Commit Graph
55 Commits
Author SHA1 Message Date
RoxyandGitHub 2f4666665e Fix two issues with icebox lizard gas (#5703)
## About The Pull Request

- The area type for lizard gas on icebox had `requires_power = FALSE`
which means when the APC ran out nothing happened, which is dumb because
there's an APC and an SMES and a deployable generator the power is
clearly supposed to matter
- Because the ruin spawns on the station Z level the circuit imprinter
auto connects to the station ore silo, this doesn't make sense and the
lavaland version doesn't do it so it doesn't anymore
## Why It's Good For The Game

Fixes #5370 

## Proof Of Testing

I spawned in and set the APC charge to 0 and verified that the area
actually loses power and lights go out/machines turn off, then I went
and put some mats into the station ore silo and verified that the
circuit imprinter in the gas station didn't have them

## Changelog
🆑
fix: fixed icebox lizard gas having infinite power
fix: fixed icebox lizard gas circuit imprinter connecting to station ore
silo
/🆑
2026-05-30 14:06:15 -05:00
MathildeandGitHub ffcf01d82a Adds the 9mm Speed Loader (#5665)
## About The Pull Request

I've added a speed loader usable by the new Protector revolver, sprited
by both me and Niim. It holds five 9mm bullets, craftable from both the
security fabricator and the autolathe, just like the .38 speedloader.
Obviously, it can only hold 9mm bullets, you can't use it to pick up
other ammo types.

## Why It's Good For The Game

The new revolver is EXTREMELY janky to reload otherwise, only allowing
one single bullet at a time from Murphy magazines.

## Proof Of Testing

https://files.catbox.moe/zy8hcw.mp4

I've since fixed some spelling mistakes visible in the preview (was
speedloader, changed to speed loader)

## Changelog

🆑 IbexGoetia, Niim
add: Added a speed loader for the Protector revolver. It holds five 9mm
bullets, and can be crafted from the security fabricator and the
autolathe.
/🆑
2026-05-24 08:16:41 -04:00
MrGloopyandGitHub 2db24b34ac wound analyser implant 2 boogaloo (#5550)
## About The Pull Request
refactors the implanted wound analyser code a bit, makes it trigger
whenever you examine yourself instead of being an action button

also gives it a different icon, adds it to research and moves it to a
brain implant

## Why It's Good For The Game
less action button bloat good, adds a reason to have it in addition to
the health scanner implant (can have both now), makes it printable with
science

## Proof Of Testing
<img width="1288" height="910" alt="image"
src="https://github.com/user-attachments/assets/e89e669c-321c-425e-86df-47738d7c3c1b"
/>
<img width="2527" height="1421" alt="image"
src="https://github.com/user-attachments/assets/f1bcc08a-b6ef-4426-87a0-33a3952e099a"
/>
<img width="644" height="264" alt="image"
src="https://github.com/user-attachments/assets/60143368-3ea6-421c-b192-df694cbeb507"
/>


<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
add: Moved Internal Wound Analyzer from being a chest implant to a head
implant. Expies rejoice. May need to reselect it in character options.
add: Internal wound analyzer to science research.
refactor: Removed Internal Wound Analyzer action button. Simply examine
yourself to activate it. Pairs nicely with the self-aware quirk. 15
second cooldown to avoid filling your chat window.
/🆑
2026-05-12 00:11:20 +02:00
MathildeandGitHub c540fc3b25 Reworks the NT-USP and adds a SMG variant (#5426)
## About The Pull Request

I have slightly reworked the NT-USP, renaming it to NT22-HCS 'Enforcer',
giving it an original name as opposed to being called after the real
life H&K USP (which is notoriously pissy about copyright, among other
things), as well as adding lore and flavour to it.

I've fixed a minor bug regarding the .22 HL projectiles, which had
shrapnel set to null but not embeds, causing the runtime to freak out
every time a target was shot with them, as well as making it so that
dropped bullets and casings automatically delete themselves, to keep in
line with the fact that they are hardlight bullets, instead of actual
physical bullets.

But the bulk of this PR is the NT22-HCS-MP 'Lancer', a new submachine
gun, a direct upgrade of the Enforcer. It's a Machine Pistol with a
design based on the MP5 (credits to Niim!), which sports a larger
magazine, but is also compatible with the smaller pistol magazines. It
deals the same amount of damage as the pistol, both in its regular,
stamina draining mode and its 'hacked' mode (which deals the same amount
of damage and keeps its -15 chance to cause wounds.)

The device that hacks the battery packs into laser weapons is unchanged,
and remains as a tech locked behind the Riot Suppression techweb. It can
hack both the Enforcer and the Lancer.

The Enforcer and the Lancer can be bought from Cargo in goodie packs.
The Enforcer costs 600 credits, the Lancer 800.
The Enforcer crate, which contains three and is exclusive to security as
a departmental order, can be bought for 1100, while a crate of three
Lancers can be bought for 1300.

Truthfully between the damage (both lethal and stamina) and the costs of
the goody/crates, I am not too sure about the numbers, and might need
advice from someone who has more experience than me in this.

<img width="892" height="410" alt="image"
src="https://github.com/user-attachments/assets/34cfbf76-0be5-4e9d-86d1-e86e5281ea1b"
/>


## Why It's Good For The Game

The NT-USP as-is kind of falls of, currently, being easily supplanted by
most other options. The Lancer acts as a straight upgrade that offers a
(normally) non-lethal way for security to apprehend criminals at a
range. It makes security more diverse while offering different options,
instead of having to rely on 'meta' choices, considering that this is a
roleplaying game.

