# About The Pull Request
This PR aims to put the some of the feature set I originally intended
research borgs to have and some quality of life things.
It also includes some small changes for some other modules mostly small
things such as removing names already being defined twice and it moves
some mining borg items into the proper mining borg tech web.
Also research borgs now have their own tech web instead of relying off
other techwebs.
### This PR adds these items to research borgs:
- robotics RCD with proper functionality to fix synths. (Upgrade item
only! Does not allow decon or construction!)
### This PR changes a few grippers:
- Research borg circuit gripper now allows full assembly use
- Research borg Illegal gripper now allows upgrades to be preformed on
other cyborgs (Only obtainable via emag or illegal upgrades!)
## Why It's Good For The Game
I made this PR to allow research cyborgs to have more expanded use for
what their intended purpose is which in my eyes is a support role
allowing them to build machines and gadgets that science builds wile
also preforming some basic tasks, and when malfunctioning becoming a
reliable back bone to the silicons or their subversive for repairs or
upgrades with some of these tasks taking longer than robotics preforming
such tasks.
Other cyborg changes were done to clean up and are some small quality of
life changes that I think I was suggested and research borgs get their
own tech web now because they should of had one in the first place but
for some reason I never made it one.
I've been holding off on this PR for a few months and in that time I've
been deciding if it would be worth to finish it or not and the more I
look and see how things are actually used and the state of research
borgs are in it makes me wonder if players who brought up some of the
original features, I intended this borg module to have, were complaining
out of bad faith or were worried bad faith players would exploit this,
and my response is if players are going to use these items intended for
the research department are used for bad faith as borg, what makes one
think they won't just as a non borg.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Please note these images were taken few months ago during ice scream day
Card IDs have been removed also!
Normal stock
<img width="587" height="299" alt="dreamseeker_nWLUzOEgdY"
src="https://github.com/user-attachments/assets/6010fc2b-1d07-421a-a85b-5555b3889bbd"
/>
Normal upgraded
<img width="584" height="288" alt="dreamseeker_S4yChSmUFw"
src="https://github.com/user-attachments/assets/c4b0e5d1-92a5-4410-8a2b-1a505fbe833f"
/>
Hacked and upgraded
<img width="584" height="287" alt="dreamseeker_3UtWhSGNig"
src="https://github.com/user-attachments/assets/f3069a8b-48f3-43af-916f-2710d9fae89e"
/>
</details>
## Changelog
🆑
add: Research borg RCD
add: Assembly usage for research borgs
add: Allowing research borg Illegal gripper to apply borg upgrades
balance: Research borg
code: Removed some double name defines
code: Made mining borg items under the mining borg tech web
refactor: Research borg tech web into it's own tech web
/🆑
## About The Pull Request
After science researches the Alien Medical tech node, the handheld,
normal sized, Surgical Processor item can be printed at medical lathes.
## Why It's Good For The Game
The surgical processor is already included in the alien surgical arm
implant, so this seems fitting as an alternative way of getting it.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="699" height="556" alt="image"
src="https://github.com/user-attachments/assets/a0eb2f89-c17a-4b34-89db-2ac5cd5ccbda"
/>
</details>
## Changelog
🆑
add: Added the surgical processor to the medical lathe. It is unlocked
with the alien surgery tools research node.
/🆑
## 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
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
Adds civilian HUDs and HUDsunglasses to the game. They can see the job
icon, but not mindshield/wanted/permit status. Juuuust the job icon.
Regular variant available in loadout and autodrobe, as well as sci and
service lathes after being researched with the rest of the huds.
Sunglasses available through crafting the same way you craft the others.
Also adds it as a researchable implant. Available in augments+ for 4
quirk points.
Also Alexios did the really pretty grey version of the sprite so they
get to be in the changelog :)
## Why It's Good For The Game
Bubberstation has a LOT of people running around with outfits not
correlating to their job. This makes it hard to find out what job people
are at a quick glance at times. This adds a HUD that lets you see the
job icon and nothing else.
I ran an adminbussed version of these and players pretty much
unanimously agreed that they were nice to have, and agreeing with my
above point of "it is hard to see what job people are at times"
Also they just look cool.
