## About The Pull Request
#Nitrogen4Vox
I know we have low amount of vox players but this feels like a
no-brainer change.
Also this updates the emergency nitrogen tank sprite to be consistent
with tg's.
<img width="835" height="458" alt="image"
src="https://github.com/user-attachments/assets/ba14a469-c8eb-4aaa-a806-788b38a7f451"
/>
## Changelog
🆑 Robwo
add: Added emergency n2 tanks to oxygen closets for vox.
/🆑
# 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>
## About The Pull Request
Blood-drunk miner has been reworked to change it from a DPS race into a
more dynamic fight
- Buffed health from 900 to 1300 (45% increase), slightly increased
speed (3 -> 2.5), increased saw damage (6/10 -> 8/12) to compensate for
other changes below
- Slightly reduced PKA shot damage (20 -> 18)
- Saw attacks now have a slightly longer delay inbetween hits
(especially in unfolded form), ***no longer are guaranteed to hit no
matter what*** (was a bug which forced players to eat 50 damage to the
face) and slow down the miner during the combo
- Singular PKA shot has been replaced with a telegraphed barrage of 3
projectiles, during which the miner cannot move, letting players gain
some distance
- Dash is no longer a teleport but a proper charge akin to that of
lobstrocities with a very short chargeup that deals no damage or
knockdown, but allows the miner to travel further
- Miner's attacks no longer give the target stun immunity for a brief
moment (why?)
- Default PKA it drops has been replaced with an infernal version, which
comes with a cheaper (30% vs 50% of the default one) in-built rapid
repeater (that also has a less punishing miss delay)
<img width="169" height="143" alt="Aseprite_UfXRbgVuqB"
src="https://github.com/user-attachments/assets/3ac257a4-5443-4c7f-a891-4e69f8188cb4"
/>
---
Full fight with a single basic pen and 2 legion cores, no PKC trophies:
(fumbled a bit midway though, pre-PKA projectile damage nerf)
https://github.com/user-attachments/assets/40c8af0d-035c-49da-861b-5e74ca7d7551
## Why It's Good For The Game
Current blood-drunk miner is a hard DPS check with unavoidable damage
(both due to the bug and instant dashes/PKA hits) that simply requires
you to facetank the damage using heals and kill it first before it kills
you.
This should make the fight a bit longer, more engaging and fairer than
it is right now.
## Changelog
🆑
add: Blood-drunk miner now drops an infernal PKA with an in-built
improved rapid repeater modification
balance: Blood-drunk miner has been reworked with new attacks and
patterns
fix: Blood-drunk miner's combos are no longer guaranteed to land even if
you move away from it
/🆑
## About The Pull Request
Stasis bags now properly become not dense when closed like every other
body bag.
Also makes the names for body bags consistently two words (bodybag ->
body bag), and fixes a typo (sinched -> cinched) in both icon states and
descriptions.
## Why It's Good For The Game
Stasis bags should probably stop being dense like every other body bag
when closed, actually. The grammar thing was just because I noticed it
and the inconsistency bugged me - from what I've seen, body bag is
generally two words and not just one, especially on the base type, so I
carried that down to every other body bag type. (Even if it is easier to
just type bodybag, all one word...)
## Changelog
🆑
fix: Stasis body bags are no longer dense when closed.
spellcheck: Fixed a typo relating to the spelling of "cinched" in body
bags with buckles (prisoner bags, et cetera).
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## 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
Refactor the majority of the current gasmix mole change use cases into a
proc called adjust_gas which simply adds the designated mole count of
the species into the gas mix while also handling asserting the gas and
garbage_collect()
I also added adjust_multiple_gases and convert_gas() for modifying
multiple gases and within a gasmix
## Why It's Good For The Game
Lemon wanted this to be done as part of the air group refactor
## Changelog
🆑
refactor: refactored majority of gas_mix mole change into adjust_gas()
proc
/🆑
## About The Pull Request
passes `user` in the `open()` for when someone attempts to leave an
unlocked, unwelded container such as a bodyag. The reason for the bug
was attempting to give a null user the pinned piece of paper.
Also adds an exception for no user being passed into `open()` for the
sake of revenant's defile & likely other things in the future.
Also fixes an unrelated bug where the reason that taking off the pinned
paper from a bodybag would stop it opening was a runtime rather than
returning false. Behaviour remains identical.
## Why It's Good For The Game
fixes#95247
## Changelog
🆑
fix: Pieces of paper no longer make bodybags inescapable
/🆑
## About The Pull Request
Ports the Experimental Holotool from yogstation. An RD item that is all
the tools in a compact package.
## Why It's Good For The Game
RD has nothing interesting except the armor that kills you if you use
it, and many people dont because of that. This gives a unique,
interesting item that is useful to their kit, much like the CMO's hypo.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="273" height="314" alt="image"
src="https://github.com/user-attachments/assets/7111c679-928c-4069-a4d9-ab93588d9daf"
/>
<img width="127" height="83" alt="image"
src="https://github.com/user-attachments/assets/86346c30-3ae3-449d-b40a-3c26b05f6949"
/>
</details>
## Changelog
🆑
add: The RD now has an Experimental Holotool! It starts in their locker.
/🆑
## About The Pull Request
1. Adds stasis bodybags, unlocked with cryogenics tech
These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.
Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.
You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.
2. Adds triage cards to the medical vendor
Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.
3. You can pin paper to bodybags
You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.
4. Updates paper interaction code slightly
We have new procs for allowing interactions rather that snowflakes
5. Other forms of stasis apply tumor suppression
Oversight?
## Why It's Good For The Game
I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.
Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients
## Changelog
🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
## About The Pull Request
Void stamp added to bureaucracy loot spawners, a new box that contains a
granted, denied, and void stamp found in the lawdrobe, hop locker,
bureaucracy crate, mod stamper module, and the paperwork implant gets a
stamp that can cycle between 3 different ones like the mod stamp.
## Why It's Good For The Game
Finally the void stamp is obtainable
## Changelog
🆑
add: The void stamp is now obtainable
add: The lawdrobe now sells a box of stamps
add: The head of personnel's locker now contains a box of stamps
fix: The mod stamper module is now visible
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
Not really sure why these were there storing the lists in memory
permanently, when these just get consumed anyway. People copy paste them
all over it seems so I'm going to put a stop to that.
## Why It's Good For The Game
Cleans up like 7 years of cargo cult.
## Changelog
Not player-facing
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
The access of the injection locker matches the rest of the room and
warden can open it (not normal officers)
## Why It's Good For The Game
It makes no sense why this one method of execution specifically is only
for HOS and captain. Warden can already shoot it open with lasers or
shoot the guy being executed with lasers so it's not like it's
powercreep or smth.
## Changelog
🆑
balance: The lethal injection locker is now accessible by the warden.
/🆑
## About The Pull Request
This PR removes Defibrillators from being printable in the techlathe.
Which means the Compact belt becomes CMO exclusive item.
And adds a objective for spies to steal compact belt because it feeds it
into the black market, which other antags can maybe buy and emagg it to
turn it into a reasonable weapon
This pr also makes it so the baseline of roundstarting defibs is 4
## Why It's Good For The Game
Years ago we made defibrillators never printable, and there was no way
to get them unless it was trough cargo, and later we added it to the
techlathe which immediatly voided the cargo crate.
Medical starts with 4 defibrillators medbay usually uses 2, and then the
other 2 go to medical borgs (and theres not really ever a real reason to
print out another since you got plenty).
We also have spefific upgrade modules for medical cyborgs which is
voided by just printing a defib and inserting it into the medical borgs.
TL;DR order it from cargo either 1 using your departmental budget, 2
using your free ordering console, or 3 just from cargo
## Changelog
🆑 ezel
add: Compact Defibrillator is now a Spy objective
balance: Compact Defib is CMO exclusive again
balance: you can no longer print Defibrillators in techlathe (purchase
them via cargo if needed)
sprite: CMO compact defib now looks unique from other ones
map: catwalk defibs trimmed to 4 instead of 6
map: metastation defib added from 3 to 4
map: wawastation defib added from 3 to 4
map: tramstation defib added from 3 to 4
map: nebulastation defibs trimmed from 6 to 4
/🆑
## About The Pull Request
PR title
## Why It's Good For The Game
Warden is the weapons guy and even starts with a super cool unique
shotgun. Bandoliers are roundstart items (can be bought from bartender's
vendor when they arent using it or arent preset, can be crafted by
killing five monkeys which there are plenty of) so this just removes the
hastle of having to go get it.
## Changelog
🆑
balance: The warden starts with a bandolier in their locker
/🆑
Co-authored-by: John Doe <markkavalerov87@gmail.com>
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
This PR removed the health analyzer from cmo roundstart gear
## Why It's Good For The Game
Its a tech bypass and encourages heads to research stuff to the
department can do their work better plus cmo like the ce who lost his
tools get alot other QoL tools which give them the edge as a head
## Changelog
🆑 Ezel
balance: Cmo no longer starts with a advanced health analyzer
/🆑
## About The Pull Request
Sets door_anim_time = 0 so bodybags don't try to animate a door that
doesn't exist
## Changelog
🆑 Melbert
fix: Things disappear instantly when going into bodybags
/🆑
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
These modules are often found mapped in roundstart, and are also
printable extremely early in the round. They're not exactly high power
modules, and they are largely important quality of life tools for
non-humans species.
Which, now, operatives can be. So if the op cares to get it, they can
shove it in their suit. The complexity limits of their suit will more
than likely require them to be picky about what they put in anyway.
That's why the complexity system exists in the first place.
They're best placed here so we can assume by default the operative
doesn't need them, since most species don't need, for example, plasma
stabilization. It might be important for icemoon in case an operative
has a nasty fall! ~~Or experiences that weird bug where plasmification
spreads to people~~
## Changelog
🆑
qol: Operative lockers come with thermal regulator and plasma stabilizer
modules.
/🆑
## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
Closes#92356
Also fixed prisoner envirobags being foldable while strapped despite
showing a failure message.
## Changelog
🆑
fix: Fixed recovered crew bodybags being foldable while there's a
"corpse" inside
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
Closes#92356
Also fixed prisoner envirobags being foldable while strapped despite
showing a failure message.
## Changelog
🆑
fix: Fixed recovered crew bodybags being foldable while there's a
"corpse" inside
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
I would be very intrested to get this atleast testmerged, but anyhow.
This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen
What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.
Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this
Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.
This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)
🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.
This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen
What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.
Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this
## Why It's Good For The Game
Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.
This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)
## Changelog
🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
## About The Pull Request
## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

## Medical section
Moves some stuff to make place for a operating computer

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me
## Why It's Good For The Game
Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum
## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>