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Commits
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0eeda0ca30 |
Holster override update (#5698)
## About The Pull Request Updates our override for the holster and the detective holster to make more sense. This means: Made it able to hold any speedloader. The normal TG one could already, we just removed that for some reason. Made it able to hold /obj/item/gun/energy/laser/pistol This should more or less cover all the pistols and their ammo types, so shoulder holsters make more sense. ## Why It's Good For The Game I like my holsters making sense! ## Proof Of Testing works on my machine <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 code: updated what holsters could hold to make more sense /🆑 |
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012884d5a5 |
Fixes holster override (#5693)
## About The Pull Request Fixes the override that already existed for the holster, making it actually do what it was intended to. The call was mis formatted so that it was being misinterpreted and never actually applied. ## Why It's Good For The Game fix good ## Proof Of Testing I did indeed test on localhost. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 UvvU fix: fixed shoulder holster having wrong holdables list /🆑 |
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29ddc6a575 |
digi legs/teshari sprites for wintercoat related clothing + sec wintercoat rework/fix (#5644)
## About The Pull Request Adds digitigrade legs and teshari sprites for winter coats (and some extra winter coat subtypes) that lacked them on this list, from [this link](https://app.milanote.com/1Tzxnc1wYY2b3d/digi-sprites?p=SEkpuGTg5kd), which itself is from [this message](https://discord.com/channels/1059199070016655462/1184264879041949726/1328481959919226891) in the discord. <img width="679" height="708" alt="image" src="https://github.com/user-attachments/assets/da09bbd4-b342-4936-a80e-6019c4d2c03a" /> There also also a few other changes, elaboration below. This PR affects the following items: <img width="650" height="204" alt="all coats" src="https://github.com/user-attachments/assets/64447510-c581-497e-b700-90f2fa715c2c" /> **Other Changes** - All teshari winter coats can be zipped open now. (Previously you could, but it would not look visually different.) <img width="70" height="87" alt="image" src="https://github.com/user-attachments/assets/8bdf848e-d7ed-4492-b7be-2a0cdda97493" /> - The teshari sprite colors for the HoP, QM, and Cargo winter coats have been updated. - New teshari sprites for: captain, coroner, ratvarian, narsian, christmas (red and green), blueshield, endotherm, colorable, tailored, colorable, security winter coat and hood. Also the pullover and zipup hoodie, and security jacket. - Removed the duplicate security winter jacket (black and red). - Recolored the security winter coat (white and red), added a hood to it, and moved it in the place of the duplicate. Added a new icon for the security winter jacket. (Old vs new comparison) <img width="128" height="64" alt="image" src="https://github.com/user-attachments/assets/75bd5b44-5c1b-42d2-9a5d-20d06fa9785d" /> - Added some missing pixels to the hood of the default teshari winter coat. ## Why It's Good For The Game Less missing sprites good! ## Proof Of Testing Works on my machine. <details> <summary>Screenshots/Videos</summary> <img width="1508" height="1026" alt="digi wintercoats pr proof of testing image" src="https://github.com/user-attachments/assets/fa60753b-28ca-4bdf-a5b6-d0e6b4c7a940" /> The ratvar hoodie animates too (not this fast or choppy ingame) <img width="294" height="119" alt="ratvar hoodie animated" src="https://github.com/user-attachments/assets/1be7c2f7-a5c8-4d44-9742-1366a1e7ed34" /> The hoodie replacement works (there isn't a duplicate jacket) <img width="427" height="258" alt="Screenshot_1" src="https://github.com/user-attachments/assets/5f6e948a-e3ee-4633-8000-84711213adae" /> </details> ## Changelog 🆑 add: added digi legs sprites to all winter coats and related clothing add: updated/added some winter coat teshari sprites (including hoodies) add: teshari winter coats can open now, added missing teshari pixels on the grey winter hood add: slightly recolored the security winter coat and added a hood to it fix: removed duplicate security jacket in the secdrobe fix: fixed incorrect security jacket hood icon (by giving it a new one) /🆑 |
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50222a9465 |
Adds two new revolvers (#5544)
## About The Pull Request This PR adds two new revolvers to cargo orders. Both are available as a goodie. The security variant fires 9mm Murphy rounds and is orderable via departmental order as well. The Civillian version fires .38 but is slightly innacurate due to poor quality. ## Why It's Good For The Game ### MORE DAKKA ## Proof Of Testing <img width="858" height="762" alt="image" src="https://github.com/user-attachments/assets/5292f6bf-b536-4b69-9588-978d21f4d761" /> <img width="408" height="151" alt="image" src="https://github.com/user-attachments/assets/93f6a7c2-2ed3-46f0-866e-2bcddca42718" /> <img width="689" height="595" alt="image" src="https://github.com/user-attachments/assets/417fc0ac-3634-43d3-b6dd-ade273682fe2" /> <img width="885" height="677" alt="image" src="https://github.com/user-attachments/assets/a6461a4a-8b44-4a67-b92b-9f95841eec5a" /> <img width="1592" height="1069" alt="image" src="https://github.com/user-attachments/assets/7de179ff-6ac8-48f5-885f-dbacdd7881a3" /> ### NEW SPRITES BELOW <img width="197" height="124" alt="image" src="https://github.com/user-attachments/assets/24b93d43-fae1-455b-9d93-e81f84536585" /> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: 'Protector' revolver. Fires 9mm 'Murphy' with a 5 shot capacity. add: 'Defender' revolver. The 'Defender' is a cheaply manufactured knockoff of the 'Protector'. It fires .38 rounds while being very cheap, at a cost of doing 90% damage and a small accuracy penalty. add: New revolvers to cargo. The 'Protector' is available in a 3 pack via departmental security order as well. Both are available as single pack goodies. image: Sprites for the new revolvers by Niim. /🆑 |
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425ab26ee1 |
Makes vouchers work on protolathes (#5604)
