gizmodes' contains the fun-ctionality, and holds different operating
modes (so dubbed 'gizpulse'). You can't directly select a gizpulse, but
instead it generates a bunch of mode selections.
For example, a function that toggles lights has two gizpulses: toggle_on
and toggle_off. There are four different mode selects:
Cycle mode: Adds signal to cycle to the next gizpulse, and to activate
the current gizpulse
Select mode: Adds a signal for selecting every gizpulse, and a signal to
activate whatever the activate gizpulse is
Direct activate mode: Adds a signal for selecting every gizpulse, and
also immediately activates that gizpulse
Cycle-active mode: Cycles to the next mode, and activates it
(inconvenient but only has 1 signal to worry about)
So a light gizmode with the randomly selected 'select mode' has three
signals: select toggle_on, select toggle_off and trigger the currently
selected gizpulse.
Currently implemented gizmodes:
- Lights: toggle on, toggle off
- Move: start moving, stop moving
- Food printer (its filled with the spongebob grey goop thing): print
food (donut or burger)
- Mood pulser (AOE): happy pulse, sad pulse, radiation pulse
- Mopper: select different reagent, dump onto tile (1/2/3 range), make
smoke cloud
- Teleporter (5 to 15 tiles, random dir): Teleport self, teleport mobs
in range 1, do both
- Electric: charge from nearest cell (looks into objects and stuff),
magically gain some charge, make lightning, make emp, charge nearby
object, defibrillate in an area
- Copier (makes fake copies of mobs and objects, visual copy only): scan
objects, print objects, erase all copies
- Sputter: dump oil and shake, throw self
- Bad: explode, explode, explode harder, explode with fire, stab you,
warning, make robot spider, breaks your bones, throws a grenade at you,
radiation pulses
- Some behind the scenes gizmodes (language toggle for voice interface,
for example)
The voice interface starts with wires, with signals to toggle the
language or dump the code words. After that, you can talk to it using
the code words similarly to the wire sequence to solve the rest of the
gizmodes.
</details>
I've added two to every map, somewhere in or near the experimentor room.
They may ocassionally spawn from a maintenance crate spawner
<img width="611" height="331" alt="image"
src="https://github.com/user-attachments/assets/3782700f-57d3-4591-9282-e0de590056e1"
/>
## Why It's Good For The Game
It's really difficult to have "experimentation" type features in the
game. It all has to fit into 1h rounds, and people get used to it real
quick. The experimentor and strange objects kinda try, but it's just one
button and praying a bear doesnt spawn you explodes you.
I don't claim to have solved this perfectly, but I think this is fun.
You truly have to start experimenting, be systematic and write things
down. If you figure out how something works, you can go to the next
stage of making it more convenient to use. I think it's really fun to
mess around with integrated circuits and USB's, and make, for example, a
BCI controlled bluespace launchpad.
So I lean into it! There's different settings to account for, and its up
to you to make it usable! If you like integrated circuits, you'll love
this (maybe).
The gizmo functions are aimed at benefiting the station as a whole in
some ways, to motivate people to make some fun systems for these to get
maximum benefit! A mood pulser near a busy area will make everyone
happier! (I do need to add more like these, I got distracted doing
stupid shit.)
## About The Pull Request
This adds a new "Prison Block" holodeck simulation, accessible only when
the holodeck safeties are disabled (or emagged). The layout features
four functional jail cells with holographic flashers, a security desk,
evidence lockers, an electric death chair, and camera/record consoles.
<img width="288" height="320" alt="StrongDMM-2026-05-10 20 22 24"
src="https://github.com/user-attachments/assets/f32da2c6-9281-4681-b415-4eac5d9bf167"
/>
## Why It's Good For The Game
While many departments have dedicated holodeck programs, Security
currently lacks a specialized simulation. By placing a functional brig
within an emagged simulation, we create opportunities for emergent
scenarios:
- Antagonists now have more non-lethal options to detain and hold
personnel
- Security now has a backup brig during station emergencies
- Power cuts, EMPs, or AI intervention can trigger instant prison breaks
- With the press of a button, switching the simulation can transform it
into a death trap for everyone inside
This creates high-tension gameplay for both the captors and the
captives.
