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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 /🆑 |
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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. /🆑 |
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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. /🆑 |
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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. /🆑 |
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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 /🆑 |
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26d7f00a76 | Roxy Comments | ||
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be0da4af11 | probably 3 | ||
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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. /🆑 |
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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! /🆑 |
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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 /🆑 |
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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. /🆑 |
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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 /🆑 |
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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 /🆑 |
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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 /🆑 |
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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. /🆑 |
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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> |
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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>   <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 /🆑 |
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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 /🆑 |
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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 /🆑 |
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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> |
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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 /🆑 |
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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" />  ## Changelog 🆑 add: MODsuit Remote Module that allows you to remotely control other people's modsuits /🆑 |
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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. /🆑 |
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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 /🆑 |
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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> |
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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> |
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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:  Colors:          </details> ## Changelog 🆑 add: Added a new circuit: Color component /🆑 |
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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>     </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 /🆑 |
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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>   </details> ## Changelog 🆑 add: With a new upgrade, Borgs get an RLD. Let there be light. /🆑 |
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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  ## 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) /🆑 |
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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  ## Changelog 🆑 del: Removes the handheld crew monitor from the medical lathes. /🆑 |
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254cd32c93 | Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-02a | ||
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225199e26b | Moves all the organcode down to obj/item/organ | ||
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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>  </details> ## Changelog 🆑 fix: fixed the utility cyborg upgrades node missing stuff /🆑 |
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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>    </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 /🆑 |
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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.  Actually 0 now  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> |
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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   ## Changelog 🆑 add: Anesthetic and nitrogen tanks appear in relevant departmental lathes /🆑 |
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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  https://github.com/user-attachments/assets/015b9e9d-8f30-482c-ba8a-c41f05fc466a <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: adds a new mod module /🆑 |
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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 /🆑 |
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d3defa8a2f |
Research module fixes and small rebalances. (#2096)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull 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! --> 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. <!-- 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 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.  ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP 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 all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 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). /🆑 <!-- 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. --> |
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5e7acc141b | upstream-24-08d1 | ||
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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  ## Changelog 🆑 fix: Borg Pinpointers and synthshells are now printable once more. /🆑 |
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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 not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Does as the title says <!-- 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 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  <!-- 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. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's 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 all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: DomAura quirk to dom borg module, and adds it to the tech tree spellcheck: Untility Cyborg Upgrades -> Utility Cyborg Upgrades /🆑 <!-- 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: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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74160953d8 | Upstream 24-07a | ||
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55550cb524 | Upstream fixes | ||
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f08329fe41 |
Crewimov is printable now. (#1644)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request   <!-- 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 <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's 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 all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Crewimov related modules are printable now. /🆑 <!-- 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. --> |
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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> |
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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  Fully upgraded  Emagged  Note: NO EMAG  ## 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> |
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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    ## 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> |
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5a3d8b2a4a |
You can now research ammo, alongside some other sec changes (#1369)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may 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 <!-- 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 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 place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's 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 all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 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 /🆑 <!-- 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. --> |