## About The Pull Request
You can now print basic wet floor signs at the Service Protolathe,
because you couldn't actually print them before lmao
## Why It's Good For The Game
So it turns out you could never print basic wet floor signs. It's wild.
## Changelog
🆑
add: You can now print basic wet floor signs at the Service Protolathe,
because you couldn't actually print them for decades.
/🆑
## About The Pull Request
reviver implants are sorta bad at actually reviving you now that /tg/
nerfed them, we should allow the crew to use them more
also we were the ones who moved it for some godforsaken reason
## Why It's Good For The Game
ditto
## Proof Of Testing
<img width="657" height="219" alt="image"
src="https://github.com/user-attachments/assets/ac414d8f-0020-4333-93fd-885a3e5c9c53"
/>
## Changelog
🆑
add: Moves revivers back to a noncombat implant
/🆑
## About The Pull Request
A new cybernetic eye implant, the tactical IFF visor, has been added to
the game, available in the combat implants research node. Its main
features are a cool LED display, dynamic color correction to make
distinguishing important objects easier, and inbuilt IFF systems capable
of distinguishing and highlighting allies and potential threats. They
also give flash/welding protection and mild night-vision capabilities.
However, this comes at a downside of making the user completely unable
to distinguish appearances or voices, or even examine others. Everyone
will simply show up as Unknown and be completely covered in static, bar
the threat assessment outline. Examining will only display their threat
status according to threat settings in the visor.
The parameters for threat assessment (both ID access and security
flag-based), as well as the visor display, can be configured by the user
at any time.
When emagged, the visor will instead completely hide and mute all mobs
except the user themselves, leaving them completely "alone" on the
station.
Deathsquads get an unmodifiable version, configured to treat anyone but
CentCom personnel as hostiles.
Settings can also be adjusted before installation with a multitool, and
locked using a screwdriver, preventing users from accessing them when
installed.
---
Eye rendering has been slightly refactored in order to support the
monovisor, as well as to get rid of duplicate code (and missing
features) on dismembered heads. Also moth eyes once again should block
emissives properly.
## Why It's Good For The Game
New content for both gameplay and roleplay, and fits deathsquad's
purpose very well.
## About The Pull Request
The circuit implant is, as the name suggests, an implant that can
contain an integrated circuit. It's similar in concept to the BCI, but
differs from it in the following ways:
- Has a capacity of 12 components, compared to the BCI's 25
- Can be inserted into basic mobs
- Does not set off Body Purists' disdain for cybernetics
- Cannot use the target interceptor, thought listener, or overlay
components
- Cannot force the user to speak/emote - the speech component simply
makes the implant itself speak like it does in other shells
The circuit implant can be printed from the component printer upon
researching advanced shells. Only one circuit implant can be inserted
into a mob at once.
As a little code standardization bonus, implant case interaction has
been refactored into an `item_interaction`.
## Why It's Good For The Game
Implants seem like an interesting way for circuits to be utilized. Not
only do they provide a body-purist-friendly way to have an internal
circuit, they also give most basic mobs a way to interact with the
circuit ecosystem. Additionally, them being implants implantable with an
implanter provides an easier method for a circuit to be forced upon
someone in a way that isn't as easy to remove as just dropping the item.
## About The Pull Request
1. Adds stasis bodybags, unlocked with cryogenics tech
These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.
Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.
You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.
2. Adds triage cards to the medical vendor
Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.
3. You can pin paper to bodybags
You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.
4. Updates paper interaction code slightly
We have new procs for allowing interactions rather that snowflakes
5. Other forms of stasis apply tumor suppression
Oversight?
## Why It's Good For The Game
I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.
Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients
## Changelog
🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
## About The Pull Request
Adds vitals monitors to medbay
<img width="368" height="292" alt="image"
src="https://github.com/user-attachments/assets/af32ef4b-5d20-4d9d-bb0d-bec554dd4dbc"
/>
These are wall mounted monitors that display a patient's state visually:
- The doll on the left shows bodypart damage + missing bodyparts
- The droplet next to the head shows blood level, from a bright red to a
grey
- The top bar shows heart rate (an approximation - stops when dead,
speeds up in hard crit), as well as overall health
- The second to the top shows respiration (stops when not breathing)
- Second from the bottom bar shows oxyloss level
- Bottom bar shows toxloss level
You can **examine** a vitals display to get a condensed health analyzer
output to your chat. (This lets the AI see health scans as well)
They beep as patient conditions betters or worsens, though I didn't add
any sound FX to it (yet), it's just a runechat message.