## About The Pull Request Title. ## Why It's Good For The Game So we apparantly have two types of departmental lathe :( ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="515" height="93" alt="image" src="https://github.com/user-attachments/assets/ef3a6713-bcee-4df2-adf7-5c5629cac4f3" /> </details> ## Changelog 🆑 fix: Sec vouchers work on protolathes now /🆑 --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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+37 |
21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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3333682fc5 |
Adds a hardlight bow goodie kit + a few bow tweaks (#5575)
## About The Pull Request Title. It costs 500 credits and only has 1 bow and a quiver with nonlethal arrows. Fixes a typo in the voucher description. ## Why It's Good For The Game Makes the bow more accessible. Shouldnt cause a bowtide because like, you could also just kinda get a gun for the price... ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="557" height="44" alt="image" src="https://github.com/user-attachments/assets/0d1f4e6b-ddd1-472f-bdf1-5edf4fc1b038" /> </details> ## Changelog 🆑 add: A 500 credit hardlight bow goodie case for cargo /🆑 |
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28efecee33 |
Gives dep. guards a voucher instead of a taser, allows voucher redeeming via lathes (#5576)
## About The Pull Request Title. ## Why It's Good For The Game Allows for dep. guards to expand their loadouts more. It really doesnt make them any better, because honestly, the taser is kind of the optimal choice already. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="712" height="678" alt="image" src="https://github.com/user-attachments/assets/7fb5e40a-e71c-4932-8640-d3d7ad277544" /> </details> ## Changelog 🆑 add: Dep. guards now have a primary security voucher instead of a taser /🆑 |
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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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d9a6b832ed |
Reverts 'Virosec' and Returns Redsec to Base /tg/ + Red Skyrat Security Gear (#5518)
## About The Pull Request Does as the title suggests. This was voted on and approved unanimously by maintainers. **BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.** ## Why It's Good For The Game A lot of players discussed discontent with 'virosec' and I feel this is a solution that works. ## Proof Of Testing I forgot to take screenshots, but it compiles, builds, and almost everything is red. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: Added back base /tg/ redsec along with red Skyrat clothing items. del: Removed 'virosec'. /🆑 |
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025c1d6c25 |
digitigrade legs/teshari undersuit sprite fixes p3 + striped dress resprite (#5494)
## About The Pull Request Again going down this list, from [this link](https://app.milanote.com/1Tzxnc1wYY2b3d/digi-sprites?p=SEkpuGTg5kd), which itself is from [this message](https://discord.com/channels/1059199070016655462/1184264879041949726/1328481959919226891) in the discord. Additionally resprites the striped dress slightly due to the original sprites not looking right. <img width="690" height="850" alt="image" src="https://github.com/user-attachments/assets/1b520c98-4a9f-4391-a0fe-6797503e52f6" /> Digitigrade leg sprites are the main focus, though I am adding teshari sprites too. This includes if sprites already had digitigrade legs (the half-blue green squares). These items are affected by this PR: <img width="348" height="136" alt="Screenshot_363" src="https://github.com/user-attachments/assets/13836ae6-67d4-447a-9e15-2f6b6ad227cc" /> Elaboration on the colors: Green - New digi legs and teshari sprites made for this PR Purple - Fixed previously (have both digi and teshari sprites already), this list is somewhat old so this is expected Gray - Needs sprites. Used this to keep track of progress, but it's done so it's kinda useless now Red - Removed from the game, most of the naval jumpsuits were removed in a PR Blue - Item had digitigrade sprites already but no teshari sprites, so I added them Yellow - Item had sprites in the files, but not programmed in. Still needed teshari sprites, which were added There is one unlisted case where the swept skirt already had Teshari sprites but no digi sprites. Note there is currently a bug/oversight with the ethereal tunic where the emissive sprites are still using the default human ones instead of the digi/teshari ones. <img width="161" height="112" alt="Screenshot_384" src="https://github.com/user-attachments/assets/a45d2310-841c-4c06-8206-0ddd19d04dee" /> <img width="171" height="104" alt="Screenshot_385" src="https://github.com/user-attachments/assets/77cba08c-73f7-4dbb-8a1f-86b65dfdbf6c" /> Elaboration on the striped dress "resprite": - How it looked before vs how it looks now <img width="224" height="103" alt="image" src="https://github.com/user-attachments/assets/e2195e28-eb2f-41b6-bb4c-6ee605461e90" /> <img width="243" height="108" alt="Screenshot_386" src="https://github.com/user-attachments/assets/51482000-03da-48a6-8a7a-442ebdb80c92" /> ## Why It's Good For The Game Less missing sprites good! ## Proof Of Testing Works on my machine. <details> <summary>Screenshots/Videos</summary> black divers uniform <img width="287" height="106" alt="Screenshot_364" src="https://github.com/user-attachments/assets/406ab962-6f53-4727-886c-aac86c8749c1" /> blue tracksuit <img width="300" height="104" alt="Screenshot_365" src="https://github.com/user-attachments/assets/79933b05-c2b5-4ceb-afb9-9ef7ad6c4911" /> cc ensign's uniform <img width="278" height="106" alt="Screenshot_366" src="https://github.com/user-attachments/assets/6454f464-6813-4b25-8d5a-8109fcb05380" /> classic prisoner's jumpsuit <img width="219" height="99" alt="Screenshot_367" src="https://github.com/user-attachments/assets/b3776810-2705-40e9-a486-d88539658efb" /> emission's suit <img width="278" height="110" alt="Screenshot_368" src="https://github.com/user-attachments/assets/957f3e4d-337d-4c61-8ca9-67135329ecd3" /> ethereal tunic <img width="290" height="107" alt="Screenshot_369" src="https://github.com/user-attachments/assets/f5e8d558-97e3-489e-bac6-f5bae9c09f30" /> fancy kimono <img width="301" height="114" alt="Screenshot_370" src="https://github.com/user-attachments/assets/9690f16a-f329-4180-99ed-9e6ce5d25f54" /> formal matte black captain uniform <img