## Proof Of Testing
<img width="101" height="152" alt="image"
src="https://github.com/user-attachments/assets/67ce82aa-fd4e-45fa-a6eb-b78079541756"
/>
<img width="114" height="164" alt="image"
src="https://github.com/user-attachments/assets/e4a5f9c4-11ac-4136-bbff-f757e50bdb85"
/>
<img width="228" height="159" alt="image"
src="https://github.com/user-attachments/assets/7e15423a-7c85-4b19-bbc5-15286e6ab99d"
/>
<img width="162" height="190" alt="image"
src="https://github.com/user-attachments/assets/cd8181b4-c2ef-4ddc-ad20-fbc86c2f07eb"
/>
<img width="334" height="36" alt="image"
src="https://github.com/user-attachments/assets/ca658549-63b0-4d0b-917d-d5cf535828f3"
/>
## Changelog
:cl:Sapphoqueer, Alexios
add: Civilian HUDs and Civilian HUDSunglasses. Available in loadout,
clothesmate, and sci/servicelathes after the HUD research. These show
job icons and nothing else.
add: Civilian HUD implants. Printable by sci through the cybernetics
implants node, as well as being in augments+ for 4 quirk points.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
As per adding the SAD to be roundstart available as per admin request,
eliminates the research requirement to build new ones. Places a SAD on
the Bubberstation specific maps. Updates the logging to properly log
instead of spitting into the admin chat.
## Why It's Good For The Game
Now everyone is free to be SAD, anytime, anywhere.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 LT3
balance: SAD is now available to be built roundstart
map: Added roundstart SAD to Bubberstation maps
/🆑
## About The Pull Request
Adds a new NTOS application to the game: "Plexagon Punch Clock", which
functions similarly to the time clock in cryo.
Using the app, crew members can clock out wherever they want. This will
also create a locked briefcase containing certain job-related items;
this can be unlocked by the player once they return to the shift, or by
a relevant Command member.
For later changes I'd like to be able to have this app be able to clock
in/out a user via their DNA imprint.
## Why It's Good For The Game
- It's easier to clock out before going for RP/ERP when done with work.
- Placing job items in an easily-accessible box means that it's less
annoying to return to work after finishing RP/ERP
- Convenience
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 ArrisFairburne, LT3
add: Added a new app to clock in and out from any NT OS-compatible
device (Plexagon Punch Clock)
qol: Your job items are now locked into a box instead of warped to cryo,
when clocking out
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Skyrat reverts
- Removes the Skyrat surgery speed bonus for 3 tiles of free space
- Removes Skyrat surgery mood debuff
Removes tend wounds slowdown on on dead people. Replaces with a slowdown
on husks.
Slightly buffs tend wounds damage healed per cycle
Introduces new surgery speed bonuses, based on TG speed mods:
- Speed bonus for operating table
- Speed bonus for operating computer
- Speed bonus for using sterilizine/cryostylane now applies to all
surgery steps, not just the one where the reagent is applied
- Speed bonus for anaesthetics/painkillers
Visual feedback of what your surgery speed modifier is
## Why It's Good For The Game
The Skyrat check is dumb and doesn't solve any problems, rather creates
them with TC still being surgery central except now people are screaming
at you to move, which there isn't enough space to do in the TC anyways.