They can link to most machines that accept an occupant - such as cryo
cells and stasis beds - as well as operating tables.
They are printable in two forms - basic and advanced, the latter
requiring tech and does advanced scans on examine, rather than basic
scans.
The displays are mapped in every surgical theatre, as well as over most
stasis beds and by a few cryo cells.
## Why It's Good For The Game
I made these to cut down on juggling the health analyzer when trying to
determine how a patient is faring. (And also to add to medical larp.)
Currently while monitoring a patient's state you have to spam click them
with your scanner and fill up your chat.
This is cumbersome and distracts you from the rest of chat.
The vitals display provides a visual feedback for how a patient is
doing, no spam clicking needed unless you need specific details like...
organ health.
Some other benefits:
- AI can now monitor patient health without a shell.
- Other doctors don't need to crowd around a patient, they can step back
to watch the screen instead.
- Visitors don't need to rush in and print an analyzer to see how a
patient is doing either.
## Changelog
🆑 Melbert
add: Adds vitals monitors, mapped into the medbay treatment center,
cryogenics, and every surgical theatre. They act as wall mounted health
scanners, providing visual feedback for a patient's health.
/🆑
## About The Pull Request
Modsuit storage modules are now called compact storage modules and the
expanded ones are just regular storage modules. (Regular because they
have the same capacity as a backpack afaik) They're researched in the
modular suit equipment node instead of all the way on the advanced
engineering node, and the small storages only take up 1 capacity.
## Why It's Good For The Game
Picking your storage module is now more of a choice instead of "I'm not
going to get a modsuit until advanced engineering suits are researched".
The advanced engineering node is still good though because it has ion
thrusters.
## Changelog
🆑
balance: Expanded storage modules are now unlocked much earlier
balance: Regular storage modules require 1 complexity instead of 3
spellcheck: Regular storage modules are now called compact storage
modules and the expanded ones are just called storage modules.
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Huzzah! It's been a good while since I last added more fishing features
(instead I focused on small fixes now and then), but here I'm at it once
more.
This PR adds two designs to the Marine Utility techweb node (which
previously only had the bio-electric generator kit): The fish gene-gun
an as well as the bluespace fishing reel.
The fish gene-gun is a pretty easy concept. It's a device that takes
empty syringes. When used on a fish with an empty syringe loaded inside
it, It'll prompt the user to choose which trait to extract. Once the
trait is extracted, the syringe is replaced with a specialized 'fish
trait injector' containing said trait. You can then hit another fish
with the fish gene-gun again to inject the trait, or use it to remove
the injector, which can then be used on its own, or loaded into the
gene-gun later (the results are the same anyway). There are two caveats
though: Using the fish-gene gun on the same fish more than once
(extracting or injector) will kill it, and it also cannot be used on
dead fish. The fish can still be revived though.
The other thing is the bluespace fishing reel. It greatly increases the
cast range, and it also goes through walls and other solid objects and
is not disrupted by them. If used on objects, reeling the item in will
move it through wall and solid objects as well. Other than that. It's a
pretty standard fishing reel. However, it has one flaw, and that is it
cannot go through reinforced walls (as well as indestructible ones), so
no stealing from the armory etc.
## Why It's Good For The Game
I've been having some honest to god skill issues with aquariums at times
(they were also half-broken in the past but things have gone for the
better...). Some of the fish traits are good, some are bad, others are
utterly terrible (*looking at the anxious zip zap*) and kinda withhold
some of the potential stuff that can be done, which is what prompted me
to make this PR.
Also, bluespace fishing reel because ~~JoJo Vento Aureo reference~~ it's
such a neat concept.
## Changelog
🆑
add: Two items have been added to the The Marine Utility tech node: a
fish-gene gun to add and remove traits to/from fish, and a bluespace
fishing reel.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
1. Ammo will no longer show as a loot option until a weapon that uses
said ammo has been claimed. Some ammo, particularly shotgun ammo has
unique status bypassing this, since you could reasonably acquire a
shotgun from the armory, a bartender, or cargo. There is also a 10%
chance that some ammo will show up anyways, to keep people on their
toes.