width="298" height="108" alt="Screenshot_371" src="https://github.com/user-attachments/assets/d7a5b210-6cd7-406c-96d2-165240b657c1" /> french marshall's uniform <img width="292" height="105" alt="Screenshot_372" src="https://github.com/user-attachments/assets/0380ac44-666f-4e67-ae31-987eb29d5f3a" /> noble gambeson <img width="300" height="112" alt="Screenshot_373" src="https://github.com/user-attachments/assets/07dfe3bb-c4c8-4e4d-8333-7654be617f23" /> red striped skirt <img width="226" height="105" alt="Screenshot_376" src="https://github.com/user-attachments/assets/06f33000-0ee7-43a4-8f21-07141dd10b05" /> security jumpsuit <img width="226" height="103" alt="Screenshot_375" src="https://github.com/user-attachments/assets/f6c52d1b-0a8a-4668-b98a-4172343fa435" /> sensible suit <img width="285" height="106" alt="Screenshot_379" src="https://github.com/user-attachments/assets/11469e9d-4e3a-4503-bad1-6ea3b532a5cc" /> short black dress <img width="291" height="104" alt="Screenshot_381" src="https://github.com/user-attachments/assets/644e757e-fd80-4a10-b351-4a55a8bff43e" /> short-sleeved kimono <img width="283" height="108" alt="Screenshot_374" src="https://github.com/user-attachments/assets/15b2823d-e63a-4cc7-b004-9b04e84339fd" /> striped dress <img width="279" height="105" alt="Screenshot_382" src="https://github.com/user-attachments/assets/0404abcf-8ae1-4e84-8eda-ccb868898309" /> swept skirt <img width="295" height="111" alt="Screenshot_380" src="https://github.com/user-attachments/assets/38863030-ebfc-4aaf-8a9f-2b9c1a889934" /> tactichill jacket <img width="296" height="108" alt="Screenshot_377" src="https://github.com/user-attachments/assets/73b41ae7-48e0-4ac1-a02b-7a4585b0fe85" /> xuracorp biohazard underfitting <img width="286" height="100" alt="Screenshot_378" src="https://github.com/user-attachments/assets/676bf367-7694-4a96-a86f-65f02c37ac96" /> </details> ## Changelog 🆑 add: 19 more missing digi legs and/or teshari sprites (list is on PR 5494) fix: improved striped dress sprite /🆑 |
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0dc179f5ed |
Slightly increases the fire rate of the Murphy because Obi-Wan Kenobi told me to once (also reduces AP). (#5467)
## About The Pull Request Reduces the fire delay of the Murphy from 5 to 4 Reduces the AP of the Murphy bullets from 20AP to 10AP. ## Why It's Good For The Game The gun honestly feels a little clunky, especially during lag. An increase in fire rate should help it. Hopefully this isn't too strong. ## Proof Of Testing Untested. If it compiles, it works. ## Changelog 🆑 BurgerBB balance: Reduces the fire delay of the Murphy from 5 to 4 /🆑 |
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b67910652f |
Adds a new bow that penetrates armor to cargo and security voucher + nonlethal arrows (#5390)
## About The Pull Request Title. Introduces a new bow and 2 new arrows: The hardlight bow, and the blunt/taser arrows. You can acquire these items via a new primary security voucher. This kit gives you one bow, one quiver with 9 blunt and 1 taser, a hatchet, and a book that teaches you how to build these arrows. **You do not gain the ability to craft lethal arrows roundstart. You have to order the book from cargo.** You can also order a kit of 2 quivers and 2 bows from cargo. The quivers have a mix of lethal and nonlethal arrows. They cost a little less than a crate of 3 laser guns, so this is generally a suboptimal choice. ## The bow Like all bows, it is bulky, and fits only in suit storage. Unlike other bows, it is not weak against armor, and can cause wounds. It is a hardlight bow - its string is made out of energy. You can obtain this bow via a voucher or cargo. The bow itself is also an appreciable weapon, doing 11 blunt damage (this is prone to change on review - this was inherited from the base bow). ## The arrows ### Blunt The blunt arrow is the simplest arrow. 35 stamina, 5 brute, 3 hits to down. Craftable the same way a normal arrow is. Reusable. Causes dislocations if fired in close quarters. ### Taser You only spawn with one taser arrow roundstart. 5 stamina guaranteed, 40 and knockdown if the target isnt electrically insulated. Not reusable. Craftable like a normal arrow, but with a igniter, cable, and a cell. **This recipe is prone to change on review, as I feel it might be a bit easy to make for its power, but I dont know what to add to make it truely expensive.** Both of these arrows can only be crafted if you have the fletching book, or an arrow to convert. This PR also locks bronze arrows to ashies and hearthkin exclusively, as they are too powerful for their ease of crafting. Upgrading your arrows to bone should take time and effort. ## Why It's Good For The Game Well, A, I have a character that does bowsec, and as it stands, its kinda useless. The arrows are too weak and fail on all armor. Bronze arrows do THREE DAMAGE on a redsuit. THREE. B., it adds a fairly unique way to play ranged security. Bows just - function differently. You have to load each arrow manually, pick up your dropped arrows, and deal with a relatively choked quiver (if you want to deal with the quiver at all). You also have to craft your own arrows, seek out another fletching book for lethal arrows... its a more involved playstyle if you really want to go full bowman. C. Flavor. Some characters. like my own, prefer more... traditional methods of dealing with people. Bows, spears, cudgels, clubs. I should note, this kit will be somewhat underpowered in actual combat. Running around, trying to load your bow while under fire, is very difficult, especially because the disabler generally has a higher DPS anyway. I do think thats fine, as it is more of a sidegrade in the same way the pepperball is, but if maintainers request, I could possibly increase the damage this bow deals or some variation to make it worth using. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="1879" height="526" alt="image" src="https://github.com/user-attachments/assets/91ab9832-cc2d-4355-ad85-654611c8c66d" /> https://github.com/user-attachments/assets/d2697261-2b13-4f4e-9288-4a1a2fe1d134 </details> ## Changelog 🆑 add: A new security voucher - the archery kit, that gives you a bow that penetrates armor and causes wounds, as well as some less-lethal arrows add: An armory cargo order with two powerful bows and quivers with lethal and nonlethal arrows add: Two new less-lethal arrows craftable via the fletching book and blacksmithing balance: Bronze arrows can now only be crafted by ashies and hearthkin /🆑 |
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7b2bf4ee69 |