## Proof Of Testing

File was too big for GitHub.
https://files.catbox.moe/50w993.mp4

## Changelog

🆑 IbexGoetia, Niim
fix: .22HL ammunition no longer tries to embed unexistent shrapnel, and
no longer materialises casings from nowhere.
spellcheck: Renamed NT-USP to NT22-HCS 'Enforcer'
add: Added the NT22-HCS-MP 'Lancer', a SMG variant of the Enforcer. It's
a roundstart weapon for the Blueshield and a purchase option for
security. It comes with larger magazines and a collapsible stock.
Credits to Niim for the wonderful SMG sprite!
add: Added goodie cases for each variant of the NT22-HCS.
/🆑
2026-05-03 20:05:24 +02:00
explosivekittyandGitHub 198d4d908f add welding goggles and trashbags to autolathe (#5468)
## About The Pull Request
Adds those 2 things to autolathe
## Why It's Good For The Game
I can't live without it, why you can only make welding helmets but not
welding goggles? Also the trash bag works nicely with the autolathe, you
can just pickup the trash and then right click autolathe to load
everything back in that is recyclable, now you can keep your workspace
that much cleaner
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="657" height="321" alt="1"
src="https://github.com/user-attachments/assets/72c164d9-ac14-4d42-bd0f-f64818802ed3"
/>
<img width="669" height="421" alt="2"
src="https://github.com/user-attachments/assets/bc90f21b-9727-487a-bf80-a18d59d386b0"
/>

</details>

## Changelog
🆑
add: You can now make welding goggles and trashbags in autolathe
/🆑
2026-04-21 13:30:46 +02:00
RoxyandThe Sharkening 26d7f00a76 Roxy Comments 2026-04-11 08:57:59 -06:00
shayoki be0da4af11 probably 3 2026-03-10 11:55:19 -05:00
gavlaandGitHub de5347ba90 Changes the required reagent for non-evolved organ tissue for Medical Cytology (#5267)
## About The Pull Request

update: the changed reagent is now Saline-Glucose Solution because
carbon is too easy to get in medical.

This PR changes the required reagent for non-evolved dense organ samples
grown through cytology from Organ Tissue to Saline-Glucose Solution.
Evolved dense organs keep their required reagent of Organ Tissue.

This is a part of my soft overhaul to medical organ cytology. Later, I
plan to create additional evolved organ types for organs exclusive to
Bubbers, such has Pulsating Tumors for Hemophages and miscellaneous more
beneficially grown organs that upstream does not have.

## Why It's Good For The Game

This is personally a quality of life for various factors; but is mostly
done to cut time spent swabbing dozens of hearts and rolling an isolated
tissue sample. In an example where two tissue samples are detected from
a microscope with a petri dish: dense heart tissue and dense evolved
heart tissue; the cytologist won't have to worry about accidentally
growing their unfavored organ, as before, a sample of this used in a
growing vat will grow both at the same time and consume double the
amount of reagents supplied.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


choose your flavor of soup.
<img width="621" height="543" alt="image"
src="https://github.com/user-attachments/assets/b3b53b41-d799-4ead-9253-9aee7c311b16"
/>

pretend the text says saline glucose solution instead of carbon.
</details>

## Changelog

🆑
qol: Non-evolved dense organ tissues in Medical Cytology require
Saline-Glucose Solution instead of Organ Tissue.
/🆑
2026-03-02 14:14:42 -08:00
ManateeandGitHub d70a36f433 What if disablers... werent lame? (#5239)
## About The Pull Request
Port of https://github.com/yogstation13/Yogstation/pull/16414
Adds the NT-USP. A ballistic disabler that fires hardlight bullets.
These fly faster, but do less stamina damage per shot than a normal
disabler.
The gun itself can also be suppressed which is rad.
The gun comes with a spare magazine, which can be charged in a charger
like a normal gun.
also ports the patch from
https://github.com/yogstation13/Yogstation/pull/17501
this allows you to convert your magazines to lethal ones with a kit.
This kit is locked behind riot suppression.

## Why It's Good For The Game
Energy and pepperballs only (lame)
Ballistics are cooler!
Gives a trade off weapon besides the taser for people to take, and gives
the suppressor a use.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="471" height="402" alt="image"
src="https://github.com/user-attachments/assets/4f0427b6-ded8-4bed-8ace-bc714c02ea1d"
/>

<img width="122" height="108" alt="image"
src="https://github.com/user-attachments/assets/54351387-6ed8-4b99-a864-092037edbfe1"
/>

<img width="82" height="63" alt="Screenshot 2026-02-09 200431"
src="https://github.com/user-attachments/assets/2df532b7-1895-4a86-8837-c2539e15a680"
/>

</details>

## Changelog
🆑
add: New gun available for sec, the NT-USP. A disabler alternative that
isn't lame!
/🆑
2026-02-21 20:09:22 +01:00
pixelkitty286andGitHub 92ab041247 Research Cyborg and other borg module changes (#5118)
# 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
/🆑
2026-01-22 01:11:58 +02:00
gavlaandGitHub 87db41dbd7 Adds the Surgical Processor to the Medical Protolathe after alien surgery is researched (#5023)
## 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.
/🆑
2025-12-17 23:50:54 -08:00
explosivekittyandGitHub afd94de205 Prismatic extracts from xenobiology now recolor clothing (#4958)
## About The Pull Request
Prismatic extracts can now be used to recolor clothing the same way
slime potions do it. Just like with spray can you can left click or
right click for different coloring mode whatever looks better for you.
Also prismatic grey extract will bleach the color making it look like
nothing ever happened if you wish to undo it.
This also changes floor painting so you can either color decals on it or
paint the tile, both of which can be cleaned with a soap
## Why It's Good For The Game
You no longer have to be a dark-blue blob after using fireproofing
potions on your clothing or worry about cleanbots, water, rain or
whatever washing color from your clothes after painting them.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="377" height="358" alt="proof of testing"
src="https://github.com/user-attachments/assets/a7e3afe0-3804-4916-8157-64bd70873b10"
/>

</details>

## Changelog
🆑
add: Prismatic extracts from xenobiology can now be used to recolor
clothing and floor decals
/🆑
2025-12-06 11:54:46 -08:00
Sir WintersandGitHub b0ca137649 Janiborg Modifications (#4912)
## 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
/🆑
2025-11-26 04:35:05 +01:00
BombermansamandGitHub 8045703dea Adds alternate PKAs for mining borgs (#4755)
## About The Pull Request

Does what it says in the title. Adds the alternate PKAs that mining has
access to with all the respective benefits and drawbacks.

## Why It's Good For The Game
It was requested by a few people who like mining borgs. It adds the
alternate guns that the crew mining team has had for a while and gives
more options for mining borgs to use in terms of ranged weaponry. I
haven't seen any issue with miners using these alternate guns on station
due to the niche functionality they have so it shouldn't cause any
balance issues.

## Proof Of Testing
The PKA variants are successfully applied to the borg and replace the
existing PKA. PKA upgrades are successfully applied.