The electric chair was only used in the pirate shuttle (ruin?) and
didn't work properly, so it needed some code updates. Also, I did not
like how insulated gloves prevented electric shocks from working, so I
made it bypass insulation.
I had to add holodeck versions of brig lockers and security windoors so
now any ID can open windoors/lockers. People cannot open
windoors/lockers without an ID, so you must strip them of their ID when
imprisoning them, otherwise they can just walk out.
## Changelog
🆑
map: Added a "Prison Block" holodeck simulation, accessible via the
disabled safety/emagged menu.
code: Fixed electric chairs to work, and they now bypass insulation from
gloves when executing a mob.
code: Added holodeck versions of brig lockers and windoors that allow
anyone with a station ID card to access them.
/🆑
## About The Pull Request
- Closes#95030
- Closes#96081
Removed raw pizza subtype as it is unused and does not function properly
anyways
Also makes pizzas preserve their fillings when sliced
## Changelog
🆑
fix: Fixed custom pizzas having broken sprites and not preserving their
ingredients when sliced
/🆑
## About The Pull Request
Cleans up crematorium code, moves it to timers instead of sleeping, and
stops it from deleting indestructible objects.
Closes#96091
## Why It's Good For The Game
While this does have some balance implications, we no longer have an
objective to destroy the blackbox (with this being one of the few means
to do so, only other common method being the supermatter) so I presume
it is okay to prevent it from destroying otherwise indestructible items.
I've checked with NecromancerAnne about this and she said it shouldn't
have too much of a balance impact?
If I have missed any potential scenarios this breaks, please note under
the PR and I will try to rethink this.
## Changelog
🆑
fix: Crematorium can no longer destroy indestructible objects
code: Cleaned up crematorium code
/🆑
## About The Pull Request
Closes#96085
Also went through other say spans and converted them to defines, as well
as fixed beepsky smash's hallucination beepskys not having their spans
due to incorrect span being passed.
## Changelog
🆑
fix: Bubblegun suicide no longer makes the user yell out HTML
fix: Beepsky Smash beepskys now use proper text formatting
code: Cleaned up say span code in a few places
/🆑
## About The Pull Request
Click the triangles to see pictures
<Details>
<Summary> Top floor security has seen some changes, with EVA being
attached to the security lockers, and the firing range being added in
the place of the old transfer center </Summary>
<img width="1029" height="803" alt="image"
src="https://github.com/user-attachments/assets/c84065f6-6e92-4a0a-b6b4-c323f948fc38"
/>
</Details>
<Details>
<Summary> The middle floor didn't see a ton of changes, though
visitation has shifted left to make room for the new labor camp exit
</Summary>
<img width="616" height="574" alt="image"
src="https://github.com/user-attachments/assets/44658fe1-a048-4c3c-a951-3727d9b710f4"
/>
</Details>
<Details>
<Summary> The biggest changes are seen on the bottom floor - the lowest
perma-brig floor was trimmed down in size ab it, and the room has been
replaced with the Labor camp.</Summary>
<img width="993" height="950" alt="image"
src="https://github.com/user-attachments/assets/446a1677-3f67-4f8e-933e-92a20d22aa36"
/>
</Details>
This also comes with some mechanic changes to icebox labor, given
there's no more shuttle: You still teleport people into the labor camp,
but when the amount of points have been achieved, you can walk through
the point gate rather than needing to fly a shuttle home.
## Why It's Good For The Game
The labor shuttle didn't have much of a reason to exist on icebox, you
weren't flying anywhere, you were just walking a few steps downwards
Integrating it into the perma-brig allows for a more unique labor
experience than other maps, and one that fits the setting a bit more
## Changelog
🆑 Melbert
add: [Icebox] Security saw a minor remapping, with most notably the
removal of the labor shuttle and the integration of the labor camp into
the bottom floor of the perma-brig.