2. If you claim another weapon of an already claimed ammo type, the ammo
in the pool will be refreshed, meaning obtainable once again.
3. Unclaimed items have a 40% chance of being re-added to the loot pool.
This is on top of the 80% chance for an item to not be removed from the
pool when selecting loot.
4. When hard bounties empty out their loot pool, they will instead draw
from the medium loot pool. Likewise medium bounties will draw from the
easy pool when they run out.
5. Modified the antag info panel text slightly.
6. Made more appropriate use of `SStraitor.uplink_items`, and checks for
abstract items more thoroughly.
7. Some weapons no longer come in gun cases for Spies
## Why It's Good For The Game
1. Initially the thought was Spies would just have dud bounties on
occasion. They could take the time to lie low or work on their plans
rather than prowl for loot. Alternatively, an aggressive spy would go
after them *just in case* they got the correct gun, or a passive spy
would go after them for the ability to later bribe someone carrying the
correct gun.
However, in practice it seems people largely just don't like having dud
bounties, as it hurts the pacing. Someone who is on a roll doesn't want
to sit there and do nothing.
Ghommie tried to implement this earlier but I disagreed with the
implementation, so here we are.
2. It would be pretty unappealing to go after a gun after realizing all
the gun's ammo has been looted already.
3. I noticed in testing pools would drain themselves pretty fast. This
serves as a bit of a stop-gap, and prevents items that rolled on
particularly difficult targets from being lost forever. Now you can roll
the dice and hope that it shows up again.
4. Might as well reward people with non-junk items if they manage to
drain a tier's loot pool, especially since the top tier pool is pretty
small.
5. People were oft confused about the wording of the text, thinking
they'd get banned.
6. No reason to use the indexed list.
7. Having a gun case thrust into your hands is not very inconspicuous
## Changelog
🆑 Melbert
balance: Ammo will no longer show up in the Spy loot pool until a weapon
that uses said ammo has been claimed. Some ammo for weapons easily
obtainable on station (shotgun shot) are not limited by this
restriction. Also, there's a rare chance ammo will show up anyways just
to keep people on their toes.
balance: Claiming a weapon will refresh ammo in the loot pool that has
already been claimed or cycled out.
balance: Bounty rewards that no Spy claimed have a chance to re-enter
the loot pool after a bounty refresh, rather than being lost for the
remainder of the round.
balance: When higher tier Spy bounties empty their loot pools, they will
attempt to draw from lower tier pools before defaulting to telecrystals.
balance: Spies no longer are rewarded with gun cases for bounties;
rather just the gun itself
spellcheck: Modified the Spy antag info text
/🆑
## About The Pull Request
First, boring stuff.
The "Modsuit equipment" techweb node has been split into two nodes, with
the additional node containing the more civilian MODules (And the new
plating), and costing 20 points.
A new "Perfumer" MODule has been added(not printable anywhere, but in
the new suit by default) that just cleans you.
The MODsuit being added has been added to the LawDrobe's premium
section, for 300 credits.
Now, the real addition.
This adds a MODsuit that is a modular suit, that is to say, a suit, tie,
shoes and glasses. The glasses aren't actually real flash-proof
sunglasses by default, but the welding protection module can be added.
The suit is obviously not space-proof, and offers no protection to
anything but biohazards. The suit has 10 complexity max, due to the fact
that most modules don't have a point on it. This is subject to change.
The pre-made one also has the stamp and paper dispenser MODules
pre-installed, which are both now activateable via the neck slot.
The suit control unit is the tie.
## Why It's Good For The Game
Have you ever been called to court, but you didn't have a nice suit, so
the judge holds you in contempt and sends you to jail? Well, never
again. Gone are the days that you cause two innocent boys to almost be
executed for a crime they didn't commit simply because you don't have a
nice suit. With the Moonraker Conglomerate's newest export in your
hands, you'll never be the less formal one ever again. No matter the
occasion, you're never more than a few moments away from
self-representing.
Video of the fit:
https://github.com/user-attachments/assets/44d08ca8-9ae1-4887-81e6-cec11792132e
It's the same look as a suit jacket, white tie, sunglasses and laceup
shoes. You must get a matching jumpsuit of your own.
I think it's neat, and it's a damn shame that there's not a single
MODsuit that isn't just head gloves suit shoes. All these MODules which
are activateable from head, mask or glasses, and no suits that allow it.