<img width="454" height="123" alt="image"
src="https://github.com/user-attachments/assets/d50e54d5-a0a2-4ee6-b5fb-db48297d46d4"
/>

<img width="439" height="701" alt="image"
src="https://github.com/user-attachments/assets/9418be2b-0bec-4b24-a83d-a61053d8606a"
/>

<img width="784" height="200" alt="image"
src="https://github.com/user-attachments/assets/f566e51c-6f5b-4170-a4f2-950e646f4b80"
/>

<img width="750" height="229" alt="image"
src="https://github.com/user-attachments/assets/79d53584-fb43-455a-a851-91f5eb0c3c0e"
/>

## Changelog
🆑
add: Adds alternate PKAs for mining borgs
/🆑
2025-11-11 00:01:58 +02:00
CursorandGitHub 5055fbe77d Ports colourable Umbrellas from Monkey, makes the rain hiding a trait (#4803)
## 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.
/🆑
2025-10-16 16:06:41 -07:00
3e56f1cce8 Fixes electrodisruptive diode description (#4804)
## About The Pull Request
Modifies the description of the electrodisruptive diode disk to reflect
recent changes.
## Why It's Good For The Game
Misinformation is bad.
## Proof Of Testing
It works.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑 Midnight Starchaser
fix: fixed electrodisruptive diode description
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-10-12 19:21:31 -04:00
TamamitsuneandGitHub fba09ddd32 Adds a borg obedience module (#4670)
## About The Pull Request

Adds a brand new cyborg module to the exofab and lustwish; the borg
obedience module. As a sister module to the dominatrix module, it
functions identically the same, but instead of applying the dominant
aura trait, applies the well trained trait. This also makes it so the
quirk functions on silicons properly.

## Why It's Good For The Game

Some borgs want to have the funny toys but not the dominant aura, or
would prefer to just be able to have access to this trait, even if it
may be a negative one on paper, not to mention it's a bit odd that only
the one side of this two sided quirk is available.

## Proof Of Testing

It compiles, only one dominatrix or obedience module can properly be
used at the same time, borgs react how they should with the quirk.
<details>


![submissable](https://github.com/user-attachments/assets/cee5476b-aa9f-4926-8256-605d33bfa123)

![snapsnap](https://github.com/user-attachments/assets/6a4b416a-d21f-4dff-aabd-d027bfc8292c)

<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Obedience cyborg module added, a sister module to the dominatrix
module that applies the well trained quirk
add: Obedience module available in the lustwish and exofab with the
other utility borg modules
code: Updated the dominant aura quirk to work on well trained silicons
/🆑
2025-09-16 09:13:09 -04:00
SsaltyandGitHub 3dbe32ddb9 Murphy lore (#4443)
## About The Pull Request

Patches up some holes in the Murphy's descriptions, in the style of
classic guns such as the overheating WT, cancer-giving advanced egun and
other mad-science corpo-money-grabbing pieces of lore.
## Why It's Good For The Game

Someone pointed out it's not a satisfying enough description, so I redid
it.

Doesn't affect gameplay. Compiles. Etc etc.

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
add: Murphy's lore and descriptions adjusted
/🆑
2025-09-12 13:14:17 -04:00
bork (Shiiba)andGitHub 04a4b6139c Plant DNA Manip Board Changes (#4624)
## About The Pull Request

Some minor changes to the Plant DNA Manipulator board, moves it from the
misc service machine boards to the botany specific machine boards tab in
the service lathe, also changes the design datum name from Plant Gene
Editor to Plant DNA Manipulator.
## Why It's Good For The Game

It's a botany specific machine also scientists have told me they can't
find the dna manipulator research option because its called the plant
gene editor.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="440" height="199" alt="Screenshot 2025-09-06 115221"
src="https://github.com/user-attachments/assets/fbca32ac-527c-476a-aed9-4bbe151bfcf1"
/>

</details>

## Changelog
🆑
fix: move plant dna manipulator to botany machine board category, also
updates name in r&d node
/🆑
2025-09-12 12:11:15 -04:00
61031f6cfb Skyrat gun removal (#3697)
## 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>
2025-08-23 20:38:07 +03:00
BoviroandGitHub 0e907cd333 Mech Launchpads Are Now In the Techweb (#4426)
## About The Pull Request

Fixes #2820 
Adds Mech Launchpads into the techweb after mech research and bluespace
research is completed.
## Why It's Good For The Game
Bugfix, allows for people to actually use the mech launchpad again.
(I'm pretty sure this is a bug, let me know if this was an intentional
removal, either on our end or TG's end)
## Proof Of Testing
<img width="249" height="140" alt="image"
src="https://github.com/user-attachments/assets/0521e435-d737-4b84-9cd8-c80292f9547f"
/>
<img width="548" height="105" alt="image"
src="https://github.com/user-attachments/assets/27e28c1a-8f65-4a1d-b4a6-27f7c3013a8b"
/>


## Changelog
🆑
fix: Mech Launchpad Boards Are Researchable Again
/🆑
2025-08-15 13:20:32 -07:00
The SharkeningandGitHub 67d0110828 MOD Remote Control module (#4328)
## About The Pull Request

Adds a MOD remote module that can control a modsuit remotely.

## Why It's Good For The Game

Eventually I want to transition Proteans to this system where you access
all your abilities via the UI of your modsuit. But I think it'll be fun
to allow these interactions with all mods and a framework to expand on
it.

## Proof Of Testing

<img width="686" height="379" alt="image"
src="https://github.com/user-attachments/assets/fe83beb8-4c99-45be-a19e-77b6bdfaa856"
/>


![dreamseeker_mW39ThGpoy](https://github.com/user-attachments/assets/4af97916-517f-4a27-acac-e7f88f2f5e97)

## Changelog

🆑
add: MODsuit Remote Module that allows you to remotely control other
people's modsuits
/🆑
2025-08-05 10:57:52 -06:00
TylandGitHub 150f166f57 Researchable Hat Stabilizer module, as well as adding them by default to the BS and HOS modsuits (#4330)
## About The Pull Request

As the title says, I've added the Hat Stabilizer module as a
researchable item (locked behind Modular Suit Equipment), as well as
making it so that the Praetorian and Safeguard modsuit have it by
default.

## Why It's Good For The Game

With the removal of the Nakamura Engineering MOD Import tab, the Hat
Stabilizer module was made EXTREMELY rare, only available as an
occasional maint loot. I enjoy being able to wear berets on the
modsuits, to wear 'uniforms' on them, while at the same time giving
character and customization to the modsuit. Same goes for the
Praetorian.

I've additionally made it a module printable from the exofab, just like
all the other modules, due to it being purely cosmetic.

