## About The Pull Request
This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.
This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!
As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.
Example of jetpack stabilization in action:
https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41
And, of course, you can do this now.

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.
Closes#85165
## Why It's Good For The Game
Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.
## What's left
- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system
## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based.
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
## About The Pull Request
Full-speed has been removed from jetpacks
All jetpacks are now modsuit jetpack speed
Due to having no purpose now, Adv. Ion Jetpack has been replaced with
its lesser form, Ion Jetpack
## Why It's Good For The Game
The meta to just blow up gravity and use your jetpack that makes you
faster than 99% of the projectiles ingame and faster than a healthy full
mood human to dunk on literally anyone you see because they cant click
you because youre going mach 3000 is absolutely not fair
With jetpacks being reasonable speeds this is no longer a problem
## Changelog
🆑
balance: All jetpacks are now modsuit jetpack speed
del: Adv. Ion Jetpack module has been removed
/🆑
## About The Pull Request
This PR includes a series of small changes and additions to hooks and
reel lines, as well as the aforementioned bounties. My objective here is
to make the (base) hook and reel line feel more useful. Ditto with a few
other things.
Here's the list of changes:
- Almost all fishing rods come with a hook and reel line pre-installed.
The rod from the fishing toolbox comes with separate hook and reel line.
- Without a hook, you cannot fish. Without a reel line, the cast range
is reduced (from 5 to 3).
- Fishing with a reel line installed provides a mild boon to completion
speed by default.
- The sinewy reel line (craftable from lavaland mobs) can now be used to
fish on lava / liquid plasma, but it's a bit stiff and gives a mild
malus to completion speed.
- Unlike other hooks, the rescue and jawed hooks now allow you to cast a
line and reel in living mobs too, not only items. They even get a status
alert they can click to un-snag themselves, or move away far enough to
achieve the same effect.
- Master fishing rod buffed. It now comes with a flexible reel line and
weighted hook pre-installed, and can be cast further than other rods.
- On top of that, the jawed hook will slow down living mobs snagged by
it and is a bit harder to remove.
- when casting a line, it will now show the icon of the current hook as
projectile, not a generic one.
- Reeling now correctly checks movement resistance and anchorage.
- Reeling an object (or a mob) now plays a sound. Ditto for
installing/removing slotted items.
- A few balloon alert feedbacks.
- Minor code improvements.
- The jawed hook should look a smidge sharper.
- reel lines are now small items.
## Why It's Good For The Game
The base hook and reel line didn't do anything begin with, and you would
do just fine without them. In the end it's just a bit unintuitive for
them not to be a requirement.
Beside that, it makes sense for the rescue hook to be able to snag mobs,
so they may as well be used to drag people out of lava or liquid plasma.
As for the jawed hook, it always felt to me a bit underwhelming and a
bit of a filler I had cooked up on the moment. It really could have some
'tactical' utility in virtue of being one of those niche black market
items.
## Changelog
🆑
add: Most fishing rods come with a hook and line preinstalled. Fishing
toolboxes come with separate reel and lines as usual.
balance: Fishing hooks are now required to fish.
balance: Without a reel line, the range of fishing rods is reduced by
two tiles. Conversely, having one installed gives a mild buff to the
minigame completion speed.
balance: The craftable sinewy reel line can now be used to fish on lava
or liquid plasma, but it's a bit harder to use.
balance: The rare-to-find-in-maintenance master fishing rod now comes
with a flexible line and weighted hook preinstalled, and has better
range than other rods.
balance: Fishing reel lines are now small enough to fit pockets.
add: The rescue and jawed hook can now snag and reel in mobs, not only
items. The jawed hook also slows down when applied, a la beartrap.
qol: Fish bounties now accept filled (stasis) fish cases.
qol: Several balloon alerts for fishing rod interactions.
fix: Reeling in items (and mobs) now respects movement resistance and
anchorage.
fix: Fixed the fishing rod equipment UI being too small to fit its
components.
sound: Reeling in something now plays a sound.
/🆑
I've done some changes to the scope component so that it can be applied
to items other than guns.
Binoculars now use it instead of changing the player view size, and lets
them move around while the zoom is on at the cost of a moderate
slowdown. This is both more comfortable, cooler and less laggier than
the previous method. Take in mind it still takes both hands to use
binoculars, so there's no much room for exploitation anyway.
This PR also makes the mothic softcap from the curator kit special: it
too has the scope component, albeit of a much shorter range, because
it's probably the least interesting kit of them all right now and has
nothing that the curator cannot get by walking in the aux base
construction room, except for a pair of pockets in the mothic coat,
though that's superseeded by the Trailwarden kit's saddlepack. It's
pretty fitting if you ask since the softcap has some goofy-looking
googles drawn on it.
Oh, items that aren't guns also have a different mouse tracker icon of
two circles joined together, instead of a reticle.
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect