# Before TMing this please contact me on discord, I'd like to observe
the TM
## About The Pull Request
### There is a shimmer in the air, again. Familiar. The nighttime walk
of dreams yet again takes the uncomfortable form of an icey woodfield,
moths and owls swooping overhead. An uneasy shiver runs down the spine
of the world. The gaze of the Light focuses on our lowly region of space
- will you knock?
Design doc V1 (Tentative, may change based on feedback):
https://hackmd.io/@NikoTheGuyDUde/B1XEAAv3Zg
Reverts https://github.com/Bubberstation/Bubberstation/pull/5268 by
reworking heretic into a far less scaling, less dangerous, and less
murdery antagonist. Read the design doc for more.
### DISCLAIMER
I was not a mainline heretic player, nor someone who had constant
contact with ehretics. Therefore, I am not the best judge of heretic's
balance. A lot of this is **prone to change**.
### Changes
Heretic is now named **acolyte.**
#### Base kit
1. Heretics can no longer blade break. This is because jesus christ
blade breaking was annoying but also as a way to remove some of
heretic's crazy mobility.
2. Cloak of shadows and warren king's welcome are now 0.5 cost shop
items.
3. Passives are purchased now, with cost based off the path itself.
4. The same is true for blades and the mansus grasp mark, being 2 cost
nodes.
5. The heretic aura is now completely disabled, until I find some way to
use it.
6. The living heart ritual now requires plasma. You cannot get a heart
in perma, good riddance.
7. You can no longer shovestun after a grasp. Still a very useful tool,
though.
9. _**ASCENSION IS GONE.**_ Your only progression is with your
objectives. Find a gimmick to do if you want. Opening ways will be hard
enough.
10. Rituals & Mansus grasp are disabled if you have no heart. Its now
complete neutering.
#### Countermeasures
1. No heart = No rituals and no mansus grasp for anything but runes.
2. Added antimagic collars to security and cargo that act the same as
having no living heart, but is less invasive and can be more easily
removed.
3. Most heretic items have examine hints to non-heretics now.
#### Progression
1. Heretics now only progress via their intrinsic objectives, and only
up to a point. Ex. 0.5 points per influence, 2 points per way.
4. Passive generation is also substantially slower.
5. Heretics now have access to **fifteen knowledge points** on spawn,
and **their entire research tree+draft shop**. No more draft freebees
exist, either. (This is prone to change)
#### Objectives
1. Drain Influences - Influences now passively drain sanity aroudn them,
cause hallucinations, and have a rare onetime chance to spawn a heretic
mob. The heretic must drain **six-seven** influences to gain **two**
knowledge points.
2. Open Ways - Ways are a new type of heretic influence that spawn
exclusively in high-importance or high-traffic areas. A heretic must
perform a ritual with four randomly generated items on the way to open
it. Once open, the way has a variety of effects, the majority of which
are **beneficial, but in a bad way.** Ex. spawning 5000 mols of a
valuable gas. The heretic must drain **three** ways to gain **four**
knowledge points.
3. Wildcard - There are currently five wildcard objectives any heretic
can roll. **One:** Steal 1000-1250 credits from crewmembers using the
Claw of the Capitalist ritual. **Three:** Have 9-10 crewmembers consume
potions from the Mawed Crucible. **Four:** Perform a ritual in the SM
chamber to neuter its output for 10 minutes. **Five:** Perform a ritual
in the AI upload to upload 3 ion laws to the AI.
#### New spells
1. Cloak of shadows & Warren king's welcome are now 0.5 cost knowledge -
This gives me a reason to give heretics just a bit more starting
knowledge.
2. The Owl's Secrets - Sacrifice a radio, a pair of ears, and a
bluespace crystal to cast a curse on the telecomms processors. For five
minutes, any outgoing message will be corrupted into heretic-speak, and
will damge the sanity and brain of anyone who hears them. If you start
seeing hypnophrase in the chat, take off your headset or turn off the
processors. 2 uses, as this has the potential to be really annoying. 1
cost.
3. Paranoia's eye - A silent, focusless spell that curses nearby people
to see everyone around them as heretics and disables their ability to
examine them for one minute. 1 cost.
6. Claw of the Capitalist - Allows you to transmute someone's blood into
money by stealing it from their account. Each 1u of blood of 5% drained.
If the blood is from a phylactery, it wont steal any that will reduce
the target's account below 300 credits. The target is notified when this
happens. 1 cost.
7. Voice of the mansus - Single use, but re-researchable, ritual that
allows you to do a fake announcement. 1 ears, 1 radio. 0.5 cost.
12. Trickster's pen - Transmute a pen, a sheet of plasma, and a pair of
eyes into a pen that can be used to change the name, age, job, and trim
of a card, and clicked to turn you momentarily near-invisible. 1 cost.
13. Trickster's mask - Transmute a bandana and a spraycan into a
chameleon mask. Thats it. Best with the pen. 0.5 cost.
14. Trickster's Promise - prestidigitation. You can make an item glow,
clean a atom (cleans forensics), shoot confetti, or my personal
favorite, increase the food quality of an edible by 2 and add 5u of a
weak synth-healing omnizine to it. Perfect for chef heretics. 1 cost.
15. Unwrap Minds - EARLY PULL FROM
https://github.com/tgstation/tgstation/pull/95796/. Scalpal, glass
shard, paper, victim. Hypnotizes the victim with whatever is on the
paper. 2 cost.
16. The Blacksmith's Hammer - One diamond, one set of wirecutters,
upgrades your mansus grasp to emag whatever you hit on right click. One
time use - has to be reinvoked every time. 1 cost.
17. Watching Eye - One set of eyes, a sheet of plasmaglass, and a
blindfold creates a one-time small item that can be viewed as if it was
a long-rnged x-ray camera. Has 10% opacity, for sneakiness. While
uncontained in anything, the heretic can whisper a phrase - such as
sleep, blind - to create a short-term, localized negative effect on
non-heretics that the eye is viewing (but only if theyd be viewable
without x-ray). 2 cost, only one can be made - high risk, high reward.
Sprite by Burger, from path of exile.
#### Spell rebalance
1. Ether of the newborn now doesnt heal normal damage. Get a medkit for
that. Additionally, implants remain. Get a _doctor_ for those, or use
any of the other methods to break them.
2. Mawed crucible potions can now be consumed by non-heretics, albiet
disgusting. The potion shop gimmick is real. Additionally, crucible soul
now lasts for 20 seconds and leaves a trail towards the location you
jaunted from when you return. This is because I've heard quite a few
people complain about this thing in the olden days. This doesnt make it
useless, but it does make it more difficult to use.
4. Space phase now has a 2 second do after before phasing out,
uninterruptable. This is mainly for tramstation and icebox when holy
fucking shit it is ridiculous.
5. Wave of desparation now costs 3 points.
8. Armor is now four points.
9. Rust kit and paintings are gone.
10. Codex morbus is gone. Sorry, I dont want to deal with rebalancing it
right now.
11. Phylactery now needs LOS, and has a 3 second do after.
12. Void cloak now disguises itself instead of going invisible.
### Changed paths
#### Void
In the interest of making void a little less murderkill, I opted to add
some flavor and alternate use to void's abilities.
**Void chill** can now put you to sleep if you click its status. This
sleep will heal you via cryoxadone. Being hit will wake you up, as will
void chill going away.
* This is intended to add a alternate, medical use to void, as well as
to nerf void chill a little bit. It does nothing to help you in active
1v1 combat, but if the void heretic disengages, you can heal yourself.
Its alsl nice and flavorful.
Void chill is also now nearly 100% countered by leporazine. Coffee and
tea help with the slowdown, but dont help with cold at 5 stacks.
**Void pull** is gone. **Cloak of darkness** replaces it, with perfect
invisibility taht prevents the use of any tools or abilities while its
active. Being hit instantly banishes it. The cloak slowly cools the air
around you, so if people are aware of your status of a void heretic,
they might be able to guess the chill in a previously warm room might be
you.
**Void conduit** no longer griefs windows and doors. It now chills the
air around it, while putting people to sleep - using the same eldritch
sleep that void chill does. You can use coffee to counteract this, or
simply fire at the conduit from a distance.
**Void cage** now heals the target for 2 of each damgae type a second.
Can now be self-cast. _Still useful for its intended roles._
**Void phase** now has a 40 second cooldown instead of 20. 20 is
ridiculously low for a jaunt with guaranteed EVA power, and 40 should
prevent its abuse.
_Void will probably receive further changes._ On the docket is a void
phase nerf and a void conduit nerf.
#### Moon
**Ringleader** no longer stuns you if you kill a clone, only knocks
down.
**Lunar parade** now lasts for 45 tiles, down from 60.
The passive's healing is reduced by 25%.
The blades upgraded brain damage is now 20, and the sanity threshold for
insanity is now disturbed.
The armor now translates slughtly more health, meaning its less
protective.
_I understand moon the least of all the paths, but I love its flavor, so
I decided to focus on it. Im balancing based off what Roxy suggested
were the issues._
## TODO
- [x] Void path rework
- [x] Investigate if we need to nerf moon more, maybe reflavor it as
well
- [x] Implement the third objective
- [x] Rigorous bug testing
- [x] Rewrite UI
- [x] Remove irrelevant tarting spells (sacrifice, notably)
- [x] Add more non-combat spells
### Implemented paths
- [x] Void
- [ ] Moon
- [x] Lock
- [x] Flesh
The paths beneath this line will be focused on after the initial TM is a
success.
- [ ] Blade
- [ ] Ash
- [x] Cosmic
- [ ] Rust
## Why It's Good For The Game
Heretic is one of the most flavorful internal antagonists in the entire
game, flavorful enough people were making characters around heretic,
people had entire storylines based on heretic, and I feel a lot of value
was lost with heretic. Simulatniously, uh, _**heretic was one of the
worst designed antags in the game?**_ Too powerful, too scalable, and
generally just has a "I HAVE A ANTI-EVERYTHING SHIELD" vibe.
This PR brings it back as a static, traitor-style antag with limited
progression. Variety is always good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
TODO
</details>
## Changelog
🆑
add: Heretic - Now reworked as a far less oppressive and far less
scaling antagonist
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
<img width="830" height="45" alt="image"
src="https://github.com/user-attachments/assets/dc76c74d-7a97-4cd7-ab91-df8ffefa392e"
/>
## About The Pull Request
**YOU!** [Have you ever wanted to be a strange, round, rubbery little
creature with absolutely no fine motor control? No? Well you should have
thought of that before you went to sleep somewhere which gave me the
AMPLE opportunity to slide my EXTRAORDINARY new creation right onto your
FORMER HANDS!](https://www.youtube.com/watch?v=OjdgFSoQ00w)
Introducing Ball Mittens and Latex Paw Mittens: inflatable latex gloves
that, once on, become your hands for the foreseeable future! Big
shoutout to **Onule** for the sprites!
Ball Mittens are now a new equip-able lewd item available in the loadout
(Toys > Lewd Toys) or found in the Lustwish vendor.
They can be reskinned mid-round into Latex Paw Mittens, which are ALSO
available directly as an _incredible_ loadout item in the Gloves tab
with full GAGS color customization across three extraordinary color
groups! All for only four easy payments of no money at all!
While wearing either variant, the wearer experiences a suite of
DELIGHTFUL fumble mechanics representing a meteoric rise above the old
versions which just meant you could do basically nothing!
Here's what they do:
- Item pickup requires getting down on your knees and wrestling with the
item for a variable delay, with a small chance of you struggling even
longer because of how hard it is.
- Inventory retrieval from pockets, ID slot, belt, suit storage, and
_many more_ has a brief delay to represent fishing it out of your
pockets with your clumsy mitts! NOTE: This functionality is limited by
core aspects of the game engine, certain items are not subject to this
delay such as any item which is a container including but not limited to
toolbelts, backpacks and more. I tried but eventually gave up.
- Clothing has an extended timer. Have you ever tried unbuttoning a
jacket with paws the size of your face?
- Machine and console interaction requires a 1.5-second delay (skipped
when in combat mode, where you are presumably STRIKING DOWN the EVIL
machine)!
- Self-removal takes a full minute via the resist key or clicking the
item in the HUD. I was thinking of just making it impossible to remove
them on your own outright, but I changed my mind, aren't I swell?
- Throwing has a 5% chance of the item simply tumbling to the floor
instead. I thought about monekying with strength or like half a dozen
other things which I scrapped in the prototype phase when I realized how
_VIOLENTLY ANNOYING_ they would get over time!
- Guns suffer a serious spread penalty! It's hard to use guns when your
beans won't even fit inside the trigger guard!
- Restraint escape time is tripled! How the hell do you escape handcuffs
with your bare hands, let alone paws?!
- Stripping other players is much harder, I think it speaks for itself,
you're a cat, have you ever seen a cat steal your shoes? Absurd!
- The items are fire-proof because they're supposed to play into the
fantasy of having paws so it'd be lame if they could be trivially burned
off you and you can also use insulated gloves on them to witness the
absolute peak of comedy in the form of a funny easter egg!
- Surgery on the wearer is not blocked in order to play into the fantasy
that you actually have paws, wow! The mittens are considered transparent
to surgical operations! This means you don't have to have your hands
ripped off to get arm surgery! This was **obscenely** challenging to
implement! This and the ability to add insulation are very small
concessions to make it not pure agony to play with these on as say, an
engineer. They are heavily outweighed by the downsides.
- Another player can strip them off normally. The OOC safeword removes
them instantly if you decide the fun really has to end! Remember that
this function exists boys and girls!
- The items make appropriate rubber squeaking sounds, play flavor
messages for the wearer, and have visible bystander messages so the
whole crew can enjoy the endless novelty afforded by your predicament.
Also since this changes the appearance of the Cat Gloves, I've decided
to just go ahead and add the light QOL functions to these too, they
don't provide any gameplay advantage whatsoever. Arguably they make your
life harder.
## Why It's Good For The Game
You have been granted a GIFT. A BLESSING. An entirely voluntary and
opt-in set of squishy latex paws that make everything slightly harder in
ways that are charming rather than punishing.
More seriously: this adds a significant level of functionality to an
item which is otherwise a dead end
It also adds SKINS which you can sell on the Steam Market for PENNIES ON
THE DOLLAR!†
What's more, many manhours have been expended testing these to get the
balance just right!
†Disclaimer, you cannot actually sell the skins
Also I have already gotten approval from maintainers so I'm just writing
this for fun.
## Proof Of Testing
There are 30 to 50 copies of Tgstation.dmb in my recycle bin because I
meticulously compiled and tested every feature with every change to this
code that I made because I am **NOT GUILTY BY REASON OF INSANITY!** And
also I don't know how to use VSC. I think that's adequate and I don't
want to download OBS again. Oh and there are like a bajillion commits of
my dumb ass trying to fix this.
<img width="425" height="414" alt="image"
src="https://github.com/user-attachments/assets/806f4c6d-81ee-4143-be1c-91db94b6efdf"
/>
<img width="1626" height="832" alt="image"
src="https://github.com/user-attachments/assets/327581d2-e593-443a-8cde-053b7d0de80a"
/>
<img width="496" height="1177" alt="image"
src="https://github.com/user-attachments/assets/12fc408b-b2d1-43e5-b220-f207cac8ef1d"
/>
</details>
## Changelog
🆑
add: Added vast amounts of functionality to Ball Mittens, inflatable
latex gloves with fumble mechanics for item pickup, inventory retrieval,
clothing removal, machine interaction, and more !
add: Added Latex Paw Mittens, a GAGS-colorable paw-form variant
available in the Gloves loadout tab with full three-color customization!
image: Added GAGS sprite layers for Latex Paw Mittens
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/96417
## Why It's Good For The Game
bugs bad
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
tis a upstream pull
</details>
## Changelog
🆑
fix: Fixed diamond and bluespace artifact boulders not containing any
diamonds/bluespace crystals
/🆑
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Moves the deep lore proc to the parent for guns.
Adds deep lore to some of the pistols.
Rewrites the deep lore for the stun baton and contractor baton.
Repaths the Liberator pistol to a more sensible path name.
Rechambers the Regal Condor to .45, because I was today years old when I
learned that the Tiger Cooperative are _[radical Christian
extremists](https://github.com/tgstation/common_core/blob/cf1edb9f770e7d3c38ca894e951ab5ac50395a47/Governments%20and%20Organisations/Corporations/The%20Syndicate/The%20Syndicate.md?plain=1#L73)_.
I just thought they were nutso about changelings, I didn't know they
also think they're God's ubermensch. Anyway, that freak who started the
cult would chamber their relic pistol in .45 and you know it.
## Why It's Good For The Game
I love dumping large amounts of text into the code base that will
rarely, if ever, be noticed by the player. It's also the means by which
I can summon forth my good friend Hatterhat to contribute to this
codebase. Like a carrot on a stick.
If I post enough, one day he'll PR flashforge mines like he promised me.
## About The Pull Request
Refactors teleporter interference into an item flag, refactors
teleporter interference checks to check your contents for items with
this flag rather than doing a hard check for a bag of holding. Currently
this flag is only used by BOH and SMOH, replicating current (intended)
behavior
Closes#96170
## About The Pull Request
Main changes
- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)
Other changes
- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")
## Why It's Good For The Game
Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.
Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book
## Changelog
🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
A few tweaks regarding diamonds and bluespace crystals with regards to
ore vents.
With the quantity of bluespace crystals and diamonds that have been
reintroduced to the game, in an attempt to maintain their status as the
rarest tier of material to obtain for the station, both materials have
been removed from the standard pools of ores that can spawn into
boulders. What this **means** is that it can't roll as a primary
material for a boulder, providing 25-10 sheets worth of material.
**However,** diamonds and BS crystals are now available from all tapped
vents as an artifact boulder spawn. These artifact boulders will spawn
at a flat 7% chance, previously set as a random range of 0-10% randomly
per vent. Because this chance was never communicated to players, I think
it's fine at this point to split the difference, lock it in at 7%
(Considering that we're adding more things onto the artifact boulder
outcomes as is, I've elected to throw it to a slightly higher chance,
based purely on vibes). For clarity, these two artifact boulders add a
flat 1-5 sheets of their respective material to the boulder on spawn,
the same as mining a single tile of their respective ore from a wall.