## Proof Of Testing


<img width="1789" height="618" alt="immagine"
src="https://github.com/user-attachments/assets/fbdd83e5-9426-424f-bcca-08714490ae65"
/>

<img width="466" height="125" alt="immagine"
src="https://github.com/user-attachments/assets/12b4e651-f15b-4832-8eeb-9210674670f2"
/>
<img width="448" height="296" alt="immagine"
src="https://github.com/user-attachments/assets/13af4ade-59c7-485d-aea1-3f1058ccd779"
/>


</details>

## Changelog
🆑
add: The Praetorian and Safeguard modsuits now have a hat stabilizer
module by default.
add: Added the hat stabilizer module as a printable module, locked
behind the Modular Suit Equipment research.
/🆑
2025-08-04 12:02:46 -04:00
amsy2andGitHub fb8beceeab Adds new MOD module for proteans to buff their wearer - Protean servo module (#4248)
## About The Pull Request

I love proteans but there's lack of stuff to actively do in MOD form,
this PR gives some buttons while hanging out on back of their coworkers.

Module needs to be activated with MOD suit like other toggle modules, it
will not activate if protean tries to use it in human form. Once it's
on, protean inside is granted 3 abilities with shared cooldown that will
give temporary buff to whoever is wearing the MOD once used. The options
-movement speed boost and clumsy trait for short duration 
-faster surgery, quick carry and faster medicine administration for
moderate amount of time
-faster building and action speed for moderate amount of time 
Using one will put all on 60s cooldown

Intention of the feature is to let Protean contribute to whatever the
wearer is doing at a time without big need for coordination, strong
enough for effect to be noticeable, but without making it game changing.
Movement speed option was added since it's probably most universally
appreciated effect player might receive, but I also know it's very
strong for gamer moments, hence the temporary clumsy trait to try and
balance it out.

## Why It's Good For The Game

Proteans currently don't have much to do purely in MOD form, this adds a
way for them to contribute to gameplay while staying true to their
species gimmick. It is two whole players walking around together, feels
like its fair to let them do some tasks faster then single person.

## Proof Of Testing

<img width="582" height="202" alt="image"
src="https://github.com/user-attachments/assets/67214b0c-e897-4a24-801b-8cd626e44cf2"
/>
<img width="230" height="88" alt="image"
src="https://github.com/user-attachments/assets/44c8c213-68de-4769-9fb1-20403c648c56"
/>
<img width="315" height="205" alt="image"
src="https://github.com/user-attachments/assets/a13be220-41d9-4295-b6bc-15af71797c28"
/>

## Changelog

🆑
add: Added protean servo module for their MOD that lets them buff their
wearer
/🆑
2025-07-30 05:04:32 -06:00
01eae8710b Bubberstation gun replacements part 1: Murphy service pistol [part of skyrat removal PR] (#3949)
## About The Pull Request
Feedback here:
https://discord.com/channels/1059199070016655462/1381309027849474169
This PR is a complimentary PR that fills in the widest gaps left by the
now-removed arrangement of guns. The focus is on making security still
have a very reliable sidearm that is interesting and provides relevance
even in the later game. It is also perfectly usable as a regular weapon
without all the fluff.

This PR is one of 5 total, and with being asked to atomize my things, it
will be the first one to try out for testmerge.

# This PR only adds the murphy, rest is data on all plans and guns

## 'Murphy' security pistol
``This 9 mm monster was developed during the very first body-modding
craze by NanoTrasen, built with every what-if in mind, this timeless
brick is near-incapable of failure. 60% more bullet-per-bullet ammo may
not have helped it's killing power, but it sure helped this gun hit like
an actual brick when used as a bludgeon. Not only that, but it's
'anti-lawsuit' heavy trigger design allows for safe spinning, if one can
handle it and not hit anyone with the magazine flying out the
handle...``
- 20 damage shots
- 10 bullet magazines
- baton-equivilent pistol whip damage
- increased throw force
- press Z when the gun is dry to reload your gun over (2-3 seconds,
DRAFT, as I said). This can be done on the move and you do not need your
other hand empty to do this.
- toggleable setting, off by default, ejects your magazines for a tiny
bit of extra damage.
- researchable magazines that pack only 8 rounds in return for dealing
[30-40, up to adjustment] damage. [knockdown is being discussed]

## Upcoming: Personality Core Eguns, The SC-3
Aren't you tired of old eguns? The blandness of them? Their low amount
of potential upgrades?
Well fear not, as with every arms race, Allstar has made developments of
their own.
*lightly* copying the homework off their more morally corrupt
competitors, personality modules.

So how's it compare to an egun? 
- Radial menu is a bit clunkier to use
- Comes with a free combat knife as a module
- Will loudly proclaim your location when emp'd due to a personaltiy
module
- Is practically the same combat-wise as the egun if you were to
micromanage a combat knife alongside it. It's a third-degree, but was
highly requested, and not only! (I say equivilent to combat knife
because I am about to release an ERT buff PR)

**As you can impact what the final modules are with this poll**
https://forms.gle/d3Fst6ZLWYTb8mDo7


--## Plasma Gun [the most wip of them all]
- Magazine fed bulky weapon
- We hear concerns about vampires being too strong, so this weapon's
shots damage scales depending on the amount of shots a target has
received from this particular gun. No, 5 officers with the same gun will
not be more effective than one.
- Due to it's high power (if you can mind the damage rampup), it's also
highly expensive and volatile. You shouldn't let one of those armaments
explode, lest it's core bursts. (Gibtonite effect upon being caught in a
heavy explosion, after some time).
--

This weapon is not needed for the game balance, instead, focus is
shifted to rebalancing the Kiboko to be a usable gun. The aim will be to
have it to take on a more supportive role, being effective at applying
firestacks and providing smoke if need be.

The kiboko will become a tool that will require itself to be roundstart
only, or at least dep-order only as to prevent it from being a recurring
threat if dealt with once already.

- Buff damage from 20 -> 30 on hit
- Buff projectile velocity
- Remove practise and shrapnel rounds
- Remove delay between hitting target and exploding (if on the same
tile)
- Grenades will now explode even if they score a direct hit
- Less deadly fire grenades (up to 100+ damage per one currently if met
on an unarmored target in close proximity, will likely make it less
damaging but more consistent)


Planned addition:
       Breacher rounds:
The kiboko's breacher rounds are inspired by the strange delay they
initially had and how it felt reminiscent of R6's Ash. Frangible slugs
are not often used as it takes away ammo from a main weapon, they are
also clunkier and require several rounds. They have their place but are
overall quite messy.

What breacher rounds will do is cause a delayed (mostly cosmetic)
explosion after striking a target object, structure or person. The delay
will be larger if the integrity of the object hit is large, scaling.
This isn't the end of the world as it will still be the quickest or at
least easiest way to tear down walls and airlocks. This also provides
some time to take out any shields, weapons and prime grenades while
waiting on the charge to drill deeper and have the fuse detonate.
   
     
## Why It's Good For The Game
(will update this, currently my exams are approaching very quickly, so
please be understanding for needing yet more time. Work speed will pick
up drastically once that is over. )

New security get a gun that is easy and convenient to use.
The gun is not meant to be your main tool of dealing with threats such
as traitor, rather your backup plan. As such, it benefits from okay-ish
stats for melee combat once you run out of everything.
It shakes up the belt-storage meta, making magazines more enticing of a
choice considering the potential of unloading very consistent fire if
one is to use that room.
For threats that are more slippery or plentiful such as carps or spiders
this gun's aforementioned consistency crowns over other ones.
Lastly, in those scenarios it helps you keep your shield up and keep
dishing out damage. Turn off your brain for once with the Murphy.

Highly requested bit of fun gun customization, will come with multiple
personality matrices.

~~
Helps security and crew with dealing with extremely defensive and bulky
threats. Be it a nukie, mech or vampire, if the user maintains healthy
social distancing then the tables will turn quickly, forcing antagonists
to reconsider their approach and introduces a gun that while possible to
use personally, becomes much better with team-oriented protective
playstyles.

~~ I have discussed this heavily with my team and they have reassured me
that the current threats are not as bad as it would have initially
seemed. The tools to deal with that already exist.

The kiboko's rounds can be outran which makes it only a good breaching
weapon, as a breaching weapon it is outclassed by almost anything else
as anyone can block the grenade with their body for a measely 20 damage
pre-armour, and then there's the fact it's shrapnel rounds cause weeping
avulsions near-guaranteedly if they hit. It's a mess.

Again, disclaimer, the values are not final, will be likely changed,
aspects such as how the guns work are being discussed and the visual
aspects are going to be handled last.

The necessity of more is being discussed as 5 concepts of guns were
scrapped, 2 of which mid-development.

## Proof Of Testing
To be done, you can find discussion pertaining this in the skyrat gun
removal thread.


## Changelog

🆑
add: Added a security sidearm - the Murphy service pistol. Spin to
reload with ammo from your belt slot, toggle launch-ejecting mags (and
special mags) for a little (or a lot) extra damage. Show the last person
to have laughed at your gun why your 'brick' is called a brick by
pistolwhipping them (baton equivalent damage on hit, stronger throw).
add: 9mm security caliber for the murphy.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-07-29 14:50:17 +03:00
ee9048baee Civilian HUDs + Implant (#4219)
## 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>
2025-07-15 21:17:19 +03:00
Spaghetti-bitandGitHub 796583b7f6 Adds the Color component to circuitry (#3894)
## About The Pull Request

Adds a new component to circuitry that allows the designer to change the
color of text outputted by the speech and BCI core components. Unlocked
on the circuitry node.

BCI Core and Speech components are given a new input: "Color" as a
string.
> Said string is checked against a global key:value pair list to verify
that it is a valid span. This list is cherry picked and very easy to
modify later on if anyone wishes to add more spans to the list later on.
> Current colors:
> Default, none
> Green, common
> Purple, science
> Yellow, command
> Red, sec
> Blue, medical
> Orange, engineering
> Brown, cargo
> Maroon, syndicate
> Pink, ai
## Why It's Good For The Game

This was made on request of a few people who do circuitry alot and tend
to have the same feedback; "You hear a robotic voice..." message being
easily missed and wanted to add some color to it, rather than hardcoding
the color I added a new component so that people would have the freedom
to change their text based off of circuits and other logic in their
creations.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

BCI Brain Computer example with dropdown:


![image](https://github.com/user-attachments/assets/75071cb2-d78f-45c0-9342-71c68abb2140)

Colors:


![image](https://github.com/user-attachments/assets/f50990c3-5f45-45fa-a1cf-0a6aa2dda7ac)


![image](https://github.com/user-attachments/assets/a5c635e4-f621-4168-9d2f-921cfd3d8b85)


![image](https://github.com/user-attachments/assets/b38d1391-771b-4cea-8157-4dc14af24ca0)


![image](https://github.com/user-attachments/assets/6a6b9688-7ebf-4029-a673-05ee442a29c2)


![image](https://github.com/user-attachments/assets/37bd2a3f-d793-4faa-bdc8-23dd4a56f793)


![image](https://github.com/user-attachments/assets/c6b58423-e7a8-4e3c-ac50-3107553f74a8)


![image](https://github.com/user-attachments/assets/6a216b33-a9af-493c-8ad5-534022f65b01)


![image](https://github.com/user-attachments/assets/70e5d5e8-3c68-49d1-9f89-ac18fbffdb34)


![image](https://github.com/user-attachments/assets/67010f96-1228-430c-8756-76ba84a7af82)

</details>

## Changelog
🆑
add: Added a new circuit: Color component
/🆑
2025-05-27 23:38:52 -04:00
BombermansamandGitHub 2ffad8b705 Borg Gripper Update (and some borg mining stuff) (#3565)
## About The Pull Request
Adds a mining borg gripper and adds extra functionality to science and
engineering grippers. Adds a researchable xenoarch bag for sci and
mining borgs. Adds a researchable vent pinpointer for mining borgs.
## Why It's Good For The Game
Mining borgs have not been updated since the vents were added and have a
more difficult time finding vents than their crew counterparts who can
buy a pinpointer from the vendor for 750 points. This adds a
researchable pinpointer for mining borgs which will help them find more
vents.

Mining and Sci borgs can now have a xenoarch bag to pick up strange
rocks. Mining borgs can finally assist science in collecting xenoarch
artifacts. It is researchable so it is modular. You do not need to
install this module unless you want to.

Adds support for nanites and cytology for science borg grippers. This
allows science borgs to assist with more things in science after the
first 30 minutes.

Adds support for airlock electronics and blastdoor controller for
engineering borg grippers. Why was this not a thing already? I have no
idea. Engineering borgs can finally repair the HoP's shutters when they
get blown up by the clown.

