Commit Graph
20 Commits
Author SHA1 Message Date
MrGloopyandGitHub 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.
/🆑
2026-05-20 10:10:41 +02:00
BurgerLUAandGitHub 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
/🆑
2026-04-29 00:14:24 +02:00
RoxyandGitHub 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.
/🆑
2026-02-22 15:04:09 -05:00
SsaltyandGitHub 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
/🆑
2025-12-15 13:23:19 -05:00
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>
2025-09-15 02:18:29 -04:00
SsaltyandGitHub 3dbe32ddb9 Murphy lore (#4443)
## About The Pull Request

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

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

Doesn't affect gameplay. Compiles. Etc etc.

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

</details>

## Changelog

🆑
add: Murphy's lore and descriptions adjusted
/🆑
2025-09-12 13:14:17 -04:00
61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
HisakakiandGitHub 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.
/🆑
2025-08-20 09:51:49 -06:00
01eae8710b Bubberstation gun replacements part 1: Murphy service pistol [part of skyrat removal PR] (#3949)
## About The Pull Request
Feedback here:
https://discord.com/channels/1059199070016655462/1381309027849474169
This PR is a complimentary PR that fills in the widest gaps left by the
now-removed arrangement of guns. The focus is on making security still
have a very reliable sidearm that is interesting and provides relevance
even in the later game. It is also perfectly usable as a regular weapon
without all the fluff.

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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


## Changelog

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

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-07-29 14:50:17 +03:00
Roxy 1b50cea8df Fixes for #91099 2025-06-21 22:58:49 -04:00
+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


![NVIDIA_Overlay_bC6M2FThJP](https://github.com/user-attachments/assets/cb8c8594-f82c-408b-a9a1-e86a61bf8a0f)


![NVIDIA_Overlay_dbhHrYltOH](https://github.com/user-attachments/assets/cb643365-5512-465f-8582-337e24211b9f)

## 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>
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2025-05-13 15:05:46 -04:00
The SharkeningandGitHub 27027d5ceb take two: Reverts the disaboot apirl fools (#3423)
## About The Pull Request

Apirl fools code cleanup. Was a funny meme, but I don't think they
should happen next year.

## Changelog

🆑
del: Disaboots have been removed from apirl fools.
/🆑
2025-04-02 09:40:00 +00:00
BurgerLUAandGitHub 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.
/🆑
2025-03-31 23:11:31 -06:00
BurgerLUAandGitHub 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.
/🆑
2025-03-21 17:51:49 -06:00
RoxyandWaterpig 7600837c59 Upstream lint fixes (#3186)
Fixes all the failing grep checks in #3157, doesn't fix the define
sanity fails because im tired

![image](https://github.com/user-attachments/assets/b40fc081-a5c9-4f46-9cf5-18ed85199435)
2025-03-05 13:23:05 +01:00
YakumoChenandGitHub 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??
/🆑
2025-02-15 16:08:18 -08:00
9214f7ed84 Brings upstream cargo features in line with our cargo changes (#2125)
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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.


![image](https://github.com/user-attachments/assets/da0700bf-a483-40ad-9f12-12ce42a94d99)
<!-- Describe The Pull Request. Please be sure every change is
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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

![image](https://github.com/user-attachments/assets/526b097d-01be-46fd-96a4-263de8c106a9)

![image](https://github.com/user-attachments/assets/5177c8a1-3e21-4806-8980-79f8bee84763)

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## Changelog

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🆑 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
/🆑

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---------

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>
2024-11-26 10:23:56 -07:00
Waterpig 5e7acc141b upstream-24-08d1 2024-08-22 17:32:44 +02:00
Waterpig d39ded55d5 upstream-24-07b 2024-07-08 19:05:52 +02:00
33aeffd25b Killing the Module Folder with a Chainsaw and taking it's skin for a mask. (#1624)
## About The Pull Request

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

## Why It's Good For The Game

House of Leaves is less confusing than our file structure.

## Proof Of Testing


## Changelog

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

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-06-12 18:59:14 +02:00