Missed opportunity, I'd say.
Also, lawyer buff. Need I say more?
## Changelog
🆑
add: Added a modular SUIT, a deployable, one-piece three-piece suit.
Purchasable from the LawDrobe.
balance: The MODsuit equipment techweb node has been split in two, with
an offshoot for civilian MODules.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This PR removes Defibrillators from being printable in the techlathe.
Which means the Compact belt becomes CMO exclusive item.
And adds a objective for spies to steal compact belt because it feeds it
into the black market, which other antags can maybe buy and emagg it to
turn it into a reasonable weapon
This pr also makes it so the baseline of roundstarting defibs is 4
## Why It's Good For The Game
Years ago we made defibrillators never printable, and there was no way
to get them unless it was trough cargo, and later we added it to the
techlathe which immediatly voided the cargo crate.
Medical starts with 4 defibrillators medbay usually uses 2, and then the
other 2 go to medical borgs (and theres not really ever a real reason to
print out another since you got plenty).
We also have spefific upgrade modules for medical cyborgs which is
voided by just printing a defib and inserting it into the medical borgs.
TL;DR order it from cargo either 1 using your departmental budget, 2
using your free ordering console, or 3 just from cargo
## Changelog
🆑 ezel
add: Compact Defibrillator is now a Spy objective
balance: Compact Defib is CMO exclusive again
balance: you can no longer print Defibrillators in techlathe (purchase
them via cargo if needed)
sprite: CMO compact defib now looks unique from other ones
map: catwalk defibs trimmed to 4 instead of 6
map: metastation defib added from 3 to 4
map: wawastation defib added from 3 to 4
map: tramstation defib added from 3 to 4
map: nebulastation defibs trimmed from 6 to 4
/🆑
## About The Pull Request
I'm working on a pubby update for the map depot for admins to run, and
thought I should throw this here. Removes a varedit from Pubby and makes
the monastery telescreen replaceable by making it researchable and
printable through the service techfab.
Also re-adds the pubby map wall item, using the new map item outlines.
## Why It's Good For The Game
Repairability for a map that seems to be ran frequently by admins
(judging by it getting actual issue reports), this has no effect
otherwise.
## About The Pull Request
This removes printable soup pots
## Why It's Good For The Game
<img width="915" height="378" alt="image"
src="https://github.com/user-attachments/assets/827f193b-56bb-4046-8ffe-eb0c9dfa0626"
/>
Just get it from the vendor or order restocking units.
## Changelog
🆑 ezel
balance: You can no longer print soup pots
/🆑
## About The Pull Request
- Gives Janiborgs the Experimental Broom round-start.
- Comments out the wirebrush upgrade. (It's already there round-start
already?)
- Gives Janiborgs Cable, RLD, RTD, and Decal Painter upgrades.
## Why It's Good For The Game
Allows janiborgs to fix lights and maint-mice wires later in the round.
Upgrades them from their shitty-tiles to modern-tiles so they can
actually make the kitchen look classy after someone blows it up. Gives
them the ability to touch up areas with decals as well, because most
engineers are just gonna slap down the pipes/wires and call it a day.
## Proof Of Testing
<img width="461" height="398" alt="image"
src="https://github.com/user-attachments/assets/75ffe907-f4ec-4d81-aefa-f43d458f17a3"
/>
<img width="599" height="160" alt="image"
src="https://github.com/user-attachments/assets/d8307015-6980-4138-8556-bc8a72f1264c"
/>
<img width="563" height="203" alt="image"
src="https://github.com/user-attachments/assets/d5c0b210-3826-4f28-8555-1c19a57a9ee1"
/>
</details>
## Changelog
🆑
add: RLD, RTD, Decal Painter, and Cable upgrades for janiborgs.
del: wirebrush upgrade, because it's already roundstart.
qol: added brooms to janiborgs roundstart
/🆑
## About The Pull Request
If you research a node you can still buy it from NT Frontier, and when
you do it refunds the research points you spent. It's like how
experi-scanners work.
Also cytology gives you an 80 point discount instead of a 120 point
discount. This doesn't change anything because it only costs 80 points
and NT Frontier boosts can't make costs go negative.
## Why It's Good For The Game
Right now it's most efficient to delay research until ordnance gets
finished and then grab all the free stuff, and any head of staff
researching stuff for their own deparment or robo that wants to make
cool mechs can fuck things up. That's not great, because it's
unrealistic to expect everyone to be coordinated and delaying research
never gets tried in practice.