Adds a mining gripper for gripping mining related things such as monster
cores, monster hides, rocks, pods and fulton extraction devices. This
one will be a bit divisive. They can pick up monster cores and apply
them now. This includes legion cores. The cores will still decay as
normal so unless they get a crewmember to buy a stabilizer and apply it
to the core it is a temporary boon. Monster Hides and Rocks make sense
for a mining gripper to pickup. Fulton equipment was added as an option
for mining borgs to extract limbless dead miners rather than drag them
back on the ground. The fulton equipment is still locked behind the
mining vendor so they will need to get a crew to buy it for them. Pod
support was added so mining borgs can provide extra support to the
mining team, dropping a survival pod in the instance where a mining
crewmember cannot make it back before a storm or preserving a body from
further burn damage from the storm.
## Proof Of Testing
Compiles and was tested locally. Screenshots of the vent pointer and
xenoarch bag below. I have videos of the grippers gripping the new stuff
but its too large to upload here unfortunately. If you want the videos
of me testing them I'll send them to you, otherwise you can use your
imagination.
<details>
<summary> Screenshots </summary>


![dreamseeker_Ki3K4okyiQ](https://github.com/user-attachments/assets/724282c0-2169-4f25-8f25-bcb20e1df5ab)


![dreamseeker_ldpaWwCkff](https://github.com/user-attachments/assets/b2b06f1a-bfa4-4c3d-878f-61340f12cb6f)


![jK5zUC7v65](https://github.com/user-attachments/assets/b0046f9c-c186-49e7-8d7a-fe45fe0a0668)


![YEVgJy5Iz0](https://github.com/user-attachments/assets/4e63dd26-6aea-44cf-8a24-e4a7d7cfbf67)
</details>

## Changelog
🆑
add: Mining Borg Gripper
add: Science and Engineering Borg Gripper Modifications
add: Mining Borg Vent Pointer
add: Mining and Science Borg Advanced Xenoarch Bag
/🆑
2025-04-26 09:20:29 -07:00
ManateeandGitHub ff8abdf09c Adds an RLD upgrade to engineering borgs (#3583)
## About The Pull Request

Adds an RLD to the cyborg engineering upgrades, in the same techweb. No
longer shall man live in darkness.
## Why It's Good For The Game

PLEASE I DONT NEED TO SPEND 6000 YEARS MAKING LIGHTS!! 
I want FLOORLIGHTS, I want CHEMLIGHTS, let me SEE!!
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/0c1ab884-dbf9-4826-b06e-42f288572d83)


![image](https://github.com/user-attachments/assets/74c66b34-224b-4db7-9e74-2d009ed02fe8)



</details>

## Changelog
🆑
add: With a new upgrade, Borgs get an RLD. Let there be light.
/🆑
2025-04-22 01:29:56 +03:00
LT3andGitHub 9a0d14678d Trauma neurectomy surgery (#3521)
## About The Pull Request

- Reverts lobotomy back to the standard TG surgery. (Removing a piece of
the brain, rolling for special traumas.)
- Adds a trauma specific replacement, neurectomy / blessed neurectomy.
Given it's an advanced version of brain surgery, requires neurine.
(Otherwise the steps are similar to basic brain surgery.)
- Puts descriptions on the surgeries to explain what level of traumas
each cures.
- Raises the success rate to 100%. If you're going to be using
neurine/holy water you shouldn't have to do it twice because RNG.
- Adds information to the operating computer about trauma treatments


![image](https://github.com/user-attachments/assets/3dc24d36-f405-4ba0-98b4-7f9de3a91441)


## Why It's Good For The Game

- Perhaps someone wants to roll for traumas, or you want to give someone
a trauma as an antag.
- Operating computer info good to help in selecting surgeries

## Changelog

🆑 LT3
qol: Operating computer now gives information on trauma treatment
qol: Trauma surgeries only show available when there's a trauma to fix
add: Trauma neurectomy / blessed neurectomy replacements for clearing
traumas
balance: Trauma / blessed neurectomy have a 100% success rate by default
del: Lobotomy functions like it used to (revert to TG)
/🆑
2025-04-20 14:04:59 -04:00
The SharkeningandGitHub 3068303ae3 Reverts "Adds crew monitors to Advanced biotech and lathes" (#3407)
## About The Pull Request

This removes the handheld crew monitor from the medical lathe.

## Why It's Good For The Game

Alright, I just want to start out with all sources of the handheld crew
monitor after this PR
- Paramedics spawn with them
- Blueshield (command only)
- The medical vendor premium section.
- Borg upgrades

Overall while there's been a lot of QOL to the crew monitor which I
enjoy, it's all gradually made it so deaths are very noticable and often
times with someone in medical 1 second later running towards an active
fight to drag corpses away.

- I think overall we have a sort of medical omnipresence issue,
especially with an easy research destroying a level of scarcity with the
hand held crew monitor.

Anyone can print it if they have the materials and access to the lathe
versus only a few existing outside of the paramedic starting with them.

This PR of course is not going to fully tackle it. It's not going to
stop a paramedic constantly staring at sensors or the medical console
beeping when someone's in crit. But this aims to get less eyes on
sensors, mostly the ability for everyone in medical to have a little
screen to pull out and see the live feed without actively moving to a
console.

Overall I think we have this issue (a lot of it being administrative)
where every single death must be immedietly found and the person revived
in 10 minutes. This won't fully tackle that, but if the solution is we
must bloat a ton of antag abilities and items to combat sensors then I
think we have too many eyes on sensors.

## Proof Of Testing


![image](https://github.com/user-attachments/assets/9d845341-7441-4beb-bb61-579b01222190)

## Changelog

🆑
del: Removes the handheld crew monitor from the medical lathes.
/🆑
2025-04-01 19:34:46 -07:00
Majkl-J 254cd32c93 Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-02a 2025-02-25 06:56:39 -08:00
Majkl-J 225199e26b Moves all the organcode down to obj/item/organ 2025-02-20 00:06:45 -08:00
RoxyandGitHub 411aea04d0 Fix missing utility borg upgrades (#3124)
## About The Pull Request

Add missing parent call to override

## Why It's Good For The Game

Fixes #3120 

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/ec54a8e0-f66f-4a46-b3f3-a9015c895c11)

</details>

## Changelog

🆑
fix: fixed the utility cyborg upgrades node missing stuff
/🆑
2025-02-19 18:06:40 +01:00
WaterpigandGitHub 674b7c9e2a Moved the expand and shrink modules to Augmentation, moved artistic module to the correct tab (#2966)
## About The Pull Request

See name, +generic upkeep

## Why It's Good For The Game

Borgs don't really have much going for them in the way of customization,
and the shrink and expand modules provide no additional bonuses. If
anything, they provide one of the very limited ways borg players can
express their character, so locking it behind a lategame research is a
bit stupid

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/d2e256d2-a116-4b34-a862-f3e5cc7d6baf)

![image](https://github.com/user-attachments/assets/d0455087-f184-489e-9686-f9a5eb74e9ab)


![image](https://github.com/user-attachments/assets/c09bb268-643a-4005-869a-b1267730c985)


</details>

## Changelog

🆑
balance: Shrink and Expand modules are now unlocked immediately
fix: The artistic module is now in the correct tab
spellcheck: fixed lowercase on the dominatrix module
/🆑
2025-01-31 12:50:38 -05:00
25a23cd8b3 [TM ready, again] brain augment fluff (#2497)
## About The Pull Request

...this time it should actually have been based correctly. As per [my
previous pr](https://github.com/Bubberstation/Bubberstation/pull/2492).
I know half the code was done in skyrat but this isn't really the type
of PR which can be modularized neatly anyways. Sorry. Anyways, it's done
now.

