49 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

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2026-05-16 00:56:00 +02:00
Iajret e93159a08a Changes Full Augmentation check to bitwise & with 'BODYTYPE_ROBOTIC' instead of jsut comparing to it (#94947)
## About The Pull Request
Changes the check from `not equals` to bitwise & instead
## Why It's Good For The Game
If you are, by chance, have any bodypart with `BODYTYPE_ROBOTIC` and
some other flag, check will be failed resulting in you being unable to
scan what seemingly is a full robot.
## Changelog
Not player facing.
2026-01-22 17:03:24 -05:00
Bloop 53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
Ben10Omintrix a708c8e8da snails (#90505)
## About The Pull Request
adds snails to the game

![image](https://github.com/user-attachments/assets/f1745795-695f-443a-827e-1f1987d4fdb6)

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.

you can also pick them up and put them on your head.

finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

![image](https://github.com/user-attachments/assets/512f0974-d0d1-4f90-a540-c03d1c969328)


## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.

## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
2025-05-05 13:29:14 +01:00
Penelope Haze 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
SmArtKar 6eab389cab Fixes full augmentation scan experiment being uncompletable (#88100)
## About The Pull Request

someone cooked too hard

## Changelog
🆑
fix: Fixed full augmentation scan experiment being uncompletable
/🆑
2024-11-23 11:27:11 +01:00
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Time-Green 095f7e3b70 Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request

Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason

Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ

It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR

I've also streamlined a lot of duplicate/weird species regeneration code

Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts

## Why It's Good For The Game
Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)

## Changelog
🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑

I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-20 16:33:34 +02:00
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
SmArtKar 93faa842e8 Fixes Exosuit Stress Failure not working (#84776)
## About The Pull Request

Closes #84762
It was missing total_requirement which defaulted to 0 and made it not
generate properly.

## Changelog
🆑
fix: Exosuit Stress Failure experiment now works
/🆑
2024-07-09 03:58:47 +02:00
lessthanthree 264e6c486c Adjusts medical techweb nodes (#84706)
## About The Pull Request

Swaps 'advanced medbay equipment' and 'cryostasis' on the medbay tech
tree, adjusting the required experiments and prerequisites as necessary.

## Why It's Good For The Game

Items like health analyzers, pinpointers, defibs and medical beds are
lower tech, commonly used items and should come before advanced cryo
technology, not the other way around.

## Changelog

🆑 LT3
balance: Advanced Medbay Equipment research node lowered to tier 3
balance: Advanced Medbay Equipment now requires haloperidol scan
experiment
balance: Haloperidol and cryostylane experiments can be performed
roundstart
balance: Cryostasis research node raised to tier 4
balance: Cryostasis now has Fusion instead of Controlled Plasma as a
prerequisite
balance: Cryostasis cryostylane scan is now a discount experiment
balance: Crystallizer moved from Controlled Plasma to Fusion
/🆑
2024-07-07 15:09:10 -04:00
Andrew 9604b0d469 [NO GBP] Augmented organs experiment hotfix (#84654)
I attempted to make a cleaner check without testing it in the recent PR
2024-07-05 23:03:48 +00:00
Andrew 0cb6e7f354 More techweb tweaks [NO GBP] (#84574)
## About The Pull Request

More QoL tweaks and rebalance towards easier unlocking of high tier
nodes by doing discount experiments.

## Why It's Good For The Game

More ways to unlock desired nodes.

## Changelog

🆑
balance: Techweb: High yield explosive is now a discount experiment for
Exotic Ammo node, giving more free points
balance: Techweb: Replaced the botany/xenobio discount experiments with
a new mutant scan experiment for the Gene Engineering node
balance: Techweb: Damaged mech scan is a discount experiment for tier 4
Mech Energy Guns node, giving twice more free points
balance: Techweb: Added a new anomaly scan experiment that gives full
discount for the Advanced Anomaly Shells, also moving the node to tier 5
balance: Techweb: Moved mech RCD to the Experimental Tools node
balance: Techweb: Moved handcuffs to T2 security node, leaving only
zipties in T1
balance: Techweb: Non-human Autopsy is a discount experiment instead of
a required one now
balance: Techweb: Parts scan experiments require 6 machines instead of 4
del: Techweb: Removed the New Toys node moving contents to sec and
medbay trees
qol: Made air horn craftable from a spraycan and a bikehorn
qol: Techweb: Better wording on the slime scan experiment
/🆑
2024-07-04 12:06:07 -07:00
Andrew 4ba10ab4db Scan an android to get 200 point discount on the final augmentation node [NO GBP] (#84502)
## About The Pull Request

Provides an alternative way to get the 200 points for the final
augmentation node.

Also reduced the tier of the prior tech node, it was put to tier 4 by
mistake

## Why It's Good For The Game

More options to get the desired node.

## Changelog

🆑
fix: Techweb: Moved upgraded cyber organs to tier 3 from tier 4
qol: Techweb: Added fully augmented android scan discount experiment for
Advanced Cybernetic Organs techweb node
/🆑
2024-07-03 17:56:13 -07:00
Watermelon914 0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
Andrew 881dd195f1 Techweb tweaks [NO GBP] (#84086)
## About The Pull Request

PR for collecting techweb feedback post merge and address valid issues
of #84024.

People seem to dislike the abundance of new experiments in the middle of
the tree, so reducing some requirements for those for now.

Also updated NT frontier app a bit, as people are confused with the
shell experiments.


![image](https://github.com/tgstation/tgstation/assets/3625094/8ce91935-c374-443c-84b4-ebee14d6bac1)

## Why It's Good For The Game

Balancing out the new tree.

## Changelog

🆑
balance: Added ordnance to extra access of geneticists and roboticists
balance: Reduced parts scanning tests' machine count to 4 from 8
balance: Reduced augmented organs scanning tests mob count to 1 from 2
balance: Reduced equipped mech scanning test count to 1 from 2
balance: Added polycrystal option to bluespace crystal scan test 
fix: Allowed NTNet relay in away circuit imprinter for NT Frontier app
qol: NT Frontier app installed on RD and Scientists` PDAs by default
qol: Updated NT Frontier app to be more user-friendly
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-20 19:15:30 +01:00
Andrew 5f36ef1d6e New Tech Tree (#84024)
## About The Pull Request

Reshuffles the tech tree nodes, adding reagent purity and cybernetic
organ scan experiments. The total point requirements barely changed.

Made the discount experiments unlock nodes for free, instead of
providing partial discounts, to provide more incentive to actually do
them.

Also devided all points by the amount generated per second, for
convenience. Now points correspond to seconds.

<details> 
  <summary>New tech tree</summary>
<img width="4320" alt="Tech New"
src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6">
</details>

## Why It's Good For The Game

- Breaks bloated general nodes into more specialized nodes, making the
tree more balanced
- Combines scattered nodes dedicated to a single design into specialized
nodes, reducing the number of nodes
- Reshuffles the unlocks within specialized tree to adjust progression
on some trees to follow the idead: Cheap nodes first, then nodes that
require experiments or nodes of neighbouring trees, then expensive nodes
with end-game tech.
- You no longer need a dissection experiment to unlock a microwave,
every experiment is relevant to the tree unlocked by it
- With specialized nodes, it is easier to pick a node for the new things
that people add
- Better foundation for potential per-department point system. It will
be easier to put it on top of a cleaner tree
- The nodes are separated in tiers, with progressively increasing costs,
so that early tech is cheap and easy to research with just points, but
later tech is more expensive, making the discount experiments for those
more likely to be performed.

## Changelog

🆑
balance: Reshuffled tech tree, making nodes more specialized
qol: Research points devided by the amount generated per second, so now
research points correspond to seconds
add: Introduced reagent purity scan experiments (required for Cryostasis
node)
add: Introduced synthetic organ scan experiment (required for top tier
cyber organs)
add: Added a variant of machinery scan experiment that accepts any
machines with upgraded parts (required for tier 3 parts)
del: Removed material scanning experiments from the tech tree
/🆑
2024-06-17 13:21:48 -04:00
Bilbo367 e4de9efff6 handheld Experimenters give more helpful feedback (#82235)
## About The Pull Request

Handheld experimenters now will tell you if the machine parts are not
high enough tier, not the exact needed tier, if scanned mechs are
missing equipment in arms, and if scanned mech is not hand-crafted.

## Why It's Good For The Game

Helps players (me) understand why I can't scan the kiosk for the
experiment (I didn't read).

## Changelog

🆑
qol: some experiments now give you more helpful hints at why your
failing
code: changes around some experiment code to make it more understandable
/🆑
2024-04-02 05:32:27 -04:00
DATAxPUNGED d077a391c8 Mech Stress Test Experiment is now SIGNIFICANTLY LESS ASS to do (#80220)
## About The Pull Request

The Stress Test 1 experiment now only requires ONE mech to be broken
down, and the margin of error of the percentage is much more lenient,
being 5% up or down (it was previously only 2%).
## Why It's Good For The Game

This experiment is painful to do right now, the process usually involves
making TWO mechs, damaging them *very close* to the arbitrary percentage
the experiment requires, scan it, realize you went too low so you gotta
weld it back up and start hitting it with your crowbar again, scan it,
get the experiment, pick up the SECOND experiment, kill the mechs, scan
THOSE. Everyone finds these a pain in the ass
## Changelog
🆑
balance: Exosuit Materials 1 now only requires one mech.
qol: Exosuit Materials 1 is much more lenient on the percentage it
requires.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-16 12:36:07 +01:00
zxaber bb4f09cd92 Replaces the Exosuit Materials 2 experiment with one about equipping mechs rather than destroying them. (#80267)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Replaces "Exosuit Materials 2: Excessive Damage Test" with "Exosuit
Materials 2: Load Strain Test". Rather than building and then destroying
two exosuits, you now equip them with any two (compatible) main
equipment pieces. Once the experiment is done, you'll have two exosuits
still, so consider making exosuits that you can donate to other crew
afterwards.

Note that the exosuit *has* to be built by the crew. Round-start
exosuits (or those obtained through other means like the nuke ops'
uplink) will not work.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
The idea of creating and destroying a few rounds of mechs sounds like a
neat concept. But in practice, it burns through station resources for no
real good reason, and is somewhat antithetical to the idea of robotics
making mechs for other departments. With this change, you're still
required to make the two mechs if you want the discount, but now they'll
be available afterwards. If someone has requested a mech for their
department, for example, you can now accomplish that and part of this
experiment simultaneously.


<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
add: Adds a new discount experiment for unlocking the combat exosuit
nodes - complete it by scanning two exosuits with equipment in the left
and right hand slots. This replaces the prior discount experiment about
destroying exosuits.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
2023-12-14 19:29:53 +01:00
Ben10Omintrix ce6f2724cd basic cats and mini kitchen helpers (#79800)
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


![catmouse](https://github.com/tgstation/tgstation/assets/138636438/8f146be4-c7b2-41d3-8301-734be49b5efc)

![catfish](https://github.com/tgstation/tgstation/assets/138636438/f8df54f2-9183-406d-afbd-f90f415f7f3d)

if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)


![cathouse](https://github.com/tgstation/tgstation/assets/138636438/9515a78c-fdfe-461b-bad2-6b497117c694)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts

## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai

## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
2023-11-28 21:51:37 -07:00
Ghom db8eca7bf3 The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑
2023-10-01 04:11:55 +01:00
Ghilker cf635800bb gas connector component (#78273) 2023-09-27 21:02:05 -04:00
san7890 24ee1a4681 Refactors Snakes into Basic Animals (#78612) 2023-09-27 20:55:34 -04:00
Jeremiah a3849062b8 Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request
[Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) 

Adds a new supply role centered on short dungeon-esque runs with a focus
on unifying the job with the fun part. Some virtual domains are combat
related, some are silly, some focus on "objectives". Avatar health is
linked to your physical presence and retries are limited.


<details>
<summary>Photos, WIP</summary>

Net pod stasis

![netpod](https://github.com/tgstation/tgstation/assets/42397676/d99073a4-2438-4600-83c0-cafb7b3fee55)

Server loaded

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304774976278759/dreamseeker_N14j6dwLcK.gif)

Server cooldown

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304775945179217/dreamseeker_NkIwWLJZma.gif)

the quantum console UI
![Screenshot 2023-08-05
105742](https://github.com/tgstation/tgstation/assets/42397676/3a45feaf-8c80-46b2-81c9-355932d1b014)

Cyber police antag page
![Screenshot 2023-08-16
205303](https://github.com/tgstation/tgstation/assets/42397676/fc28bcdd-2a2a-487b-927c-904f224c1b89)

A safehouse

![image](https://github.com/tgstation/tgstation/assets/42397676/c22ac115-4e00-432a-aeeb-b6afdb1ef750)

Domain info page, every domain gets this (and sometimes help text)
![Screenshot 2023-08-04
141859](https://github.com/tgstation/tgstation/assets/42397676/ba9ed6d9-a318-4466-b246-d2da0fa05676)

Me getting steamrolled in one of the missions

![syndicant](https://github.com/tgstation/tgstation/assets/42397676/3eb3099a-f9b2-4431-854d-50d8cad9b7f0)

Ghost roles getting notified that server is kicking them out
![Screenshot 2023-08-04
135454](https://github.com/tgstation/tgstation/assets/42397676/edab916c-6255-4b83-b2e7-155df2f03aab)

Players enjoying the new combat missions
![Screenshot 2023-08-05
005727](https://github.com/tgstation/tgstation/assets/42397676/e302a66f-610d-4fe1-82e0-7c8aec3913ea)

Players exploring some of the virtual maps
![Screenshot 2023-08-06
220919](https://github.com/tgstation/tgstation/assets/42397676/75a92a0b-6aa1-4bac-8fd1-c9fb47c955da)

(Not part of the PR, but)
![Screenshot 2023-08-06
221527](https://github.com/tgstation/tgstation/assets/42397676/012475ec-bfa5-4fd3-9dcb-31d222bb7bef)

New bitrunner vendor

![dreamseeker_V62h2BGdEl](https://github.com/tgstation/tgstation/assets/42397676/37ca8f69-f75e-45c9-b324-e6b31696c7b7)

</details>

## Why It's Good For The Game
Content, firstly, and moreso being supply department content.

The framework that this implements is a great (preauthorized)
replacement for two systems which are collecting dust: BEPIS and the
gateway. They integrate into this system and it's a direct upgrade.

This adds a way for the players on station to generate materials (if
that remains). The nice part about it is that I can throw balance and
believability to the wind, as unlike its unrelated predecessor VR or
away missions, bitrunning entirely washes its hands of the map and mobs
each reboot.

It offers a very expandable map framework to add content and it's all
fairly well documented.

I'd like to add a feature that represents the idea that jobs don't have
to be mundane and "external" jobs can stay tied to the main gameplay
loop.

## Changelog
jlsnow301, kinneb, mmmiracles, ical92, spockye
🆑
add: Adds Bitrunning to supply department- a semi-offstation role that
rewards teamwork.
add: Adds new machines to complement the job- net pod, quantum server,
quantum consoles, and the nexacache vendor.
add: Adds several new maps which can be loaded and unloaded at will.
add: Some flair for the new bitrunning vendor.
add: Adds a new antagonist for the virtual domain only. Short lived
ghost role that fights bitrunners.
del: Removes the BEPIS machine, moves its tech into the Bitrunning
vendor.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-09-23 11:14:12 +02:00
Jacquerel b159edcc2f Anomaly gear: Polymorphic Field Inverter (#77383)
## About The Pull Request

Adds a new device you can research called the "Polymorphic Field Inverter".
It requires Advanced Biotechnology and Anomalous Research to unlock.

Completing that research lets you print out a fancy belt. Using it for 5
seconds on a mob (dead or alive) which is organic in nature and isn't
some kind of human or megafauna (monkeys are fine) will store a copy of
its DNA. Scanning another creature will replace the original stored DNA.
Storing DNA does absolutely nothing unless you have also inserted an
active Bioscrambler core.

If the item is activated with a Bioscrambler core then equipping it
grants you the ability to transform into the same kind of creature as
the one you scanned (and back). As in spells such as Wildshape you share
health with your transformed form and if you die while transformed then
you die, so be careful when turning into something like a cockroach
which has one hit point.

It has an associated experiment which makes the research free, which is
to scan two humans with (non-prosthetic) organs that they didn't have
when the round started. You can accomplish this through surgery, DNA
infusion, or a bioscrambler anomaly. You can do it on some monkeys if
nobody is cooperating with you.
I copied a teeny bit of this code from #73969 although I didn't actually
end up needing most of it.

These are absolutely codersprites so if anyone wanted to make cooler
ones, let me know.
2023-08-09 12:23:01 -05:00
san7890 83723acab0 Turns Chickens into Basic Mobs (#75592) 2023-05-24 15:04:27 -04:00
Sealed101 40d4a19cf8 Makes datum stock parts work for Stock parts Experiment purposes 2: Electric Boogaloo (#72708)
## About The Pull Request
Fixes #72694
#72559 changed the requirements for pinpoint machine scanning
experiments to datums on accident, so to hopefully prevent further
mishaps I've commented the var further.

## Why This Speaks Volumes On The State Of Experi-Sci (Or Sybil RnD)

![image](https://user-images.githubusercontent.com/75863639/212465375-256fc9be-ef1f-4619-88cb-fb372b47ddc4.png)
____

![image](https://user-images.githubusercontent.com/75863639/212465379-dc48f1ab-6790-497b-b353-4bb8090feccb.png)


## Changelog
🆑
fix: pinpoint machine scanning experiments work again (again)
/🆑
2023-01-14 23:47:17 -08:00
SyncIt21 ec5c9dfd10 Stock Part Datumization Complete (#72559)
So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway

## About The Pull Request
Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)

Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts

Not sure if i caught every machine & stuff in the game so merge with
caution
## Changelog
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑
2023-01-11 07:53:36 -08:00
Jacquerel b174af7661 Basic Mob Carp Part VIII: Basic Mob Carp (#72073)
## About The Pull Request

Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.

Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.

You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.

## Why It's Good For The Game

Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.

## Changelog

🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
2022-12-25 18:24:18 -08:00
Tastyfish ebc0227176 Makes dog a basic mob [MDB IGNORE] (#70799)
About The Pull Request

    Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...

    Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
        The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.

    I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.

    Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
        Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.

    Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.

    Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.

I've tested base collars across multiple pet types.

For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.

image
Why It's Good For The Game

Very big mob converted to a basic mob.
Changelog

cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
2022-12-06 09:13:13 +13:00
MrMelbert 70db96c46f Convert mouse and rat to basic mobs (#70728)
* Converts mice and rats to basic mobs

* Update paths

* Fixes

* Tweaks

* .

* Use helpers

* Unit test

* Correct the targeting

* Fixes the unit test?

* Fixes the unit test

* Docs

* update the path script with pr id

* Faction check tweak

* Review

* AHH
2022-10-28 08:49:17 -04:00
vincentiusvin cfddfb5c8c [NO GBP] Fix NT Frontier Partner Typo & Better Experiment Descriptions For Ordnance (#69408)
* Fix typo

* Better descriptions

* Fix errant the

* Better perf hint
2022-08-24 17:38:33 -04:00
Ekaterina-von-Russland d0d321875b Fixes the stress experiment sometimes not working and rebalances it (#68691)
* Fixes the stress experiment sometimes not working, allowing it to have a scan leeway of 2% each way.
2022-07-27 22:26:25 -04:00
zxaber 93dbe18c89 Combat mech research nodes now require mech-themed experiments rather than bomb experiments. (#67756)
* Mechs require a new Mech scanning experiment centered around damaging/destroying mechs, instead of being behind weaponry, which requires ordnance research.
2022-07-11 18:25:54 -04:00
RandomGamer123 9a086c1ff4 Makes the noblium gas shells experiment explicitly clear that it means hypernoblium (#67898) 2022-06-28 11:01:53 -04:00
SovietJenga c35aaf92d1 Moves the botanogenetic shears to the botany node and locks it behind a botany experiment (#67363) 2022-06-15 02:06:42 -05:00
vincentiusvin cd294e9040 Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ. (#66738)
Similar in spirit to #65707, with some more changes.

Restructured the gaseous experiments to:

    Nitrous (practice experiment)
    BZ (mainstay experiment)
    Hyper-Nob (lategame/once-in-a-while experiment)

Added a mining partner.

Moved adv weaponry lock to normal weaponry under reactionless. Toned down t3 reactionless.

BZ locks adv engi. Medbay unbridled by toxin gasses now.

Removed Xenobio's BZ Can.
Why It's Good For The Game

My original intent with papers was expanding the difficulty range of toxins. Both to things harder than tritium (nob, nitrium, etc) and also to things easier than tritium (bz, reactionless, etc).

In that process, I feel that i strayed a bit to the harder side, this PR is an attempt to tone down the overall difficulty of some of the gaseous experiments a notch.

Nitrous now takes place of the old BZ, BZ takes place of old nitrium/halon, and noblium stays because it's difficulty is in a pretty good spot for a relatively unimportant but nice to have tech.

While we're at it, I also added more emphasis to BZ production to toxins instead of tritium. This will hopefully incentivize people to try the department out. There is a risk of this being a bit of a chore, but I believe that the relevant atmos gameplay loop is strong enough to have it be fun. You need to check on the chamber, turn on pipes, adjust the input rate, and many more that makes it significantly more fun to do.

We do this by:

    Locking advanced engineering with BZ (organs and implants lock lifted). Depending on feedback i wont mind changing this around if you want to suggest another node as long as it's of similar or very slightly less importance.

    Getting rid of xeno's BZ can. Some xeno players need it for making slimes sleep, with their roundstart supply removed there should be a significant demand for the BZ production in toxins to go online asap.

If you have been paying attention to our PRs, i have been working to make BZ production as seamless and quick as possible in toxins. My five map prs #66454 #66198 #66064 #66010 #65857 have been building up to this. You can make BZ relatively quickly with the new freezer chamber in place. Probably even faster than ordering it in cargo, which is a fine ballpark to use if you want to make changes to it.

If you want to know how to operate it, here is a wiki guide in place https://tgstation13.org/wiki/User:Vincentius_vin/Sandbox#BZ_Synthesis. We will move it to the main toxins page once the rest of the page is finished, pictures are added, 

Made adv engi tech node require bz shells as an experiment, organs no longer need it.
Adv mining no longer requires adv engi.
Removed nitrium and halon shell, implant experiment lock lifted because of the former.
Relocked sec 1 tech node to need pressure bombs, sec 2 no longer needs tritium bomb.
Made advanced pressure bombs easier to do without funny fusion gases.
Added a new mining partner that accepts smaller (even non-atmos/non-ordnance related) bombs
Added more options to purchase nodes in the paper partners. Your point gain stays the same though.
Removed roundstart BZ can from xenobio.
2022-05-27 16:49:03 -07:00
LemonInTheDark c63a210eb6 [MDB IGNORE] Removes ballast from thermomachines (#66411)
* Removes all thermal ballast piping from our maps

* Removes co2 recirculation from our maps, no reason to have it if ballast isn't a thing

* Removes all behavior that's linked to ballast

I don't think ballast is something that's useful to keep around, since
it functions to make cooling things harder for what amounts to no real
reason.

We still have space as an infinite source of cold, it's pointless to
gate it.

Anyway, this commit.

I'm removing all uses of two ports, cooling, efficency, work skipping, and
safeties.
This means dropping quite a lot of behavior.

There's no emag effect currently for instance, because it renabled some
previously buggy behavior that was caused by ballast, which I'm nuking.

Also doing away with metal h2, because even though I like the idea, it
has no purpose as of now.

Removing ballast has made a lot of the logic and checks that were done
in process_atmos pointless, so they can go too.
I'm keeping the barebones behavior of how power consumption works,
because I like it.

Efficency is going because it was almost always like 80% without
ballast, and I didn't think it was something worth having.
Cooling as a concept can go interestingly enough, because there's no
difference between heating and cooling, just the temperature we're
targeting.

I think that's about it? I'm also removing failure states, because they
too were linked to ballast

Oh, and I'm removing the redundant icon states and gags entries, since
well, they aren't used anymore. Also removed some from the js file
2022-04-24 21:27:28 -07:00
vincentiusvin eeb5465931 Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this?

Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb

A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q

---

# Intro

## The Problem(s)

Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.

Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.

TLDR:
* The content being same-y over rounds.
* Odd difficulty curve: 
    1. A new player is oblivious to everything. 
    2. Those in the middle can repeat the final goal consistently without needing to understanding why
    3. There is nothing to justify spending more time in the department after reaching the midgame.

## Abstract

Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.

## Goals

* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci

## Boundaries / Dont's

* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****

# Main design pillars

## A. Framework surrounding the experiments

### A.1. New experiments

Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.

### A.2. Rewards for experiments: Cash and Techweb Boosts.

Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made.  Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.

On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.

**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.

### A.3. On Tedium

*This is a note on implementation more than anything, but I think this helps explains why several things are done.*

Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.

Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.

## B. Gas Synthesis (Early-Mid Game)

Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.

The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.

## C. Explosion Changes (Mid-Late Game)

### C.1 Cause and effect.

The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. 

Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.

### C.2 Tools upgrade.

Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.

Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.

## D. Player Interaction

There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.

Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.

# Potential Changes

The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.

Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.

Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. 
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.

# Conclusion / Summary

Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.

Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.


---
TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.

Implementation notes:

Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:

The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.

Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.

Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).

Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
2022-03-03 03:05:37 -08:00
Mothblocks d9b874197b Replace slime extract experiments, required for biotech, with dissection surgery (#63033)
About The Pull Request

Adds back dissection surgery for the purposes of performing experiments. Replaces the existing slime extract fetch quests with dissection surgery for biotech, and adds xenomorph dissection as an extra discount (though I would like to see a node require it some day).
Why It's Good For The Game

Science has no incentive to actually scan slime extracts for biotech, as the primary consumer is medical.

In practice, this means that the grey slime extract experiment, which can be done round-start, is frequently left unperformed. This lets medical have some level of control over their research, while still leaving the actual act of researching the node into the hands of the science department, or heads of staff.
Changelog

cl
add: Added back dissection surgery, which can be used with an operating computer to perform experiments for research.
add: Biological technology's requirement has been changed from scanning one grey slime extract to performing a dissection surgery.
add: Advanced biotech's requirement has been changed from scanning three slime extracts to performing a dissection surgery on a nonhuman.
add: Xeno-organ biology and Alien Biological Tools' now have additional discounts for performing a dissection surgery on a xenomorph.
/cl
2021-11-26 11:32:54 +13:00
John Willard 6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Sealed101 31839d0089 Adds a new type of Experiment Scans: Machinery Scanning (#61640)
* proof of concept

* pinpoint scan type

* whoops

* whoops take two

* parenting

* moving it all to use points, hacky desc edits included

* adding experiments to techweb v1

* v2 + descriptions

* v 2.5

* review compliance
2021-10-01 14:34:05 -07:00
tralezab b6dafef8e8 converts cows to basic mobs and ADDS MOONICORNS (#61446) 2021-09-16 17:47:06 -07:00
Sealed101 120ab2554d Basic Cytology Scan fix (#61266)
Basic Cytology Scan Experiments no longer ask for Unknown fluids instead of mice.
You can actually complete the scan now, since you can't grow a basic datum in a vat.
2021-09-08 01:47:25 -07:00
AMonkeyThatCodes 46cb925af0 Basic Mobs: the cooler simple mobs that run on datum AI. (With reworked cockroach AI as proof of concept) (#60694)
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.

This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.

One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).

As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.

This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.
2021-08-30 16:22:24 +01:00
tralezab ea57e3f960 Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882) 2021-05-09 16:49:59 -07:00
ArcaneMusic f2e2603297 Adds a new type of botany experiment that tests plants. (#57166)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-25 15:35:01 -08:00
Qustinnus 931a32ffb3 Experi-Sci: Techweb nodes may now require you to perform "scientific" experiments (#54093)
Co-authored-by: Brett Williams <bobbahbrown@gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-23 13:30:24 -08:00