Also, doing ordnance after the round has been going on for a while is
way less effective because all of the nodes you would've discounted were
already researched.
## Changelog
🆑
balance: NT Frontier can purchase and refund researched techweb nodes.
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Played around with fishing and aquariums the other day. While it has
come a long way, aquariums are still a pain in the ass in many ways and
there are still things that don't work as intended as well as some pet
peeves. This PR:
- removes code that didn't work to begin with (rotating the fish when
mounted on for fish trophy wallmounts)
- fixes the predator and necrophage traits triggering when the fish is
NOT hungry and on fishes that are bigger than the not-so-hungry fish,
rather than smaller.
- Add an examine line to fish tanks when full.
- Fixes evolution probability for self-reproducing fishes (purple
sludgefish should be 1 in 20, not 1 in 40)
- Fixes fish analyzers not being usable on equipped/held items.
- Nit with examine lines for fishing rods.
- Experiments handler devices won't announce when an experiment that
they cannot perform is completed. The big exception is the generic
experi-scanner. This means fish analyzers and operating computers will
no longer bug you about material scan experiments being completed.
- the ping sound from using lures should be a smidge louder and can be
heard from more than 1 tile away.
## Why It's Good For The Game
Issues with fishing and aquariums mainly, also a smidge of a code
improvement for experiment handlers.
## Changelog
🆑
fix: Fixed some fishes trying to eat other (bigger) fish while not
hungry. Also a nit with purple sludgefish being a bit too rare.
fix: Fixes fish analyzers not working with held or equipped fish or
aquariums (not in your backpack).
balance: Fish analyzers and operating computers no longer announce
completed experiments that they aren't compatible with.
balance: the ping sound from using fishing lures should be a smidge
louder and can be heard from more than 1 tile away.
qol: Examining fish tanks (the item) when they're almost full will warn
you about it.
/🆑
## About The Pull Request
title says pretty much all
## Why It's Good For The Game
To begin with i'll say, that we should gatekeep advanced and more
powerful nodes from being researched, rather than we do with those 2
nodes. While having medbay/engineering/other jobs like bitrunning to
rely on science might sound like an interesting idea - it just doesnt
really work well. I faced quite a lot of rounds, where station stuck
with t2/basic surgeries, only because coroner/sci are too lazy to do the
basics, resulting in completely unrelated to sci crewmembers doing
experiments instead.
Yes, i've seen also a lot of highpop rounds with staffed science
department just fucking off for the next 50 minutes, rather than doing
something, that takes you like 30-60 seconds of your round and benefits
whole station, and honestly? I can understand them, not many people want
to do the same job routine from round to round, even if its quite easy.
Attempts to bring player intearctions with code are usually not ending
well, with these features becoming a nuisance rather than something
interesting. (see: removed Vend Shortages station trait). This PR is
aimed to turn experiments to a nice bonuses for faster researches
instead of keeping them as another required everyround routine.
## Changelog
🆑
balance: Adv. parts and adv. surgery experiments are now discounts,
instead of requirements.
/🆑
## About The Pull Request
- Closes#93497
'Vend a trays' are not subtypes of machines but structures i.e. their
path is `/obj/structure/displaycase/forsale`. You can't create
structures with machine circuit boards so they runtime like hell
You can still create an Vend a tray by
- Creating a "display case chassis" with 5 wood
- Inserting a card reader in it
It's just this broken way of designing the tray has to go
## Changelog
🆑
del: Removes circuit board recipe for vend a tray. Use 5 wood to create
a "display case chassis" and insert a card reader to create the tray
instead
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
It's colourable, trait can be used for more. Shaded vamp funny.
- [x] Port basic stuff.
- [x] Weather stuff.
- [x] Vampire stuff.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 Absolucy, Constellado, theselfish, Arturlang
add: Umbrellas are now gags colourable!
add: Umbrellas protect vampires from the sun.
/🆑
## About The Pull Request
This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...
<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>
### This PR:
* Makes all noteable vendors constructable, if you have the canister.
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint.
### Spawner weights
The random canister spawner from maintenance has a:
* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.
## Why It's Good For The Game
One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.
## Changelog
🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
## About The Pull Request
Working Umbrellas, printed with Plastic and Iron, at autolathes.