As for the empathic sensor, that is an item done by request and probably
could be worth higher cost? Now it's removed from roundstart.

## Proof Of Testing
don't mind the world of warcraft noises. I'm not sure why those picked
up. On the floor in the videos you can also see the new vox brain, the
new cortically-augmented brain, and the unchanged android brain.

The experiment works right

https://github.com/user-attachments/assets/2a542499-30ad-4848-b415-1a836d25bfcf
Empathic sensor reads and sends. It no longer is read/send by/to
shadekin, using its own "frequency"

https://github.com/user-attachments/assets/00552f32-829e-4efc-9c2d-0314d8ea0e2e

Removed, but the selection dropdown is there. Just empty.

![Screenshot_3](https://github.com/user-attachments/assets/2e1ad9bf-1da8-4307-946f-aa775e94f776)
Actually 0 now

![Screenshot_2](https://github.com/user-attachments/assets/2b05064f-136f-4102-8c35-81248d298056)
https://github.com/Bubberstation/Bubberstation/issues/2724 is actually
resolved

https://github.com/user-attachments/assets/18b8185c-5e2e-4927-afeb-f06c1887b5c3

## Changelog

🆑
code: "Brain augment" and "Brain implant" selection in prefs
add: Added new brain type for humans. It's chrome, choom
add: One new brain implant for civilian use, the empathic sensor.
balance: androids get a brain damage cap var (999); can't be EMP'd while
already dead; alert texts when they're EMP'd
image: new sprite for vox brain
code: vox (primalis) brain now a child of android brains
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2025-01-12 13:23:30 -08:00
aKromatopziaandGitHub 461e66991d Adds nitrogen and anesthetic tanks to printers (#2683)
## About The Pull Request

title. surprised this hasnt been done

## Proof Of Testing

it runs? it runs

![image](https://github.com/user-attachments/assets/f0a30413-6c8a-4818-a957-11b1329faa21)

![Screenshot_6](https://github.com/user-attachments/assets/7cb08fba-d26c-4273-b3b6-c96959a488cb)


## Changelog

🆑
add: Anesthetic and nitrogen tanks appear in relevant departmental
lathes
/🆑
2024-12-23 09:10:54 +02:00
OdairuandGitHub 0f52d24485 Adds a new mod module - mind swap - to illegal tech (#2419)
## About The Pull Request
This module allows for the at-will body swapping between a suit AI and a
player mob. At face value its not really useful for real mechanical
purposes as, neither player will be able to be able to really do
anything extra that their counterpart couldn't do. I just personally
think its cool and could add some new cool scenarios for when wearing a
suit AI
## Why It's Good For The Game
I've been told its hot and cool. Gives more reason/gameplay to suit AIs
and the people wearing them
## Proof Of Testing

![image](https://github.com/user-attachments/assets/bf945365-7e5b-4921-8b5b-84c5386769c7)


https://github.com/user-attachments/assets/015b9e9d-8f30-482c-ba8a-c41f05fc466a
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: adds a new mod module
/🆑
2024-12-10 10:36:51 +01:00
projectkepler-RUandGitHub 6cb9db1710 Fix Flechette being reseacrhed 10 mins into a round due to a duplicate (#2458)
## About The Pull Request
There are several tech duplicate node on bubber, this results in tech
not actually being researched correctly; too fast
## Why It's Good For The Game
The 12 gauge flech is a late game anti armour ammo and it took me 3
month to realise bubber had it on technode too
## Proof Of Testing
It compiles on my end
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: duplicate 12g technode that made flech an early game ammo
/🆑
2024-11-17 18:20:41 +00:00
pixelkitty286andGitHub d3defa8a2f Research module fixes and small rebalances. (#2096)
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## 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! -->

Some general changes and bug fixes required to keep research modules
usable.

Also added on some quality of life features such as a material bag and a
xenobio bag

Changed some the assembly items to be under circuits gripper.

Fixes some issues with not being able to repair synths and moves
surgical drapes and bonesetter into a new small omitool.

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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
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

In the current state of the research module it is broken and has lots of
issues this PR is to fix some of it's issues.

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

Trust me bro I compiled it and tested it locally.

This is the new image of a fully upgraded research borg looks like.


![image](https://github.com/user-attachments/assets/2f81def0-e2f4-40a7-9dd4-23f1dce227e0)


## Changelog

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🆑
add: cut down omitool a small upgrade for the scanner
del: Removed old things
qol: made research borgs actually able to revive and work on synths
balance: research cyborg grippers
fix: research cyborgs not being able to repair synths. research cyborgs
being able to pick up the nuke disk (oops lol).
/🆑

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2024-09-30 23:34:20 -06:00
Waterpig 5e7acc141b upstream-24-08d1 2024-08-22 17:32:44 +02:00
The SharkeningandGitHub 0408dbaed1 techweb fixes (#1802)
## About The Pull Request

Synth shells and borg pinpointers are now printable. We need to align
our techweb more with the upstream changes, but it is what it is for
now.

## Why It's Good For The Game

Fixes some of our techweb

## Proof Of Testing


![image](https://github.com/user-attachments/assets/17664865-cc2b-4d37-af47-341abb975a52)

## Changelog

🆑
fix: Borg Pinpointers and synthshells are now printable once more.
/🆑
2024-07-16 13:08:12 -06:00
54d6707693 [Modular] Adds the Dom Aura quirk to the dominatrix cyborg module, and makes it researchable/printable in the utility upgrades (#1800)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
Does as the title says
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

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your PR mention it. -->

## Why It's Good For The Game
Cyborgs deserve to have some pets too, as a treat. Very useful for those
who want to ERP with these quirks but the dom is a silicon
<!-- 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
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

![image](https://github.com/user-attachments/assets/74ae9a51-70c0-4503-ab4c-1bdab3e8555c)

<!-- 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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🆑
add: DomAura quirk to dom borg module, and adds it to the tech tree
spellcheck: Untility Cyborg Upgrades -> Utility Cyborg Upgrades
/🆑

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---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-07-16 11:31:45 -06:00
Waterpig 74160953d8 Upstream 24-07a 2024-07-03 23:29:42 +02:00
Waterpig 55550cb524 Upstream fixes 2024-06-28 10:02:14 +02:00
CursorandGitHub f08329fe41 Crewimov is printable now. (#1644)
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## About The Pull Request


![image](https://github.com/Bubberstation/Bubberstation/assets/102828457/590ecd3f-c1ab-46b6-b0e2-eba9fa859dcd)

![image](https://github.com/Bubberstation/Bubberstation/assets/102828457/9c4db521-f463-425c-9610-ce0e67b1391b)

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

We should probably have stuff that's in the code usable outside of
bussing.

## Proof Of Testing

See above.
## Changelog

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observed by players or admins you should add a changelog. If your change
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all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Crewimov related modules are printable now.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2024-06-15 13:17:10 -04:00
33aeffd25b Killing the Module Folder with a Chainsaw and taking it's skin for a mask. (#1624)
## About The Pull Request

Title. This WILL break shit. Probably. Help me sweet Jesus.

## Why It's Good For The Game

House of Leaves is less confusing than our file structure.

## Proof Of Testing


## Changelog

🆑
fix: MASSIVE File Structure clean-up.
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-06-12 18:59:14 +02:00
7f6cddac52 Adds Research cyborgs [Modularish] (oh no) (#1407)
## About The Pull Request

This PR added a new module for cyborgs it also ~~replaces the
malfunctioning AI cyborg factory~~ with the ability when hacked to
manufacture cyborgs manually (Cyborg building CO-OP) Malfunctioning AI
cyborg factory was added back.

The PR also adds a research cyborg exclusive jaunting module, much like
the ninja energy sword and hierophant, when they are emagged or hacked.

An alterative way was added to remove cells on cyborgs to allow for
cyborgs to upgrade ONLY cells. Other upgrades are restricted to balance
them.

This comes with a few base sprites for the research cyborgs more will be
added later or in a future PR.

## Why It's Good For The Game

I've always wondered why the research department never had cyborgs of
their own, but own them.

Research cyborgs are for a dedicated cyborg type assisting the research
department.

~~Disabling the robot factory was done because the printer would just
shit 3 to 4 cyborgs at once and make them out of nothing.~~

It was added with and optional Cyborg CO-OP to encourage the cyborgs and
the AI to make cyborgs them self if they wish for more cyborgs.

Research cyborgs were given jaunting and a stun arm to hopefully allow
them to evade capture. In other words they are to run when hunted as
they are mostly defenseless (fighting back is a bad idea.)


## Proof Of Testing


NOTE: These images taken were during development and may be missing a
few items. Also some items may have been removed wile testing.

LIST OF ITEMS REMOVED:
Dropper
Syringe
Mech gripper

Stock

![dreamseeker_zPm0yyoOZC](https://github.com/Bubberstation/Bubberstation/assets/78038207/267bb6d8-6042-451b-9678-7d7907f53bd0)


Fully upgraded

![dreamseeker_qyG5Oq1cav](https://github.com/Bubberstation/Bubberstation/assets/78038207/a53dffb1-2d75-4e0f-95f5-5971403c2c7d)


Emagged

![dreamseeker_nQcm41bycd](https://github.com/Bubberstation/Bubberstation/assets/78038207/2618afe6-8d04-40fe-a8bf-e8550e3e4fcf)
Note: NO EMAG

![dreamseeker_tNIapvYTHM](https://github.com/Bubberstation/Bubberstation/assets/78038207/98f76dcf-d042-474f-94f7-2d1923755524)



## Changelog

🆑
add: Research cyborgs
add: ability to pry cyborg cells out 
del: ~~disabled malf cyborg factory~~
qol: made an alt method removing cells
balance: rebalanced cyborg making
image: Sprites for research cyborgs
code: what ever needed to get the cyborgs working
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2024-06-10 10:53:57 +02:00
6208af2ee1 Adds the DOTA suit and various extras (#1275)
## About The Pull Request

Adds the DOTA suit. A special armored science lathe printable hardsuit
that gives you morphine whenever you are affected by a wound. Also does
other stuff I guess, such as:
- Morphine
- More Morphine
- Emag into giving stimulants (and Morphine)
- Has a cool professionally voiced AI
- Prevents you from talking like a true silent protagonist.
- Built in Geiger counter.

Also adds

- Nerd glasses that give you the "Nice Shot" trait, making your firearms
more accurate. How else are you supposed to explain the military
training by HEV suit users?
- Fast attacking lightweight crowbar. Beat the shit out of objects. Or
your coworkers.
- Physics Manipulation Tool from another PR. I should probably require
it to use a bluespace core maybe.

All this is researchable with the correct research.


## Why It's Good For The Game

idk

## Proof Of Testing


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/f774baa3-f667-482f-bc09-d4518409423e)


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/bfa5ab91-f439-4c39-908d-b19ffc66167e)


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/29b6c2ac-240f-4a30-a819-85d143fa0edb)


## Changelog

🆑 BurgerBB
add: Adds the DOTA suit and various extras to research.
/🆑

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
2024-04-30 04:14:15 -05:00
projectkepler-RUandGitHub 5a3d8b2a4a You can now research ammo, alongside some other sec changes (#1369)
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Due to our lord and saviour giving security only 1 gun per mag, I've
just remembered after 4 months that I should probably give them more mag
per crate and also allow you to buy the mag yourself
This applies to currently every gun crate we have.. alongside name
correction as we forgot to de-french all of the guns crate


Alternatively I could just make the magazine require tech research
instead but I want to see what people think

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

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your PR mention it. -->

## Why It's Good For The Game
The point of ballistic weapon has always been
1) the emp immunity. While most antags are actually weaker to energy
weapon
2) being able to reload in combat versus retreating and recharging is a
huge deal
And our ballistic option that do exist are almost always going to be the
base one that we already trust rather than the one SR given us because
it's not something we can reliably source ammo for
People don't like the half the gun because they can't really get more
mag for it. That's why the WT-551, and revolvers are still the best
ballistic option thus far
So this is meant to address that issue



<!-- 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
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
N/A
<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog

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🆑
balance: Our contract with carwo has been re-written, every gun crate
that start with mag now actually start with the amount of mag they
should have. Bless the star!
text: fixed some weird naming inconsistencies given that our gun arent
french anymore... begone
/🆑

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2024-04-18 16:16:27 +00:00