## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.
**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
## About The Pull Request
These speedloaders were repathed in a previous upstream, but because we
had subtypes of the old paths that weren't updated during the upstream
pull, using the parent type paths wouldn't cause errors, it'd just fail
silently.
## Why It's Good For The Game
Fix
## Proof Of Testing
No
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest
Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver
Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)
Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above
Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)
Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.
## Why It's Good For The Game
Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.
Find this out as in lay it out on paper.
EDIT 1: Adding the first part
# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.
Next, the delay.
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.
Without further ado,
## The case of the ammo types and workbench
The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:
1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.
2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.
# The weapons, why should they go, one by one.
### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.
What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.
The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.
It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.
But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.
**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>
**Penetrator**
NT's answer to armour!
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.
**Magnesium**
Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,
**Ripper**
Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.
- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same
### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.
in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.
No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Persistence is supposed to be a cybersun front but it still uses
interdyne comms. Lets fix that and add interdyne comms as an emergency
comms chip.
Additionally, this PR disables the icemoon automapper as we have been
having consistent issues with missing roofs. This is hopefully a
temporary fix until a better solution can be found.
Lastly, reworks engineering a bit to add one more construction spot and
make the utilities room a bit easier to notice so water actually gets
set up. Also expands table space in the kitchen as that was one of the
more desired features.
## Why It's Good For The Game
I love not having holes in the roof. Also flavor on the comms as we are
supposed to be a cybersun front.
## Proof Of Testing
<details><summary>Screen caps from testing</summary>






</details>
## Changelog
🆑
add: Persistence now has cybersun comms (It's literally just renamed
persistence comms)
add: Persistence can now produce interdyne comms in an emergency using
an interdyne comms chips
fix: Persistence no longer has 4 safes on one tile
fix: Persistence no longer has a turret that shoots out a window in the
prison
fix: Persistence no longer has a null telecomms server, also atmos works
fix: Renamed syndicate_exofab to syndicate exofab in the circuit printer
fix: Renamed cybersun channel no longer outputs to the uplink channel
fix: Reverts automapper placement of persistence on icemoon and returns
to
map: slightly revamped the Persistence kitchen.
map: condensed the utility area of persistence and added a cycling
airlock plus one more 3x3 construction area.
map: toned down some of the roundstart persistence equipment that can be
acquired through other relatively easy means such as cargo.
/🆑
---------
Co-authored-by: Otome <darkwolfinsanity@gmail.com>
* Update settings.json
* a DS-2 buff that I want and need
* Update command.dm
* the seperate files
* a hard ds2 buff
* the DS-2 buff nobody asked for but I want to have
* C20r
* moves sec lockers to use modular file
* Removes redundant /station subtype from NTC Locker
* consistency with other stuff + its converted now (YOU'RE THE LAZY ASSHAT, ASSHAT.)
* blueshield consistency with other lockers/bags
* resprite all the modular closets (that I'm willing to do)
* stop being mean. Asshat.
* Resprites wall lockers (separate file so they can have working overlays)
* Even if these don't work here's the icons so I don't lose them (again)
* Wall mounts can be rebuilt! Yahoo!
* oh I should probably push these whoops
* fixes animations
* removes an EVIL icon override we had buried
* scream if you love poland !!!!
* oh yeah its all coming together
* WAR
* dme fixes before i break everything
* f1
* WHAGG
* expect more similarly poorly named commits in the future
* war pt 2
* ooprs
* sharpshooter icon fix
* that should be everything actually
* i forgot demo mod exists
* deletes now unused ak ammo
* thats not real anymore
* every test failure ever
* reduces the weapon weight of the bobr
* tweaks opfor weapons since they all changed since i last saw them
* fixes the plasma pistols and tweaks their numbers a little
* deletes the luk, delete lanca proj dam mod, decreases lanca firerate
* tweaks the outfits that use these guns a bit and makes the miecz one han
* removes the luk from that one mapping helper
* puts the sakhno back on order
* tweaks around the lanca's ammo capacity
* updates the milsim domain stuff
* fixes some of the stuff
* makes the lanca and miecz magazines not normal size
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* oh yeah oh woag
* maybe we can make uncommon into that
* gunnenshooter
* hard work work
* just now realised i forgot inhands
* inhands and worn
* soundsmith tf2
* does the rifles
* puts some of the pistol suppressor images in
* awawawa
* shotgun override apparently
* pistola
* grendae launcher
* dont forget the evil one too
* yeah lets fix that
* oops
* now lets see what kind of errors compiling gives us
* should hopefully be all the compile errors
* i understand morbius now
* surely it will work now
* fixes shrapnel grenades runtiming
* also fixed grenade rangefinding
* how'd I mess thta up
* fixes various issues
* granata!!!
* haha surely this will gow ell
* should fix the grendades for real
* opening this pr then dropping dead
* uhhh fixes some stuff i think?
* armory stuff
* random mapping things pt 2
* blehh :3
* fixes it forever and ever
* whar??
* turns out that needs a tweak
* curious
* that'll work 4 sure now
* fixes vr
* come on over wont you sway with me
* mhm yup
* should hopefully be all that's it?
* missing icons
* makes the rifle more expensive
* makes the smg a little less awful feeling
* dollar store suppressors, just a week away
* mmsmrmmrsgg
* lets the shotguns actually be sawn off
* the propaganda
* hey thats important
* sprite error (comical)
* gives the casings custom materials for printing
* i love code ordering
* 'lets just be safe' ifies the weight classes of mags and ammo boxes
* reworks the sol defense selection a bit
* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* act three
* defines
* undefine
* restores the clothing
* some stuff part 3
* fixes the outfit guns not existing
* adjusts firerates and grenade launcher sprites
* fixes .35 sol revolvers??
* slightly un-nerfs the rifle firing rates
* makes the revolver jus tuse the normal sound
* makes the pistol case the right path
* its a machinegun!
* slight little tiny tweaks
* british weather service
* puts the blueshield gun box in their locker
* makes rifle less lethals a bit more normal
* slightly changes the smg burst and firerate
* the pepperball had raygun
* pepperball caliber
* forgot to push the include
* i love testmerges
* revolver sillies
* makes the kiboko's examine_more not just the rifle's
* smallens the eland and enlargens the cost of the kiboko
* lets change the machinegun a bit too why not
* gfl larp (real)
* fixes modular armory templates
* lets cases be ordered dont worry about the other stuff
* makes the takbok say its from the right company
* makes sawn off shotgun suppressors visibile
* those aren't used at all
* tweaks some of the rifle sprites
* shortens the shotgun a bit
* puts the pixel shifting out of initialize to make certain things work b
* granata!!!1!!!
* large number of weapon and ammo tweaks
* windup autofire seems broken somehow?
* fixes the inhands
* outfit sanity
* .40 armor piercing ammo box name correction
* removes var that doesnt exist anymore
* .40 armor piercing rework
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff
* oorah
* im sure more will come up eventually
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>