Additionally, the overlays when scanning an ore vent will now show a
flashing icon to represent the rare chance that these two materials may
spawn. Text has been added to the examine for ore vents to explain this
behavior.
Boss vents may still spawn diamond and bluespace crystals, but at a
lower weighting than all other materials.
Due to diamonds and BS crystals being removed from the standard ore vent
weightings, their distributions within the ore vent mineral distribution
used on roundstart has been shifted, while otherwise keeping a similar
distribution of minerals across vents, according to the rough intent of
what minerals should show up at what rarities.
As previously stated, these two artifact material boulders add their ore
to the boulder itself, meaning that you may also want to pick out
artifact boulders in order to do limited chemical boosting for up to 50%
more materials.
## Why It's Good For The Game
Diamonds and bluespace crystals are intended to be rare, valuable, and
desirable enough to go out of your way to obtain. Ore vents ideally
should have had some sort of built-in scaling that tweaked the amount of
that specific material they produced, but I never got around to
implementing that and as a result they've been really, REALLY common for
the last while. One of the design goals of the new mining PRs that have
been released recently as to try and reintroduce some rarity and
desirability into these high tier minerals by adjusting their
availability while not completely locking them off from the rest of the
game.
This was a compromise to also still provide some utility to doing ore
vents with the reintroduction of ores being more common from
wall-mining. Wall diamonds and bluespace crystals will still exist, but
this way completing a small collection of ore vents will help to supply
the station with materials, where it's the quantity, not the quality of
vents that provides the best value, while noting you're still going to
be recieving these drops somewhat rarely unless optimizing your factory
output.
## Changelog
🆑
balance: Non-boss ore vents may no longer contain bluespace crystals and
diamonds.
balance: All ore vents now have a flat 7% chance to spawn an artifact
boulder.
balance: There are now 2 new artifact boulder types, which may contain
1-5 sheets worth of bluespace crystals or diamonds respectively. These
boulders may have their rare ore boosted via chemical boosting.
balance: ore distribution in vents have been adjusted to accommodate for
bluespace and diamonds being removed from vents accordingly.
spellcheck: Ore vents now explain the artifact boulder mechanic on
examine.
/🆑
## About The Pull Request
My antagonists are many. My equals are none. In the shade of tendrils,
they said Lavaland could never be conquered. In the land of wizards and
operatives, they said Space could never be humbled. In the realm of
wolves and snow, they said Icebox could never be tamed. Now they say
nothing. They fear me; like a force of nature, a dealer in thunder and
death. I say, “I am the Captain.” I am emperor.
## Why It's Good For The Game
<img width="292" height="152" alt="image"
src="https://github.com/user-attachments/assets/eb4dc06a-1ce6-4244-a067-ead41b5735e0"
/>
<img width="1395" height="632" alt="image"
src="https://github.com/user-attachments/assets/a21c4a22-3bfc-4023-ab59-5a1cad57ba52"
/>
We have pirates in 17-19th Century gear. The HoS has a Shako from the
19th Century. Let the King of Kings get in on that action.
## Changelog
🆑 theselfish, INFRARED_BARON
add: The Captain now has a Bicorne, and matching attire...
/🆑
## About The Pull Request
If glimmering residue (revenant ectoplasm) is scattered in the vicinity
of a mirror, the revenant will be trapped inside it instead.
-When mirrors are cursed in this way, the reflections are shifty and
distorted, like the revenant's reflection when it's alive.
-In this state, the revenant may only communicate via telepathy with
people reflected in the mirror (it's more like "standing close to it",
but that's probably ok).
-If the mirror is broken, the revenant will reform. If it's catatonic, a
new candidate will be pulled, much like with ectoplasm reforming.
-If the mirror is destroyed in another way, the revenant will be
destroyed as well.
-There is a 1/500 chance that a mirror will be haunted roundstart
## Why It's Good For The Game
You can now torment the revenant by eternally trapping it if it really
pissed you off
## Changelog
🆑
add: you can now trap dormant revenants in mirrors
add: haunted mirrors may very rarely appear roundstart
/🆑
---------
Co-authored-by: l0 <-->
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
- Large tank welding tool is now merged with engi omnitool. The welding
tank is shared across both omnitools so no extra fuel or such. Gives you
greater versatility in switching between tools without requiring you to
return the welding tool back to storage or bringing another omnitool
into an extra module slot and frees up a storage slot in storage. Plus
it just makes sense, completes the full set of tools an engi omnitool
should be having.
- Examining an omnitool also displays the examine of the internal tool
it is using. So examining the engi-omnitool with the multitool selected
will reveal what's in its buffer & examining it with the welding tool
will display how much welding fuel is left etc
## Changelog
🆑
qol: merged large welding tool tank with engi omnitool for engiborg
fix: examining the omnitool will reveal details about its internal tool
such as multitool buffer, welding fuel left etc
/🆑
## About The Pull Request
Adds slipless foam + one slipless foam for each life time + adjusted
long foam's life time from 30 seconds to 24.
Adds new foam reactions, list of what they produce below.
salt water = lasts shorter + no slip
soda water = lasts shorter
ice = no slip
holy water = lasts longer + no slip
hollow water = lasts longer
## Why It's Good For The Game
Sometimes, you want to flood medbay with a colorful reagent grenade
WITHOUT it slipping everyone and blocking it for a stupid amount of
time.
## Changelog
🆑
add: New reactions for water variants that make foam
code: New foam types that either slip or last longer or shorter
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## Interface Science
You know what the problem is with our features? They're all too easy,
too optimized to use. Look at Genetics; we went from a confusing UI that
a 14 year old hardcoded with html into byond to a polished UI using
tgui, optimized for player comfort, and gameplay has suffered. Too long
we have coddled players with fun and easy content, no more I say!!!