/🆑
## About The Pull Request
You can order a broadcast camera (the thing the curator can get which
lets them livestream to entertainment screens) in cargo for 800 credits
The cargo version has a smaller view range (4 tiles instead of 7 tiles)
and slows you down slightly
## Why It's Good For The Game
There's a lot of opportunities for gimmicks in being able to broadcast
to the station
Like if you're an antag and want to prove you have a hostage, or you
want to make rival news broadcasts, or you're a clown who livestreams
breaking into security, etc
Access to the ability to broadcast is very very limited (to a single
curator kit). If you wanna do any of the above you have to either play
curator and dedicate your entire round to it, ask the curator for
*their* gimmick item, or if there's no curator and you didn't roll it
you just can't do it at all. (And god forbid if someone steals the
camera or you lose it)
I think it's kinda sad so I wanted to add another way to obtain the
ability to broadcast and I figure cargo is a good place. It's lower
quality because I'm very wary of people robbing the curator of their
gimmick - The curator's camera is top of the line and that's what
differentiates it from the pleb's stuff.
## Changelog
🆑 Melbert
add: You can purchase (lower quality) broadcast cameras in cargo for
800cr
/🆑
## About The Pull Request
Issue was twofold
- `log_game` was in an `else`, meaning it only got called if the log
didn't have a user, despite the comment making it clear it should be in
both cases
- `message_admins = dud_flags != NONE` meant that admins were only
messaged for grenades that are duds instead of the other way around
## About The Pull Request
the n-spect area scan thing got removed and the examine text wasnt
updated which confused me and i thought it was bugged until i went on
the github and looked it up to see it was changed
## About The Pull Request
if(!user.can_bleed(BLOOD_COVER_TURFS) != BLEED_SPLATTER)
this was checking whether the user can bleed in that specific way and
negating it would convert it into a boolean
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/95962. Applies a
scaling to the resulting items mats_per_unit of a stack so, each item in
the stack has the correct material value.
Tested locally, now each material floor tile only gives 1/4 of a sheet
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: fixes material floor duplication
/🆑
Co-authored-by: pepe <john@john.com>
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great
## Proof Of Testing
<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>
## Changelog
🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
## About The Pull Request
Adds a new chemical: Carnivorous Blood. This chemical is acquirable via
traitor uplinks, at the cost of 3 telecrystals for a 30 unit bottle.
This chemical's purpose is to eat blood. When it enters its victim's
bloodstream, it begins consuming their blood at a base rate of 2 units
per second, consuming itself at a rate of 0.3 units per second. This
means that a dose of 15 units of it will consume roughly 14% of its
victim's bloodstream over the course of roughly a minute. That isn't
anything to call home over, obviously. This is because you are supposed
to pair it first.
To pair it, you acquire a blood sample from your chosen victim, in any
form that retains their intact DNA. You mix this with the carnivorous
blood, and the blood is now three times as effective inside that
specific person(or anyone sharing their DNA). The paired version,
assuming a dose of a full 15 units that is allowed to fully metabolize,
will take the paired victim's blood down to roughly 55% over the course
of roughly a minute(assuming nothing is impairing or improving the
person's natural blood regeneration). This is just slightly less than is
required to knock out a victim from just blood loss, but is certainly
enough to significantly impair them.
(Up to three sets of DNA can be paired with a single set of carnivorous
blood. It cannot be de-paired in any useful way.)
Additionally, the chemical is twice as effective in the dead, allowing
one fifteen unit dose to fully drain a paired person of their blood.
The chemical can be duplicated using protein.
As a necessity in order to let the thing be used how I want it to be
used, this also makes it so that blood taken off the ground out of
bloodstains has DNA(unique enzymes) in with it. As it'd be absurd to
track how much of each specific DNA was in each specific bloodstain for
just this purpose, and because blood(the reagent) can only have one set
of DNA within it, it's been made such that the DNA you get from blood
taken from bloodstains is a random pick of the DNA present within the
bloodstain. If you don't get pure blood, you might not get what you
want.
## Why It's Good For The Game
A reasonably powerful traitor item that requires not just preparation on
your part, but INVOLVED preparation. The chemical itself is fairly
cheap(and could probably be cheaper but I'm being safe), but to get your
benefit you have to actually involve yourself with your target. Hurt
them a little bit, telegraphing yourself, or lurk around them until a
carp bites them and they leave their blood on the floor. Get them in a
rage cage, run a blood drive, whatever. There's a lot of ways to get
someone's blood, but all of them require active involvement, and I think
that that, on its own, will lead to interesting situations.