Fixes the murphy's balloon alerts always being "unloaded" upon manual reload (#5262)
## About The Pull Request It is in fact not unloading when you put a mag in ## Why It's Good For The Game bug fix ## Proof Of Testing https://github.com/user-attachments/assets/ba64b79c-27b8-4716-a5f2-52e8dd05304b <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 Fix: Balloon alerts for the murphy now function properly. /🆑 |
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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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51ad6527c7 |
stabs blusec in the jugular and takes their wallet (virosec - security resprite and reset) (#5159)
## About The Pull Request I'm working on it. the poll won so I am going ahead w/ this. <img width="1436" height="286" alt="image" src="https://github.com/user-attachments/assets/255eda79-eb2c-4e36-9ad8-53c91c3b245e" /> <img width="336" height="183" alt="image" src="https://github.com/user-attachments/assets/f92f5c29-c4e0-46da-889e-88acc903d253" /> stuff left to do - [x] finish hos outfits - [x] finish warden outfits - [x] finish obj icons - [ ] bugtest this is a total overhaul of security, essentially resetting everything to a new standard which can be worked off of. this is also a deletion of blusec, an antiquated, unpopular idea that has long since proven to both not be liked, and not work. ### this pr will not be the be-all, end-all. stuff will likely be tweaked, added, removed, changed, or resprited in the coming days, weeks, and months. due to just how much stuff security has. ## Why It's Good For The Game will write a markup for this specific pr eventually but I will just be posting the discord justification I gave <img width="427" height="313" alt="image" src="https://github.com/user-attachments/assets/e033ff0c-44f2-4cf6-ad9b-4b2d124cf21e" /> <img width="419" height="506" alt="image" src="https://github.com/user-attachments/assets/84e86f18-72d2-4bef-a84b-1b53067fe41d" /> ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="967" height="1046" alt="image" src="https://github.com/user-attachments/assets/feaf9395-88d3-4999-a02f-e89cae25cc67" /> <img width="602" height="728" alt="image" src="https://github.com/user-attachments/assets/81daae2f-f18e-41a9-a225-48dbbaad697f" /> </details> ## Changelog 🆑 axietheaxolotl / viro del: blusec add: redsec /🆑 |
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76c8aca731 |
Removes armadyne webbing (#5113)
## About The Pull Request Removes armadyne webbing, and the belt. ## Why It's Good For The Game The belt is being removed, becuase it's just a secbelt that you can already reskin into. Why is it needed there at all? The webbing is an intentional balance change. https://github.com/Bubberstation/Bubberstation/pull/4800 forgot to move the blue version into the vendor, but all things considered something like this shouldn't exist. In comparison to other sec belts, it gives two more slots, with the tradeoff of...nothing. The tradeoff it used to have isn't around anymore because of tg updates. It's just a straight upgrade of a TG item for half the price. I say this as a sec main who always takes this item, this item is too good for what it is, and warrants the axe. ## Proof Of Testing Works on my machine. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Removes the armadyne webbing /🆑 --------- Co-authored-by: Cato Christopher <184588377+CatoChristopherMrow@users.noreply.github.com> |
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dd5915f83d |
Security: A lot of changes (#5132)
## About The Pull Request Special thanks to Cato for helping me with decisionmaking and balancing on this one [in a bunch of things here, but not all.] This PR changes a lot of things so I will be breaking it up into numbers. # 1. Security Vouchers: Primary Ported from monkestation, securirty no longer starts with a taser, but instead with two vouchers. A utility and a primary. All sec should get a utility, the HOS, ~~medic~~ and detective do not get a primary voucher. The vouchers can be redeemed at the same vendor that you get flashbangs/cuffs/donuts from. The choices are: - The default taser - The disabler and an energy shoulder holster to pair - A pepperball gun and a single clip - A flash-bulb riot shield Why the change?: - Warden might not be there to give you your preferred loadout, so even on lowpop, you get your preferred gear up to some extent. We're not giving out hellfire lasers here. It adds nothing that couldn't have been done before, frankly. - The weapons are availible roundstart already, with the exception of the pepperball, which was adjusted to match - More variety in security playstyle, allows sec officers to personalize and play in (mostly) different ways. - The disabler, which is the question I always get, is left in due to it being present in the game as a standalone tool AND some players just having a preferrence to shoot themselves in the foot, or don't like fiddling with modes on the go. The pepperball gun now has a higher shot delay, which is offset by how the weapon makes or breaks fights by applying item drop, knockdown and temporary blindness with it's reagent. Pair it with a baton and any antag who forgot a gas mask just lost. # 2. Security Vouchers: Utility The choices are: - Barrier nades x2 - Stingbangs x2 - Sec laptop, a laptop with relevant programs on it. Lets you view cameras on the go, among others. - Justice Helmet - Donuts - Weighted Space Law/Corporate Regulations. More on that later. - Security barrier projector. More on that later. - A pair of pinpointers, linked with eachother ## Weighted Space Law and Space Law changes: I'll call it space law but it's corporate regulations ok? - Space Law actually links you to wiki. Still teaches you legalese, so just use it more than once to open it. - Weighted Space Law, otherwise known as Space Law: Collecter's Edition. With a gold-coloured-metal-plated trim. Allows you to beat people with space law for 13 damage, a chance to teach them legalese so they can sue you after, and a funny message. Overall a gimmicky thing for more interesting interactions. ## Security Projector changes - Security projector can now CUFF people. Use it as handcuffs to do so. - The cuffs can be EMP'd away at a 50% chance. Makes sense according