To fix ss13, I have added a feature with the most awful, unusable UI
ever. It's just wires with random sequences that may or may not do
something. And yet, you will use it till your fingers bleed and your
eyes go white, and you will be grateful. "Thank you coder daddy", you
say as you sacrifice yourself to a display of unending, procedurally
generated dogshit.
<img width="563" height="294" alt="image"
src="https://github.com/user-attachments/assets/e56c947f-a40c-4df9-beed-672812357576"
/>
Or maybe you're a sick little deviant, and you don't respect me. Instead
of using my awful UI, you start optimizing. You've forced the secret
pulse code, and you're not going to pulse them again and again. You make
your own interface by connecting it with signallers, or integrated
circuits. Ahhh, you beat me! Damn it, and you're gonna get away with it
too.
## About the Pull Request
Adds new job content to science. Science spawns with a few "gizmo"
devices and can order more through cargo. These gizmo's have random
functionalities, like the strange objects you can find in maintenance.
These functionalities come with different settings to change how they
operate.
However, there are no buttons, just wires or a voice interface. You need
to solve, for example, a wire puzzle. You just pulse the wires, and if
you hear ping the sequence is good, if you hear buzz its bad. Just keep
going till you hear a creak sound.
If you do a sequence correctly, there are a bunch of randomly generated
ways this interacts with the functionality, mimicking real life settings
and interactions. Imagine a TV remote with randomized buttons, and you
have to map them out again.
Once you've mapped the sequences, you can make an interface. For simple
ones, you can just make some signaller assemblies. For the best control,
you could connect it with a bunch of integrated circuit signallers, and
program sequences into an integrated circuit machine.
Below is a short video of how the puzzle solving works. (I can't be
arsed to figure out how to record tgui, here's a video I made with my
phone. Also I had the sequences written down, which I STRONGLY recommend
you do.)
https://github.com/user-attachments/assets/93f79f0f-df14-4ff9-8096-f079ebae7e91
<details>
<summary>Actual details</summary>
I have hidden the details to make exploring the feature itself more fun.
The whole thing was written to be convoluted, but intuitive. You should
be able to hit it with a multitool, and figure out everything from
there. It will take a bit to get the gist of it.
Nonetheless, for review purposes I have written down the details here.
If you're reading this for non-review purposes, you should know I have
embedded an internet curse that will at some point in 2026 teleport you
2 meters in a random direction. Continue reading at your own discretion.
The gizmo objects is usually generated with 1 or 2 'gizmodes'.
'Gizmodes' contains the fun-ctionality, and holds different operating
modes (so dubbed 'gizpulse'). You can't directly select a gizpulse, but
instead it generates a bunch of mode selections.
For example, a function that toggles lights has two gizpulses: toggle_on
and toggle_off. There are four different mode selects:
Cycle mode: Adds signal to cycle to the next gizpulse, and to activate
the current gizpulse
Select mode: Adds a signal for selecting every gizpulse, and a signal to
activate whatever the activate gizpulse is
Direct activate mode: Adds a signal for selecting every gizpulse, and
also immediately activates that gizpulse
Cycle-active mode: Cycles to the next mode, and activates it
(inconvenient but only has 1 signal to worry about)
So a light gizmode with the randomly selected 'select mode' has three
signals: select toggle_on, select toggle_off and trigger the currently
selected gizpulse.
Currently implemented gizmodes:
- Lights: toggle on, toggle off
- Move: start moving, stop moving
- Food printer (its filled with the spongebob grey goop thing): print
food (donut or burger)
- Mood pulser (AOE): happy pulse, sad pulse, radiation pulse
- Mopper: select different reagent, dump onto tile (1/2/3 range), make
smoke cloud
- Teleporter (5 to 15 tiles, random dir): Teleport self, teleport mobs
in range 1, do both
- Electric: charge from nearest cell (looks into objects and stuff),
magically gain some charge, make lightning, make emp, charge nearby
object, defibrillate in an area
- Copier (makes fake copies of mobs and objects, visual copy only): scan
objects, print objects, erase all copies
- Sputter: dump oil and shake, throw self
- Bad: explode, explode, explode harder, explode with fire, stab you,
warning, make robot spider, breaks your bones, throws a grenade at you,
radiation pulses
- Some behind the scenes gizmodes (language toggle for voice interface,
for example)
The voice interface starts with wires, with signals to toggle the
language or dump the code words. After that, you can talk to it using
the code words similarly to the wire sequence to solve the rest of the
gizmodes.
</details>
I've added two to every map, somewhere in or near the experimentor room.
They may ocassionally spawn from a maintenance crate spawner
<img width="611" height="331" alt="image"
src="https://github.com/user-attachments/assets/3782700f-57d3-4591-9282-e0de590056e1"
/>
## Why It's Good For The Game
It's really difficult to have "experimentation" type features in the
game. It all has to fit into 1h rounds, and people get used to it real
quick. The experimentor and strange objects kinda try, but it's just one
button and praying a bear doesnt spawn you explodes you.
I don't claim to have solved this perfectly, but I think this is fun.
You truly have to start experimenting, be systematic and write things
down. If you figure out how something works, you can go to the next
stage of making it more convenient to use. I think it's really fun to
mess around with integrated circuits and USB's, and make, for example, a
BCI controlled bluespace launchpad.
So I lean into it! There's different settings to account for, and its up
to you to make it usable! If you like integrated circuits, you'll love
this (maybe).
The gizmo functions are aimed at benefiting the station as a whole in
some ways, to motivate people to make some fun systems for these to get
maximum benefit! A mood pulser near a busy area will make everyone
happier! (I do need to add more like these, I got distracted doing
stupid shit.)
## About The Pull Request
This adds a new "Prison Block" holodeck simulation, accessible only when
the holodeck safeties are disabled (or emagged). The layout features
four functional jail cells with holographic flashers, a security desk,
evidence lockers, an electric death chair, and camera/record consoles.
<img width="288" height="320" alt="StrongDMM-2026-05-10 20 22 24"
src="https://github.com/user-attachments/assets/f32da2c6-9281-4681-b415-4eac5d9bf167"
/>
## Why It's Good For The Game
While many departments have dedicated holodeck programs, Security
currently lacks a specialized simulation. By placing a functional brig
within an emagged simulation, we create opportunities for emergent
scenarios:
- Antagonists now have more non-lethal options to detain and hold
personnel
- Security now has a backup brig during station emergencies
- Power cuts, EMPs, or AI intervention can trigger instant prison breaks
- With the press of a button, switching the simulation can transform it
into a death trap for everyone inside
This creates high-tension gameplay for both the captors and the
captives.
The electric chair was only used in the pirate shuttle (ruin?) and
didn't work properly, so it needed some code updates. Also, I did not
like how insulated gloves prevented electric shocks from working, so I
made it bypass insulation.
I had to add holodeck versions of brig lockers and security windoors so
now any ID can open windoors/lockers. People cannot open
windoors/lockers without an ID, so you must strip them of their ID when
imprisoning them, otherwise they can just walk out.
## Changelog
🆑
map: Added a "Prison Block" holodeck simulation, accessible via the
disabled safety/emagged menu.
code: Fixed electric chairs to work, and they now bypass insulation from
gloves when executing a mob.
code: Added holodeck versions of brig lockers and windoors that allow
anyone with a station ID card to access them.
/🆑
## About The Pull Request
- Closes#95030
- Closes#96081
Removed raw pizza subtype as it is unused and does not function properly
anyways
Also makes pizzas preserve their fillings when sliced
## Changelog
🆑
fix: Fixed custom pizzas having broken sprites and not preserving their
ingredients when sliced
/🆑
## About The Pull Request
Cleans up crematorium code, moves it to timers instead of sleeping, and
stops it from deleting indestructible objects.
Closes#96091
## Why It's Good For The Game
While this does have some balance implications, we no longer have an
objective to destroy the blackbox (with this being one of the few means
to do so, only other common method being the supermatter) so I presume
it is okay to prevent it from destroying otherwise indestructible items.
I've checked with NecromancerAnne about this and she said it shouldn't
have too much of a balance impact?
If I have missed any potential scenarios this breaks, please note under
the PR and I will try to rethink this.
## Changelog
🆑
fix: Crematorium can no longer destroy indestructible objects
code: Cleaned up crematorium code
/🆑
## About The Pull Request
Closes#96085
Also went through other say spans and converted them to defines, as well
as fixed beepsky smash's hallucination beepskys not having their spans
due to incorrect span being passed.
## Changelog
🆑
fix: Bubblegun suicide no longer makes the user yell out HTML
fix: Beepsky Smash beepskys now use proper text formatting
code: Cleaned up say span code in a few places
/🆑
## About The Pull Request
You can order a broadcast camera (the thing the curator can get which
lets them livestream to entertainment screens) in cargo for 800 credits
The cargo version has a smaller view range (4 tiles instead of 7 tiles)
and slows you down slightly
## Why It's Good For The Game
There's a lot of opportunities for gimmicks in being able to broadcast
to the station
Like if you're an antag and want to prove you have a hostage, or you
want to make rival news broadcasts, or you're a clown who livestreams
breaking into security, etc
Access to the ability to broadcast is very very limited (to a single
curator kit). If you wanna do any of the above you have to either play
curator and dedicate your entire round to it, ask the curator for
*their* gimmick item, or if there's no curator and you didn't roll it
you just can't do it at all. (And god forbid if someone steals the
camera or you lose it)
I think it's kinda sad so I wanted to add another way to obtain the
ability to broadcast and I figure cargo is a good place. It's lower
quality because I'm very wary of people robbing the curator of their
gimmick - The curator's camera is top of the line and that's what
differentiates it from the pleb's stuff.
## Changelog
🆑 Melbert
add: You can purchase (lower quality) broadcast cameras in cargo for
800cr
/🆑
## About The Pull Request
Issue was twofold
- `log_game` was in an `else`, meaning it only got called if the log
didn't have a user, despite the comment making it clear it should be in
both cases
- `message_admins = dud_flags != NONE` meant that admins were only
messaged for grenades that are duds instead of the other way around
## About The Pull Request
the n-spect area scan thing got removed and the examine text wasnt
updated which confused me and i thought it was bugged until i went on
the github and looked it up to see it was changed
## About The Pull Request
if(!user.can_bleed(BLOOD_COVER_TURFS) != BLEED_SPLATTER)
this was checking whether the user can bleed in that specific way and
negating it would convert it into a boolean
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/95962. Applies a
scaling to the resulting items mats_per_unit of a stack so, each item in
the stack has the correct material value.
Tested locally, now each material floor tile only gives 1/4 of a sheet
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: fixes material floor duplication
/🆑
Co-authored-by: pepe <john@john.com>
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great
## Proof Of Testing
<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>
## Changelog
🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
## About The Pull Request
Adds a new chemical: Carnivorous Blood. This chemical is acquirable via
traitor uplinks, at the cost of 3 telecrystals for a 30 unit bottle.
This chemical's purpose is to eat blood. When it enters its victim's
bloodstream, it begins consuming their blood at a base rate of 2 units
per second, consuming itself at a rate of 0.3 units per second. This
means that a dose of 15 units of it will consume roughly 14% of its
victim's bloodstream over the course of roughly a minute. That isn't
anything to call home over, obviously. This is because you are supposed
to pair it first.
To pair it, you acquire a blood sample from your chosen victim, in any
form that retains their intact DNA. You mix this with the carnivorous
blood, and the blood is now three times as effective inside that
specific person(or anyone sharing their DNA). The paired version,
assuming a dose of a full 15 units that is allowed to fully metabolize,
will take the paired victim's blood down to roughly 55% over the course
of roughly a minute(assuming nothing is impairing or improving the
person's natural blood regeneration). This is just slightly less than is
required to knock out a victim from just blood loss, but is certainly
enough to significantly impair them.
(Up to three sets of DNA can be paired with a single set of carnivorous
blood. It cannot be de-paired in any useful way.)
Additionally, the chemical is twice as effective in the dead, allowing
one fifteen unit dose to fully drain a paired person of their blood.
The chemical can be duplicated using protein.
As a necessity in order to let the thing be used how I want it to be
used, this also makes it so that blood taken off the ground out of
bloodstains has DNA(unique enzymes) in with it. As it'd be absurd to
track how much of each specific DNA was in each specific bloodstain for
just this purpose, and because blood(the reagent) can only have one set
of DNA within it, it's been made such that the DNA you get from blood
taken from bloodstains is a random pick of the DNA present within the
bloodstain. If you don't get pure blood, you might not get what you
want.
## Why It's Good For The Game
A reasonably powerful traitor item that requires not just preparation on
your part, but INVOLVED preparation. The chemical itself is fairly
cheap(and could probably be cheaper but I'm being safe), but to get your
benefit you have to actually involve yourself with your target. Hurt
them a little bit, telegraphing yourself, or lurk around them until a
carp bites them and they leave their blood on the floor. Get them in a
rage cage, run a blood drive, whatever. There's a lot of ways to get
someone's blood, but all of them require active involvement, and I think
that that, on its own, will lead to interesting situations.
Also, side benefit that isn't really material but is worth mentioning
anyway, finding a body with no blood is currently absolute 100% no holds
barred completely airtight proof of bloodworms unless some psychopath
manually took a million years to slowly drain their blood manually. As
one dose completely drains a dead person, this provides an alternate
theory and reasonable means of faking.
Balance-wise, I say this every feature PR I make, but I don't think this
will be a problem. The chemical basically necessitates putting yourself
at risk in order to set it up, and is not a one-hit-kill. That is more
than can be said for several other crew-obtainable chemicals, BUT the
benefit of this chemical is that it takes a very long time to recover
from naturally. If someone succeeds the lexorin knowledge check and
survives, the oxygen damage goes away in a flash. Losing half your blood
takes an extremely long time to recover from naturally(and specific
items to recover from quickly), and leaves you quite vulnerable in the
meantime.
## Changelog
🆑
add: Added a new traitor item, Carnivorous Blood. It is purchasable in
uplinks. Carnivorous Blood is a reagent that eats away at a victim's
blood once in their bloodstream, doing so significantly faster if it has
been mixed with the victim's blood beforehand.
/🆑
## About The Pull Request
Goliaths no longer instantly stun the mobs they hit with their tentacle
for full 10 seconds, instead leashing them to the spot they were grabbed
at or dragging them towards themselves. The ranged tetris-piece attack
has been changed to a full cross which tethers the target preventing
them from moving away more than 1 tile, while the line and the ring
attacks tether the mob directly to the goliath itself and drag them in.
https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4
The tentacles can be manually removed after standing for 6 seconds, or
by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits).
They also naturally retract after 10/15 (cross/line and ring) seconds
like before.
Goliaths themselves have received a massive speed boost, going from 3
second movement delay to 1.2 seconds (150% buff) and no longer can
friendly fire with their tentacles (and ancient goliaths have their
trophy drop guaranteed)
Brimdemons, lobstrocities, watchers and legions also received some
changes:
- Brimdemons no longer can wound with their beams (they were basically
guaranteed to land a nasty burn wound with the initial blast), but are
now affected by laser armor and their beam DOT (not the initial 25 burn
damage upon firing) has been increased from 5 to 7. Their blasts can now
be interrupted by hitting them from their side or from their back
- Lobstrocities have had their retreat distance decreased from 8 to 6,
making them much less likely to randomly lose aggro on the miner (their
aggro range is 9 tiles, meaning that even a single tile of movement on
miner's part will result in lobsters losing interest in them when on CD)
- Watchers now try to stick to 3-5 (previously 4-6) tiles of distance
between themselves and their target, and legions try to maintain 4-6
tiles of distance as opposed to running away completely. This should
make fighting both of them more interesting and engaging, and make
dealing with them during vents less cancerous.
Sprites for the tentacle item and mob overlay are by thgvr from
https://github.com/shiptest-ss13/Shiptest/pull/2432
## Why It's Good For The Game
Goliaths are extremely outdated in their attack design, 10 second
hardstuns are basically a guaranteed death if there are any other mobs
around and aren't very engaging to fight on their own as they are very
easy to evade with 3 second movement delays.
Change to lobstrocities should just make their AI less jank, and
watcher/legion range changes should make them less slippery when
fighting with PKC or zero range PKA, or during vent defense.
## Changelog
🆑 SmArtKar, thgvr
balance: Goliaths no longer hardstun, but instead bind and drag their
targets in with their tentacles. They are, however, much faster now.
balance: Brimdemon beams can no longer wound, but deal a bit more DOT
damage. Their beams can also be interrupted by hitting them from the
side or back in melee.
balance: Watchers and legions now try to maintain a few tiles of
distance from their targets instead of retreating.
fix: Lobstrocity AI should no longer sometimes flee out of their aggro
range when retreating.
/🆑
## About The Pull Request
Adds new options for spray can that let you paint items without actually
making them washable with water, you also get an option to remove
permanent coloring just like prismatic gray extract does.
You also can now paint non-greyscale items from loadout so you don't
need to take spray can and use it after you spawn.
I ran into an issue where after recoloring your item in loadout caused
runtimes so i had to make it such there is no preview for colored items
in loadout, but if you wanted to help to fix it i left a comment where
(i think) additional checks should be added- It shouldn't be a big deal
anyway, you most likely already know what color you want for your items
and if not just check it on station and then update your loadout
accordingly
## Why It's Good For The Game
We all hate it when you get sprayed with water and all of your custom
colored clothing turns back to how it was initially.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="396" height="219" alt="loadout1"
src="https://github.com/user-attachments/assets/f4f29085-d8ae-49e6-8f04-c327777922a1"
/>
<img width="382" height="236" alt="spraycan"
src="https://github.com/user-attachments/assets/a6bdf733-41cc-4dea-9569-0664613bb277"
/>
<img width="146" height="143" alt="yes its actually doesnt wash"
src="https://github.com/user-attachments/assets/1904a22c-b0c1-4f8f-b507-9c2824802021"
/>
</details>
## Changelog
🆑
add: You can now repaint non-greyscale items in loadout the same way
spraycan does
add: Spray cans can color items in such a way water cant remove the
paint, and also remove permanent paint
/🆑
---------
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
Co-authored-by: buffyuwu <buffyvrc@gmail.com>
## About The Pull Request
being able to build cool table computer setups is pretty neat and /tg/
removed it 4 no reason
## Why It's Good For The Game
being able to build cool table computer setups is pretty neat and /tg/
removed it 4 no reason
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="315" height="280" alt="image"
src="https://github.com/user-attachments/assets/34599eb3-0499-416f-8def-6cad0f7fd89d"
/>
</details>
## Changelog
🆑
add: You can make computers on tables again
/🆑
## About The Pull Request
Adds new floor types and natural decor to both Siderite and Shale
biomes, as well as makes flora and fauna spawns differ between said
biomes.
<img width="1216" height="997" alt="dreamseeker_uIv1OgVkpD"
src="https://github.com/user-attachments/assets/327d9caa-a58c-4d70-acbe-477da69b4d71"
/>
---
Basalt biome now spawns more legions and goliaths, but less watchers and
no brimdemons. You can rarely find new volcanic pore rocks which will
spew out lava when destroyed.
<img width="505" height="361" alt="dreamseeker_TA9rXzOgad"
src="https://github.com/user-attachments/assets/fb19a60a-c927-441b-abad-161ce5022a60"
/>
Siderite biome has a lot of rock formations and may sometimes spawn new
stalagmites. You can expect to see a ton of bileworms, raptors and
watchers there.
<img width="747" height="613" alt="dreamseeker_uZgRX8qqh3"
src="https://github.com/user-attachments/assets/d356f1c6-371a-4b8b-899b-470edb0d2790"
/>
Shale is full of lobstrocities, goldgrubs and brimdemons, and home to a
new glowgrowth "plant" - colony of bioluminescent fungi growing on
natural air vents.
<img width="274" height="220" alt="dreamseeker_EtxiS4X9M7"
src="https://github.com/user-attachments/assets/cbefba67-b618-4a65-ad12-9ee5182b650c"
/>
While it cannot be planted by itself, it contains luminescent fluid
inside which will grant whoever eats it minor night vision as long as it
is inside their bloodstream (as well as cyan-glowing eyes)
---
Ruins now properly respect their biome's rock (and now floor as well)
type, since it was broken for some of them previously.
<details>
<summary>More images under the dropdown</summary>
<img width="1216" height="997" alt="dreamseeker_fpXXV0Rt3D"
src="https://github.com/user-attachments/assets/fa790ca1-7045-490e-bcb2-c1f9da9f277c"
/>
<img width="414" height="303" alt="dreamseeker_l6E8S2fzCe"
src="https://github.com/user-attachments/assets/8b10dcca-c546-41ce-9363-a12b0f225881"
/>
<img width="784" height="587" alt="dreamseeker_RUWQo0unNp"
src="https://github.com/user-attachments/assets/d7364abc-ec68-4daf-b3cb-a03b8ba7e5de"
/>
<img width="1216" height="997" alt="dreamseeker_zoltABvkBw"
src="https://github.com/user-attachments/assets/324f50f8-83c9-4451-8eff-33ebf81c1d0d"
/>
<img width="1125" height="571" alt="dreamseeker_ky5qvl2XtC"
src="https://github.com/user-attachments/assets/ff08d22f-fc15-4961-b76e-7c10d7814096"
/>
</details>
Credit for original versions of new flora/feature sprites to
SentryPrimis on the /tg/station discord
## Why It's Good For The Game
Makes biomes more distinct and interesting, as well as gives them unique
atmosphere, since right now they only differ in rock type and mineral
distribution.
## Changelog
🆑 SmArtKar, SentryPrimis
add: Siderite and Shale lavaland biomes now have unique floors, as well
as flora, features and fauna!
fix: Fixed some ruins generating with default basalt walls instead of
their biome's walls
/🆑
## About The Pull Request
Adds a new traitor item, the E-2 Earthcracker. The Earthcracker is a
handheld sabotage device that you can deploy onto the ground in order to
deliberately create a weakpoint on that location.
As a recap, weakpoints can be exploited with a sufficiently large enough
explosive in order to create a chain of cracked turfs from it's
location, randomly breaking floors and walls, as well as attempting to
create new weakpoints that will allow for more of the hull to break
down. Weakpoints, if discovered, can be welded to taped up to repair
them using sticky tape.
The earthcracker creates a longer, and larger weakpoint than the kind
that spawn naturally. However, to use this subtly, you'll need to hide
the weakpoint created, as well as clear away the spent earthcracker by
using a wrench.
Practical use is: Get the earthcracker, use in hand to arm/anchor onto a
turf (Can be unwrenched at this point), activate with an empty hand to
begin the cracking process, then wrench away, and you have a well
hidden, high power sabotage device.
Two variants are available in-game: The E-2 Earthcracker which can be
obtained from the traitor uplink at 2TC each, and the E-1 Earthcracker
which can be purchased on the black market. The E-1 variant spawns
normal run-of-the-mill weakpoints as opposed to the E-2, with a 30%
availability from the back market, at a cost of 200-600 credits.

## Why It's Good For The Game
I'll be frank, I don't think we necessarily need *more* tools to cause
havoc, but I wanted to expand the weakpoint framework a bit and this
idea came to mind. The Earthcracker fits in the same category as C4, but
without a signifigant amount of the control that comes from C4 and
absolutely from X4. This stands to cause more damage across the hull,
with the ability to keep expanding the crack. For that reason, I think I
may have underpriced this in terms of TC, but I'm up for discussion on
if it needs to go up to a 3-5 range.
In an ideal world, this could be used for making booby traps, such as
planting an earthcracker in an area like escape or a larger department,
and then triggering the weakpoint when the right people are around, even
through something like a detomatrix or a trigger on a grenade.
As an added reminder, weakpoints have a dedicated method to repair them
if discovered, that being welding them or hitting them with sticky tape
to repair them quickly, offering some counterplay.
I also added a lighter variant onto the black market as a fun, dubious
thing to have on the black market.
## Changelog
🆑
add: Adds the E-2 Earthcracker device as a purchasable traitor item for
2 TC. Use it to create potentially devastating weakpoints onto the
station!
/🆑