## Why It's Good For The Game
I'm unsure as to why we didn't have these to begin with for species that
can't stand in rain such as slimes.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/e9702747-0092-4d86-bf91-6c3429c656fc
</details>
## Changelog
🆑
add: Added umbrellas for Rimpoint at Autolathes and Service Protolathes
which block rain reagants.
/🆑
---------
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
## About The Pull Request
Adds a few new items and upgrades for different cyborg modules or
reworks some of them.
<p align="center">
<img width="608" height="199" alt="image"
src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296"
/>
</p>
pic unrelated :)
### Main changes:
### Medical model
**Medical cyborg** gets chembag by default and a new bluespace syringe
upgrade!
<p align="center">
<img width="267" height="83" alt="image"
src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54"
/>
</p>
### Engineering model
**Engineering cyborg** recieved a few new features. Now you can put your
regular RPED inside of a cyborg, but mind that it has way less storage,
than RPED upgrade from robotics. Robotics RPED upgrade were renamed into
expanded RPED and now cost the same amount of material to produce it as
BS RPED.
<p align="center">
<img width="198" height="117" alt="image"
src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc"
/>
</p>
Worth to mention adding decal painter with own sprite (yes it uses cell
instead of regular toner)
<p align="center">
<img width="827" height="498" alt="image"
src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8"
/>
</p>
<p align="left">
Circuit manipulator was renamed to engineering apparatus, as its can no
longer hold only circuits. Additionally, it can also hold tubes/bulbs
now.
</p>
### Mining model
**Mining cyborg** now has mesons removed and remade into a new toggle
button, you dont need to use one of your modules just to be able to see
through darkness of lavaland caves.
<p align="center">
<img width="248" height="173" alt="image"
src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3"
/>
</p>
**Mining cyborg** got a new shield module. It helps you fighting
lavaland fauna (..or annoying humans, if youre evil) in low pressure by
absorbing 50% of incoming damage when activated. Takes some amount of
your charge per absorbed hit.
Example:

## Why It's Good For The Game
I feel big lack of some cyborg modules or even features. This PR is
supposed to fix missing gap, aswell as rebalance some of existing
models.
## Changelog
🆑
qol: Added new helpful modules, such as decal painter for engineering
and chembag for medical borg.
add: Added miner cyborg shield module. In lavaland (low) pressure, it
protects you from 50% of incoming damage in exchange of your cell
charge.
add: Added BS syringe upgrade for medical cyborg.
/🆑
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/79691
A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.
Many reviews from the previous PR have been addressed in this PR.
<hr>
<details>
<summary>Details</summary>
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.
Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.
Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.
Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.
Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.
Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.
It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.
Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.
Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).
Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.
Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.
In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
</details>
<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>
<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>
Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game
1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
# code/datums/quirks/negative_quirks/allergic.dm
# code/game/objects/items/devices/scanners/health_analyzer.dm
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/79691
A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.
Many reviews from the previous PR have been addressed in this PR.
<hr>
<details>
<summary>Details</summary>
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.
Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.
Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.
Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.
Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.
Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.
It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.
Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.
Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).
Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.
Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.
In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
</details>
<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>
<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>
Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game
1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
##### Code bounty for holinka4ever
Adds a furnace equippable to the back slot, which when active (it is a
lamp), will form a bubble of space protection, affecting the user and
people nearby, and will last 5 minutes before it dissipates and needs to
be re-formed. This item requires a pyroclastic anomaly core to activate,
while the bubble itself can only be formed in pressurized environments.
It's researchable in the Anomaly technology node.
The downsides of the item is it requires 2 hands to hold, can't be
inserted into storage items (as it's bulky), can only be equipped to the
bag slot, and has slowdown while on, which only affects you when you're
in gravity anyways.
## Why It's Good For The Game
The pyro anomaly is currently one of the more useless anomaly cores, not
even getting a unique reactive armour variation. This hopefully gives it
some purpose as a good tool to keep people alive in a spaced area at a
good cost to the user. This is an item that shouldn't be overpowered,
but also isn't just a selfish tool- when someone's crafting this item
it's specifically aiming to help people, which I think is a benefit.
## Changelog
🆑 JohnFulpWillard, sprites by PopLop
add: Added a new pyroclastic anomaly locked item, the Space Furnace.
Grants space immunity to people nearby while active.
/🆑
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>