to what they are and it works for their general purpose of "infinite cuffs, but no cuffs". THE CUFFS FIZZLE OUT IF YOU LEAVE 1 SCREEN OF RANGE. This is because of the sheer amount of space you can save on cuffs by taking this 1 item in their stead, with the condition of "if you can keep them by you until you sit them in their cell.". Worse than cuffs, but a huge timesaver if you feel confident in your skills as an officer. # 3. Breaching Hammer Buff In the current meta, the breaching hammer is dead. Long-gone. Frangible rounds in shotguns, sawn off or otherwise, are much more worth it than any amount of cooperated breaching which leads to yourself being shocked as they are NOT insulated. For that reason, the hammer now takes just 1 person to breach and is resistant to electricity. It's easier to get than the frangible shotgun, it needs potentially less space counting the shots, is infinite, can be even used for dealing with insulated things as security. Simple as. Item revival, way behind meta, or even just convenience. ## Proof Of Testing <img width="1409" height="684" alt="aaaaaaaaa" src="https://github.com/user-attachments/assets/782c23ca-11bb-4ba7-8294-80086af1b134" /> <img width="307" height="269" alt="bbbbbbb" src="https://github.com/user-attachments/assets/8d75a1bb-fb2e-44d8-8338-f22ed6be62da" /> <img width="260" height="311" alt="ddddddd" src="https://github.com/user-attachments/assets/51229031-0a6d-480c-8021-0f57cd8496dc" /> <img width="193" height="181" alt="ccccccc" src="https://github.com/user-attachments/assets/97254655-60f7-4713-9673-bb6b3071d97e" /> ## Changelog 🆑 add: Security starts with a primary and utility voucher for redemption in their equipment lathe to make a choice for what they want to use as their main, nonlethal weapon that round, and a bonus piece of gear on the side. add: Corporate Regulations: Collector's Edition, a space law book with some heft and blunt force to it... add: Security holobarriers can now additionally create holographic cuffs around people, which have a chance to disappear when EMP'd, and disappear if they leave the projector's range of 9 tiles [1 screen] add: Pepperball magazines now in security vendor, premium section balance: Pepperball guns fire much slower, fire delay 8 balance: Breaching hammers can be used by 1 person to breach and are now insulated fix: Space law books now link our website's space law /🆑 --------- Co-authored-by: Alexis <catmc8565@gmail.com> |
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a33fd49968 |
Upstream 12 15 25 unique reskins fixes (#5019)
This branch needs help, tons of datums to make for the customizable items. --------- Co-authored-by: Alexis <catmc8565@gmail.com> |
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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83630ac4c2 |
FIx: murphy (and double barrelled shotgun) need a weapons permit like every other gun in the game (#5009)
## About The Pull Request To order murphy ammo or pistols you now need a weapons permit. Same thing goes for the DB shotgun. Just like you would for a disabler. ## Why It's Good For The Game Fixing a mistake ## Proof Of Testing </details> ## Changelog 🆑 fix: fixed missing weapons restrictions on buying some guns from cargo /🆑 |
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1c3db82004 |
Removes the Imperial/Naval Hats and Jumpsuits (#4981)
## About The Pull Request Does as the title suggests. I am pretty impartial to these existing, so long as they get a resprite, and get proper digitigrade leg sprites before they make a return. If anyone is super attached to the hats, let me know in the comments, and I'll remove them from this PR. I only included them with this due to it feeling silly to only have the hats without the uniforms. ## Why It's Good For The Game I am normally a firm believer in "Improve. Don't remove." but these sprites lack digitigrade sprites and their own sprites have clearly not been touched up in quite some time leads me to believe they are being unmaintained and would best be removed for the time being. ## Proof Of Testing It compiled. If CI passes it should work. ## Changelog 🆑 del: Removed the imperial/naval hats and jumpsuits. /🆑 |
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e74665854d |
The Digitigradening - Security/Prisoners (#4975)
## About The Pull Request Adds the missing icons for the following: - `/obj/item/clothing/under/rank/security/peacekeeper` (peacekeeper uniform) - `/obj/item/clothing/under/rank/prisoner/classic` (classic prisoner jumpsuit) - `/obj/item/clothing/under/rank/security/detective/cowboy` (blonde cowboy uniform) See 'Proof Of Testing' for the image. Removes `supports_variations_flags` overrides for the following in preparation for a new unit test (in an upcoming PR): - `/obj/item/clothing/under/rank/prisoner/skirt/protcust` (protective custody prisoner jumpskirt) - `/obj/item/clothing/under/rank/prisoner/skirt/lowsec` (low security prisoner jumpskirt) - `/obj/item/clothing/under/rank/prisoner/skirt/highsec` (high risk prisoner jumpskirt) - `/obj/item/clothing/under/rank/prisoner/skirt/supermax` (supermax prisoner jumpskirt) - `/obj/item/clothing/under/rank/prisoner/skirt/syndicate` (syndicate prisoner jumpskirt) - `/obj/item/clothing/under/rank/security/detective/runner` (runner sweater) ## Why It's Good For The Game Clothes should be able to be worn by digitigrade leg users. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="158" height="89" alt="image" src="https://github.com/user-attachments/assets/0a94a050-b3b7-484a-b13d-ff7579dbfb94" /> <img width="75" height="85" alt="image" src="https://github.com/user-attachments/assets/42b8c080-9b7b-4154-ace1-068ebe4511b9" /> </details> ## Changelog 🆑 fix: Fixed the digitigrade sprites not being usable for the classic prisoner jumpsuit, despite the icon existing. image: Added digitigrade sprites for the blue variant of the peacekeeper uniform and the blonde cowboy uniform. /🆑 |
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348764b0c5 |
Fix armor on some modular jumpsuits (#4953)
## About The Pull Request Someone made /datum/armor/clothing_under/none as an attempt to provide no armor to a subtyped item, such as defanged syndie clothing. However, a blank subtype just inherits from the parent. Changes it to be an explicit definition of the expected armor value ## Why It's Good For The Game Things don't inadvertently get armor they're not supposed to ## Changelog 🆑 LT3 fix: Fixed a few under clothing items inheriting incorrect armor values /🆑 |
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df74a21061 |