Also, side benefit that isn't really material but is worth mentioning
anyway, finding a body with no blood is currently absolute 100% no holds
barred completely airtight proof of bloodworms unless some psychopath
manually took a million years to slowly drain their blood manually. As
one dose completely drains a dead person, this provides an alternate
theory and reasonable means of faking.
Balance-wise, I say this every feature PR I make, but I don't think this
will be a problem. The chemical basically necessitates putting yourself
at risk in order to set it up, and is not a one-hit-kill. That is more
than can be said for several other crew-obtainable chemicals, BUT the
benefit of this chemical is that it takes a very long time to recover
from naturally. If someone succeeds the lexorin knowledge check and
survives, the oxygen damage goes away in a flash. Losing half your blood
takes an extremely long time to recover from naturally(and specific
items to recover from quickly), and leaves you quite vulnerable in the
meantime.
## Changelog
🆑
add: Added a new traitor item, Carnivorous Blood. It is purchasable in
uplinks. Carnivorous Blood is a reagent that eats away at a victim's
blood once in their bloodstream, doing so significantly faster if it has
been mixed with the victim's blood beforehand.
/🆑
## About The Pull Request
Goliaths no longer instantly stun the mobs they hit with their tentacle
for full 10 seconds, instead leashing them to the spot they were grabbed
at or dragging them towards themselves. The ranged tetris-piece attack
has been changed to a full cross which tethers the target preventing
them from moving away more than 1 tile, while the line and the ring
attacks tether the mob directly to the goliath itself and drag them in.
https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4
The tentacles can be manually removed after standing for 6 seconds, or
by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits).
They also naturally retract after 10/15 (cross/line and ring) seconds
like before.
Goliaths themselves have received a massive speed boost, going from 3
second movement delay to 1.2 seconds (150% buff) and no longer can
friendly fire with their tentacles (and ancient goliaths have their
trophy drop guaranteed)
Brimdemons, lobstrocities, watchers and legions also received some
changes:
- Brimdemons no longer can wound with their beams (they were basically
guaranteed to land a nasty burn wound with the initial blast), but are
now affected by laser armor and their beam DOT (not the initial 25 burn
damage upon firing) has been increased from 5 to 7. Their blasts can now
be interrupted by hitting them from their side or from their back
- Lobstrocities have had their retreat distance decreased from 8 to 6,
making them much less likely to randomly lose aggro on the miner (their
aggro range is 9 tiles, meaning that even a single tile of movement on
miner's part will result in lobsters losing interest in them when on CD)
- Watchers now try to stick to 3-5 (previously 4-6) tiles of distance
between themselves and their target, and legions try to maintain 4-6
tiles of distance as opposed to running away completely. This should
make fighting both of them more interesting and engaging, and make
dealing with them during vents less cancerous.
Sprites for the tentacle item and mob overlay are by thgvr from
https://github.com/shiptest-ss13/Shiptest/pull/2432
## Why It's Good For The Game
Goliaths are extremely outdated in their attack design, 10 second
hardstuns are basically a guaranteed death if there are any other mobs
around and aren't very engaging to fight on their own as they are very
easy to evade with 3 second movement delays.
Change to lobstrocities should just make their AI less jank, and
watcher/legion range changes should make them less slippery when
fighting with PKC or zero range PKA, or during vent defense.
## Changelog
🆑 SmArtKar, thgvr
balance: Goliaths no longer hardstun, but instead bind and drag their
targets in with their tentacles. They are, however, much faster now.
balance: Brimdemon beams can no longer wound, but deal a bit more DOT
damage. Their beams can also be interrupted by hitting them from the
side or back in melee.
balance: Watchers and legions now try to maintain a few tiles of
distance from their targets instead of retreating.
fix: Lobstrocity AI should no longer sometimes flee out of their aggro
range when retreating.
/🆑
## About The Pull Request
Adds a separate var that tells the tongue it should have
`TRAIT_SPEAKS_CLEARLY` rather than necessitate it being in the
`organ_traits` list
## Why It's Good For The Game
This has caused issues with tongue subtypes twice, so let's not make it
a third time
## Changelog
🆑 Melbert
code: Changes the way tongues allow you to speak correctly to make them
less prone to fault
/🆑