Two doctors working on a patient should not slow down surgery. This
should not count as a clean, quiet environment for lightspeed surgery:

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/abea1be8-463c-451f-a58b-501600bab8f0
</details>
## Changelog
🆑 LT3
balance: Removed Skyrat surgery speed bonus
balance: Removed Skyrat negative mood events for surgery
balance: Removed operating tables automatically applying numbing
balance: Added surgery speed bonus for operating computers
balance: Added surgery speed bonus for anaesthetic/painkillers
balance: Added surgery speed bonus for sterilizine/cryostylane treatment
balance: Adjusted surgery speed penalty for stasis beds
balance: Removed speed penalty for tending wounds on dead bodies,
replaced with penalty for husked body
balance: Increased tend wounds healed damage per cycle
balance: Increased functional duration of sterilizine
balance: N2O is now eligible for the analgesia surgery bonus
balance: Surgery and treatment room scrubbers filter N2O by default
qol: Bubble notification for surgery speed and damage healed
qol: Medical HUD, health analyzer, and operating computer provide tend
wounds results
qol: Text log indicates what surgery bonuses are active, and which are
available
add: added lidocaine and sterilizine to surgery trays, NanoMed, and
NanoDrug
image: anesthetic machine is now breath machine, usable with all gas
types
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Add the engineering plumbing constructor design to the chemical
synthesis techweb node with the rest of the plumbing constructors
because `/datum/techweb_node/plumbing` is not a real thing
## Why It's Good For The Game
Bug fix
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed the engineering plumbing constructor not appearing in
protolathes.
/🆑
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not be viewable. -->
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request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death
* Conflict Removal
* Update bow_arrows.dm
* Update bow_arrows.dm
* tthis also update the actual bow & arrow code
* Update arrow.dm
* [MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death [MDB IGNORE] (#3595)
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death
* modularize bone dice(???)
* gives the cargo crate arrows
* conflict
* icon updates
rotates our bows the same way, adds invisible pixels for easier loading
to our primitive bows, removes bow/arrow icons that are clones of
upstream's
also a hack for arrow overlays on bows- currently just defaults to
default arrows if an overlay doesn't exist for it, but our only arrows
aren't that distinct with default arrows at that size (we do not have
alternative arrow overlay sprites)
* recipe changes
im not gonna try explaining everything here but the general idea is that
the cargo fletching kit is sorta novelty bows, and the big boy stuff you
get from smithing
* update ammo hud for bows
* this shouldn't be here
* i forgot to save these
cleans up the recipes, ashwalker arrows are just made by combining by
hand (you could already do this, the recipes were a noobtrap)
and the cargo kit is cheaper
* un-nerf the chaplain bow
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
* Refactor Synths away from /Robot/ limbs, Cybernetically augmented humanoids have alternative surgeries (#3970)
* [NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions
* 1
* p1
* Update limbs.dm
* oh yeah Taurs
* Limbs and Techwebs for them
* 3
* EMP
* Surgery Removals from Synths
* 5
* test
* Look Ma, no more surgery
* Update tgstation.dme
* Update hepatectomy.dm
* little bit more edit cleanup and diff reset
* Update surgery.dm
* Synth Organ Surgery!
* Update lungs.dm
* target
* 4
* Update synth_defines.dm
* you add the metal before the zap zap
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* 1
* Update code/modules/surgery/hepatectomy.dm
* Update code/modules/surgery/advanced/brainwashing.dm
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Update tgstation.dme
* fix stuff
* Update declarations.dm
* fix duplicate defines
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: Zergspower <22140677+Zergspower@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
## About The Pull Request
Simply allows medical borgs to get the crew monitor upgrade again
## Why It's Good For The Game
We have a ton of medical chaos and they need a little help. This was
removed on Skyrat because of worries that borgs encroach on their job.
Are some of these worries valid? Yes. But medical here always has plenty
of work to go around.
## Proof Of Testing

## Changelog
🆑
balance: gives medical borgs back their crew monitors
/🆑
* Removes suppressor from illegal tech
* Removes suppressor from illegal tech
* Makes a subtype of suppressor that are considered legal
Syndicate ones are now their own type.
* Update tgstation.dme
* Update armament_utility.dm
* The great BORG
* godamn my head
* how did that even compile
* Why do you keep reverting
* ah ticked
* Delete tallrobot_effects.dmi
* removes 'dogborg' language and cargo tweaks
* lol silly dog you dont have a custom panel yet
* that typo tho
* Forgot about that borg building
* Apply suggestions from code review
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* local edit
* Godamnit Hemlock
* re-deletes altborgs
* Update mechfabricator_designs.dm
* Revert "Update mechfabricator_designs.dm"
This reverts commit 569912fa2fadda9fbcdc83646e995405f33dfb24.
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>