Fixes for 0234874f65
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964ca047ef |
Adds a red eyepatch reskin to the non-flash secpatch hud. (#4877)
## About The Pull Request I missed one. ## Why It's Good For The Game Redesec varients good. Also moved some other sec stuff to the override folder. Technically not overrides but 🤭 ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: Sec Eyepatch Huds can be red. /🆑 |
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eb156e831d |
Resolves the Great Sec Colour Debate by Adding PinkSec (as a reskin option) (#4811)
## About The Pull Request <img width="228" height="326" alt="image" src="https://github.com/user-attachments/assets/bd0a14de-39fe-4fd0-af26-6b9cf2eb9776" /> ## Why It's Good For The Game Someone asked me to, I also fixed a few reskin related bugs I missed last run. Bimbosec MUST be real. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: The portal opened. Pinksec has arrived as a reskin option. Pray to your Bimbo God. fix: Black/White Krav gloves have icons. fix: SecSkirt reskins. /🆑 |
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e2f813e182 | Merge branch 'master' into upstream-15-10-2025 | ||
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0752e590fd |
Fix some missed repaths (#4819)
## About The Pull Request These speedloaders were repathed in a previous upstream, but because we had subtypes of the old paths that weren't updated during the upstream pull, using the parent type paths wouldn't cause errors, it'd just fail silently. ## Why It's Good For The Game Fix ## Proof Of Testing No |
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c5ad149dc0 |
Fixes for 0204ab8fdd
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e7abcf98a8 |
Moves RedSec to our folder (#4800)
## About The Pull Request Title. To be honest this started as just fixing up some errors I made with the bomber coats. Woulda fixed them sooner but telling someone on my own PR that 'I don't care' is apperently ragebaiting. But that's in the past. This is the future. And the future is red. I moved everything in the bubber redsec folder to the goofsec folder where the other reskins are handled. I ported Nova's red variants where I could. Removed overrides (like the ugly bulletproof helmet and the PDA colours) and the 'durr no skirt as hos/warden' thing. I also removed species & joblocks from the Akula outfits. Nothing else has a species lock and the sprites work perfectly fine on the default spaceman. ## Why It's Good For The Game Redsec is better, actually. ## Proof Of Testing I've tested it but I wasn't sure what exactly to screenshot with the sheer volume of shit I done. But I tested all I done. It all worked. ## Changelog 🆑 add: Most, if not all sec clothing now properly has a red variant via the alt click reskin system. add: Anyone can wear the Akula outfits now. del: Removed Bluesec PDA override and the ugly bulletproof helmet. del: HoS and Warden can wear skirts again. fix: Atmos Bomber no longer hides legs or slows you down. /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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02506e2041 |
change sec medic exp type to security (#4771)
<!-- 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 fix https://github.com/Bubberstation/Bubberstation/issues/4751 <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game makes security medic count as security playtime, for sec purposes ## 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. --> <details> <summary>Screenshots/Videos</summary> </details> ## 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. --> 🆑 fix: secmed playtime now counts towards security playtime /🆑 <!-- 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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4483c9e4ea |
[Skyrat gun replacement] Balances the prices for guns in cargo (#4481)
## About The Pull Request This touches only guns that are left. All changes in Why Its Good For The Game. This is part of the gun overhaul revolving around skyrat guns being gone. Report any inconsistencies and odd things you spot in here, please. ## Why It's Good For The Game LASERS: The default was set to 300 credits per laser rifle, but the energy gun and carbine were priced at an absurdly high cost of either 800 or 1000 if my memory serves right. Since they all are undeniably competing with eachother with factors such as ammo count, spammability and being used for upgrades, it is only fair to put them all at one price. Energy gun, Laser Gun, Laser Carbine all cost 700. We've a bit more money than TG, so putting it at just a tad more will not hurt - making buying guns very early on for players a bit harder earlier on, but overall, it will be easier than TG due to our longer rounds which thus include bigger paychecks overall. The crates for the guns are priced at 1400 each, with the energy gun crate now having 3 instead of 2 energy guns. In addition, hellgun kit is now 250 instead of 100, which is pocket change for a weapon of it's quality. SHOTGUNS: Renoster shotgun crate now has 3 shotguns instead of 2 and costs 3000 instead of 6000 credits - 500 less than the combat shotguns. The pattern you will see is combat shotguns being a bit pricier than renosters, renosters separated from woodstock by a bigger leap than the former and finally the double barrel will be much cheaper. Renoster Shotgun's price is now 1400 Woodstock Shotgun's price is now 1200 Double-Barreled Shotgun's price is now 1000. I was considering 800 but the ammo can be printed at any hacked lathe which isn't teh case with neither lasers nor most guns around this pricetag MURPHY: Singlepacks availible for 500 Singlepack magazine availible for 200 Crate costs 800 with 3 pieces inside of 2 inside, they're cheap and reliable and bad against anything armoured, so no shit they'll be good for mass-buying. And 2 for 800 was a bad deal. Crate of ammo has 4 mags for 600 now, in case you want to arm a lot of assistants for cheap. The colt is untouched because it's a near-unique weapon with really good burst. Yes, same as the double-barrel, but this gun has none of its weaknesses in range, storage, it can reload with speedloaders, is generally way better as a gun and need I go on about why I am sure colt's price is fine? PLASMA: Untouched, I'll PR it on the plasma-tweaks branch when the PR for making the sharpshooter useful drops. WT550: Singlepack for 800, before you stone me for making it more expensive than the lasers, remember about EMP's, reloading on the go, how it's got a larger firerate so dodging it is more tedious and how bleed wounds need immediate split attention vs burn wounds which are a Problem For Later. Singlepack magazine for 250. 20 bullets is a lot, after all. Crate is 3 for 2000, Ballistics in general tend to be more oppressive due to having the ability to reload on the go, call it the 'Elite' option. Ammo crate is 800 for 4 Smuggled crate is 800 for 6 with a 2/2/2 reg/ap/inc spread. It's riskier since smuggled required either hacking or emag, so you cannot order it directly and have to go through that trouble and any eyebrow-raises you get from lawful good captains, officers, hos'es, cargo techs for hacking the console. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: WT and Murphy availible in singlepack, as well as having singlepack magazines up for purchase balance: A lot of gun prices were adjusted to make sense in comparison to other weapons /🆑 --------- Co-authored-by: Alexis <catmc8565@gmail.com> |
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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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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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1f247ddabf |
Adds an empty Protean Shell to Cargo (And Some Code Changes) (#4409)
## About The Pull Request While it is rare, proteans can get gibbed, and essentially RR'd by mistake without any way of coming back, this will give a body for robo's to place a protean core in, in which they will quickly reform into their protean shell. This also removes the protean parts out of security in the code (Don't ask why its there idk) ## Why It's Good For The Game If a protean is gibbed, we shouldnt need an admin to fix that. This adds the process in game. It will also give antags a way to kill proteans without actually RRing them (Gib them and they will forget like any other species) ## Proof Of Testing https://i.imgur.com/dwgsWH4.png </details> ## Changelog 🆑 add: A Blank Protean Shell is now availible at cargo under the Protean Vessel crate. /🆑 |
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ff24154845 |
Fixes MOST /tg/ underclothing items not having digitigrade sprites (#4416)
## About The Pull Request Did you know that we had code in place and the icons in the code for digitigrade variants of 99% of the /tg/ clothing items? Apparently we have, for ***3 years***, it just didn't have an update flag for the digitigrade variants to be recognized. This fixes that. ## Why It's Good For The Game Bugs are bad, especially ones that have existed for three years and have prevented customization. ## Proof Of Testing All of the cargo undersuits worked and none had funky icons, so I would assume this is the same for all of them. I'd still recommend this gets test merged first so I can identify and fix any oddities. ## Changelog 🆑 fix: fixed a lot of digitigrade variations of undersuits not showing up /🆑 |
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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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1b50cea8df | Fixes for #91099 | ||
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f7c6d41e4d | Fixes for #90940 part 1 | ||
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33395ff3bc |
S.W.A.T part 3 (#3534)
## About The Pull Request You're in my way, sir. Readds hybrid tasers. ## Why It's Good For The Game About four months ago, tasers were heavily reworked on TG. This made them work more like actual tasers. They do stamina damage over time, can be resisted against, and if someone else walks in the way it fucks everything up. You can also walk out of range. Here, I've readded them with some tweaks. For one, energy armor now applies. MOST vests have high energy armor, so they counter tasers pretty well. I've also made tasers take more energy to use. Before you say this is op, if you're running, this has a range of about...2 tiles? I really really encourage you to try this on your own local branch before forming an opinion. I think this is good for the game as it gives sec another nonlethal option. What you should know: Currently, unarmored, it takes 8-10 seconds of constant tasing to full stun someone. They will then be on the ground for about 3 seconds, before getting back up. Armored, this is even more, far more. All these numbers are subject to change, of course, but for now I'm intentionally making them pretty weak as we see how this affects balance. I've also talked to our resident antag main, Kyle, about this change to ensure that I'm not just doing this due to my sec bias. ## Proof Of Testing Works on my machine <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 The spirit of secoffs long past add: Readds the golden bolt /🆑 --------- Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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+3 |
77616e8b0e |
Add Proteans to the game. (#3449)
## About The Pull Request Adds the funny nanite blob dudes from Vigro code into the game. It's more of a port of the idea since they're coded from the ground up. They will be more of a utility focused species then a combat focused species. **They are fragile.** - Eats metal. You need metal to live and you need metal to heal. - Healed by materials. You feed Proteans metal to heal them. - Difficult to kill, but extremely fragile. They are considered a deathless species but they are stuck in their suit if they die. **You have to order a new refactory from cargo to revive them** **Order Refactory > Screwdriver suit > Insert refactory > Wait 5 minutes.** - Easily dismembered. They have 30 seconds to recover their limbs and pop them on or they will melt into nothingness. Can do a lengthy heal which replaces missing limbs and easy to replace organs. - Without a refactory, you will wither away. - Without an orchastrator, you will have a lot of issues moving. - You can lock your suit on someone. (OOC escape will work) - You can assimilate modsuits. - [x] OOC escape - [x] Suit Transformation fixes - [x] Modsuit Assimilation - [x] Ensure organs are working - [x] Species info and lore - [x] Antag Proteans - [x] Custom damage. Disable various surgeries. - [x] Testing, polish, feedback. - [x] Runtime and CI fixing. - [ ] Live testing and balance. ## Why It's Good For The Game This was the second to top vote on species people wanted to see added and this is more custom mechanics then what is just a human reskin. ## Proof Of Testing   ## Changelog 🆑 StrangeWeirdKitten, Majkl-J add: New species: Proteans /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com> Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com> Co-authored-by: Jinshee <manastra2536@gmail.com> Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com> Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com> Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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12d995aeea |
Squashed commit of the following:
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6 Merge: 732416f01d8 |
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a89db9515c |
Nerfs Security Jackboots slightly. (#3414)
## About The Pull Request Disabler boots have a 5% chance (per locker) to spawn in a locker during april fools. ## Why It's Good For The Game What have I done. ## Proof Of Testing If it compiles, it works. ## Changelog 🆑 BurgerBB del: Disabler boots have a 5% chance (per locker) to spawn in a locker during april fools. /🆑 |
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3c3559b6b2 |
Buffs security jackboots slightly. (#3356)
## About The Pull Request Buffs security jackboots slightly. ## Why It's Good For The Game Much needed nerf considering the foot fetish metagang moved onto Bubberstation. Should make playing security much easier. ## Proof Of Testing Untested. </details> ## Changelog 🆑 BurgerBB add: Buffs security jackboots slightly. /🆑 |
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7600837c59 |
Upstream lint fixes (#3186)
Fixes all the failing grep checks in #3157, doesn't fix the define sanity fails because im tired  |
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a2e940e336 |
Security multisec loadout update (#2998)
## About The Pull Request Part of a 20-part series where I move vendor items to the loadout. There are twenty vendors. Kill me. This adds most (but not all) of the cosmetics from the multisec vendor to the loadout, and updates some of their reskins. This doesn't add any new content, just makes it available through the loadout. ## Why It's Good For The Game Most of the Security cosmetics simply aren't available in the loadout for some reason. ## Proof Of Testing Compiles and has been meticulously tested for functioning! See images.    ## Changelog 🆑 ReturnToZender qol: Adds most of the Security cosmetics to the loadout spellcheck: Removes some spaces and spellchecks some things in the multisec vendor add: Adds a corrections tab to the multisec vendor so being a corrections officer is not inherently illegal add: Holobadges are accessories rather than neck items now /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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bccd5ef13c |
Trims excessive roundstart security guns (#3047)
## About The Pull Request This PR removes the skyrat-added "gun beacons" that security officers and the Head of Security are spawned into the game with. In addition, moves the silver glock case from the Head of Security's locker to the Warden's locker ## Why It's Good For The Game Security officers already get a glock in their lockers (a bubber-added glock) as a sidearm to use, there is little reason for them to spawn with a SECOND sidearm on their person. Given this is Bubber, I preferred to remove the Skyrat option over the native Bubber one. This PR was originally intended to remove some of the **FIVE GUNS** that the Head of Security has personally available to him at round-start. This PR trimmed it down to three, and I gave the Warden a little love by giving them the cool glock instead (the warden never gets anything cool...). If the HoS really wants a glock or something else, they have the means. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 balance: Removed "sidearm beacons" from spawning SecOff and HoS inventories. Complimentary glocks are still available in security officer lockers. balance: Gave the HoS's silver glock to the Warden. The Head of Security only has three guns at roundstart now! How will he ever recover?? /🆑 |
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9214f7ed84 |
Brings upstream cargo features in line with our cargo changes (#2125)
<!-- 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 This adjusts prices and fixes a lot of oversights in my original cargo PRs, and newly added things from upstream, helping to alleviate some of the cargo powergame.  <!-- 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 Cargo has been the premier site for weapons and armor, and while I don't want to take away from that, some things like medical supplies take away from other jobs, and are so cheap as to be widely available. The paramedics want their work back. This will restore the balance <!-- 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 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. --> 🆑 ReturnToZender del: Removes the Lanca and Sol LMG completely from cargo orders, leaves the Sakhno to the mosin order del: Re-removes the ion carbine from imports (it's in the goodies tab) del: Removes extra ammunition types for no longer used weapons from import order add: Removed company imports added to goodies and security orders balance: adjusts prices on some company imports to not be essentially free, such as medical supplies and armor /🆑 <!-- 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: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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510f87a335 |
Tactical Maid Uniform (#2462)
## About The Pull Request Buyable CnC Maid Kit, 400 credits, weapon permit Act likes regular full set of sec clothing. Nothing special It also can hold janitor tools on the vest I guess ## Why It's Good For The Game we literally have tactical syndicate maid uniform. I needone for sec too ## Proof Of Testing  <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: CnC Maid Kit fix: Shotgun not being access locked when it should /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |