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63 Commits
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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0b0c5ea91e |
Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## 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. /🆑 |
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dfc917e1b0 |
Cycler shotgun fixing (#93261)
## About The Pull Request closes https://github.com/tgstation/tgstation/issues/93214 - Fixed the cycler shotgun consuming two rounds per shot. - Fixed racking action on the cycler shotgun. - Bounty hunter cycler shotgun now correctly uses incendiary rounds in its secondary tube. ## Changelog 🆑 fix: fixed cycler shotgun double ammo consumption fix: fixed racking action on the cycler shotgun fix: bounty hunter cycler shotgun now properly fires incendiary rounds from secondary tube /🆑 |
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d2f34e33be |
moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑 |
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8e350f1f86 |
Splits ammo box multiload into a bitflag, adds a icon for .223, adds a desc for toy magazines (#92409)
## About The Pull Request Ammo box `multiload` var was changed into a bitflag covering `AMMO_BOX_MULTILOAD_IN`, and `AMMO_BOX_MULTILOAD_OUT`, respectively. By default, ammo boxes have both multiloading in and out, while magazines only have multiloading in, which means you can't use magazines as speedloaders, but you can still feed ammo into magazines quickly if you had, say, an ammo box for that magazine's caliber. Or... something. --- Also adds an icon state for .223 casings, which is just an edit of the old 7.62 casings to be shorter. <img width="403" height="89" alt="image" src="https://github.com/user-attachments/assets/b3206b94-c2b3-4b90-8162-b4c620bbe4cf" /> --- Also adds a description for toy gun magazines. ## Why It's Good For The Game Splitting ammo box multiload into "multiload in" and "multiload out" means you can't use an ammo box as a speedloader, which I thought was silly. Emergent gameplay, sure, but also silly. .223 having a unique icon instead of just looking like any other pistol casing is nice (read: pistol-caliber casings from a rifle round annoyed me). Toy gun magazine thing was for funsies at this point. ## Changelog 🆑 code: Ammo boxes' multiload variable is now a bitflag that determines if a magazine can be multiloaded into or out of. Ammo boxes can multiload in or out, while magazines can only multiload in. image: .223 ammo now has a distinct casing icon. fix: Foam force magazines now have a proper description. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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30bbd7bb32 |
Fix reloading of empty revolver (#91657)
## About The Pull Request Fixes reloading of empty revolver Fixes #91531 ## Why It's Good For The Game No way to reload a revolver after unloading it is sad ## Changelog 🆑 fix: Empty revolvers can now be reloaded /🆑 |
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51c8a5a6ab |
Fixes revolver reloading, again (#91414)
## About The Pull Request Closes #91110, broke due to lazyloaded bullets being considered empty This needs a unit test, maybe will write one later in a separate PR ## Changelog 🆑 fix: Fixed revolver reloading, again /🆑 |
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5306ca7934 | Combat shotgun changes (#90475) | ||
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df3d6a31ca |
Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request  Reworks flechette shells from... whatever it was that they were supposed to be before into an AP pellet round that primarily focuses on wounding power and embedding power over specifically dealing direct damage (16 as opposed to buckshot's 30). Useful if you want to maim as a priority. You can print flechette once science researches Exotic Ammunition. Nuclear Operatives also get flechette rounds as a Bulldog Shotgun magazine choice priced as a basic ammunition type. In addition, you can also acquire Donk Co. 'Donk Spike' flechette shells. These shells fire plastic darts! They can be purchased by Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines for the price of one. Donk Co. 'Donk Spike' flechette was intended to be an alternative to the standard flechette but failed spectacularly once it hit the market. Due to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette now appears in maintenance loot as potential trash, as Donk Co. dumped it in the millions into various landfills across the sector. You can also print it if you find the tech in a BEPIS tech disk. Does it work? Why don't you take a chance on Donk and find out? ## Why It's Good For The Game I'm not sure if the person who made the original flechette actually understood what each of the variables was supposed to be doing or how they actually worked. A bullet with an excessively negative standard wound power (for a pellet projectile) and low damage, but then an excessively high bare wound bonus (for a pellet projectile). But then some ricochet variables without ricochet being assigned to the bullet... and a demolition mod on a round meant to be weak against armor? Nonsensical. So I've reworked it into two unique rounds. The first serving a practical purpose and becoming an AP option when the crew typically begins seeing those options open up (such as x-ray lasers). The same can be said for nukies, who love AP options, but one focused on lasting wounds is handy too for keeping someone down. There isn't a milspec option; so for nukies, this isn't doing nearly as much upfront damage as buckshot or slugs. You buy this when you want someone not to be recovered with a LOT of medical attention. The second being more tongue in cheek, but also giving a surplus option for Bulldog shotguns, which I think are having ammunition problems even still. Surplus ammunition might slowly roll out for all the guns, but I'm mostly focusing on the ones that have some slight price disparity for total shots compared to other weapons. Also, shooting people full of plastic is kind of funny. ## Changelog 🆑 balance: Flechette has been reworked into an AP pellet round that embeds and wounds, but has less actual damage to buckshot. You can print it once Exotic Ammunition has been researched. Also available to Nuclear Operatives. add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk Co. It can sometimes shows up in trashbins and dumpsters. And operatives can buy it in bulk if they really feel like it. /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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0619c2a21c |
Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm talking about the dinky shitty rifle you find in the snow resort away mission. The one with a 3 second cooldown between shots and fires 10mm. The Sakhno SKS semi-automatic rifle fires at the same rate as standard semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a x0.5 damage multiplier (so does 30 damage rather than 60 damage per shot), and has 10 rounds in its internal magazine. Stripper clips come in sets of 5, so you'll need two clips to fully load the rifle.  You can get the Chekhov version of the weapon from the resort, but you can also acquire a parts kit from the black market. Put together with a stock and receiver, you get yourself a (empty) fresh new SKS. You can also acquire the ammo via the black market as well.  ## Why It's Good For The Game This gun is a travesty. It is so ancient that it can be carbon dated to around when our codebase was moved to Github. It actively has the worst statistic of any weapon in the game. And it exists in this strange half-existence in a ruin as, I guess, some purpose that is barely understood or remembered today. The irony of it being called Chekhov's gun yet finding no functional use in the map is either the joke itself, or a failing of the map. Anyway, so I decided to go all out and replace it with an SKS. Because I figured someone would like that. ## Changelog 🆑 add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS semi-automatic rifle. add: You can acquire a SKS parts kit from the black market. /🆑 |
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2b44bffdeb |
Adds The Liberator: Doorhickey Corporation's brand new gun (#89495)
## About The Pull Request The Liberator is a brand-new 3D printable gun, holding a single 10mm shot in it's barrel. It has a damage multiplier of x0.5, dealing 20 damage per shot. However, shooting someone point blank gives it an x2 modifier, and shooting someone while holding them at gunpoint adds additional x1.5 multiplier. https://github.com/user-attachments/assets/b27adf1a-5b02-4817-90ad-2ba922cc6bf9 They can be printed for dirt cheap 3 sheets of plastic and 2 sheets of iron from an autolathe. However, as a downside, whenever you're firing a liberator you're risking it blowing up in your hands, potentially wounding you! Reloading is also a bit tricky, since you need to unscrew the barrel before placing the bullet in, and screwing it back on. In order to print them, you'll need to find a (mildly rare) disk in maintenance and upload the design to an autolathe. You also can find a whole gun, albeit at a lower chance. ## Why It's Good For The Game Funny gun that can be used for some gimmicks, not too overpowered but a nifty tool for assistants. Can be countered by a well timed baton, or a shove if your opponent is next to a wall. ## Changelog 🆑 add: Added a new 3D printable gun "The Liberator", you can find the gun itself or its design disc in maintenance tunnels. /🆑 |
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e9471b00b0 |
Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request A repeat of the first half of https://github.com/tgstation/tgstation/pull/86853 The NT BR-38 Battle Rifle is a semi-automatic railgun...marksman...carbine...rifle...thingy that uses .38 ammunition and is magazine fed from a 15 round magazine. It comes with a scope, and is bulky.  Sprites by OrcaCora. ### Some of its features The gun shoots at a higher than normal velocity for .38. This means it hits harder (30 damage compared to the standard 25), and flies faster through the air. The gun, however, suffers from degradation as it is used. It has a 10 shot buffer before suffering degradation. After the 10 shot buffer, it has a 10% chance each shot to increase in degradation stage. From stage 1 to stage 5 (the maximum stage), it begins to lose fire rate and projectile flight speed. To recalibrate the gun, you can do one of two things; A) Use a multitool on the gun. This completely resets the gun, but its pretty slow. B) Insert it into a weapon recharger to recharge its buffer and reduce its degradation stages. ### Some of its downsides The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades and loses any buffer it has. While EMP'd, there is a 75% chance it doesn't fire when you pull the trigger. This is also true if the gun has hit maximum degradation. Keep your guns in good shape. It can be emagged. While emagged, the gun has increased damage (40 for standard ammunition), but once it hits maximum degradation, it immediately begins to catastrophically fail. It also degrades significantly faster while emagged. There is no way to reverse this effect, and the explosion is extremely lethal. ### Where can I find it? What about ammo? You can purchase the gun from cargo at a significant premium, as well as some additional magazines of some basic ammo types. There is exactly one of these in the armory, and you can print more magazines from the security protolathe. As research progresses, you can print different, specialized ammunition for the rifle. (and also the detective .38 revolver, obviously) ### New .38 ammunition types True Strike bounces accurately between targets, but deals significantly less damage than other ammo types (15 base, 18 in this rifle). It is printed once the station gets Exotic Ammo. ## Why It's Good For The Game This is a followup on my previous PR, where I tested this weapon and gathered a whole bunch of feedback on it. Most people quite liked it. but had some concerns that I feel this addresses. Much of the justifications given there apply here. Obviously ignoring anything to do with the combat shotgun removal. Some stuff obviously has not come back from the original test. Notably, the TRAC changes were probably a little too powerful. As much as I liked a default entirely nonlethal ammunition type, TRAC itself is better left as a late research goal. In addition, I moved the explosion part to an emag effect. It's funny, and lends itself to the original intention of the weapon; a callback to the WT-550 incident. But it isn't a standard part of the guns mechanics. |
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560d849e04 |
gatfruit shoots peas (#88051)
## About The Pull Request basically #64128 slightly redone (with permission) gatfruit now shoots peas; (injects assuming hit zone is unblocked and this assumes you havent modified the plants reagent genes) at 0 potency to god knows what potency a single pea (bullet) deals 5 brute and injects 1u of phytotoxins at 50 potency it fires 10 brute and injects 15u of phytotoxin at 100 potency it fires 15 brute and injects 30u of phytotoxin phytotoxin is the Toxin chemical but with no liver damage, it is not particularly strong but serves to recreate the original PRs 5 tox with possibility of actually modifying that  upon peeling the fruit its reagents are spread among the revolvers 7 casings also i attempted to make the revolver look more plant-like but im pretty sure i screwed up  ## Why It's Good For The Game a bullet of 357 deals 60 brute (not counting falloff (which i dont think it gets) and armor) there are 7 bullets of 357 in a revolver so 420 brute in 1 revolver, and it basically takes 200 brute to kill someone outright if oxygen and other damage doesnt do it first at 10 yield (or whatever max yield is i cant really remember) thats 10 revolvers, so 10 x 420 so 4200 in a bag brute per harvest (again 200 brute if you decide to shoot until something dies so you can kill like 21 people if you dont miss in a single yield 10 harvest) thats pretty busted for something you can achieve fast by making REALLY easy chems after getting the seeds from exodrones or lavaland with this change its still a viable weapon but not a supremely lethal traitor weapon, and also enables some botany gaming if you make it contain felinid mutation toxin or something ## Changelog 🆑 balance: A mutation in gatfruit seeds has led to a drastic alteration in the observable traits of the plant, which now fires hardened peas that deal less damage, but poison the target. Additionally, its poison can be, with some botanical engineering, replaced with whatever you wish. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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6f76ef5381 | Removes some duplicate crossbow defines (#88076) | ||
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c0c1074bb0 |
[NO GBP] Fixes some guns runtiming when attempting to reload (#87579)
## About The Pull Request Closes #87567 Closes #87559 I have zero clue how this code worked during TMs or prior to my changes, only sensible explanation I can come up with being that we had a horrific hanging refs issue this entire time? ## Changelog 🆑 fix: Fixed some guns runtiming when attempting to reload /🆑 |
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1cd662cc8c |
Magazines now lazyload their contents in order to save on gun init times (#87224)
## About The Pull Request Ammo boxes, this includes magazines and magazines inside of guns, now lazyload their ammo in order to save on init times by keeping it as types in their ammo list and initializing them as needed. As a side effect, you can only use get_round to access rounds now, direct array access will probably not work. ## Why It's Good For The Game trying to save on init times and delay death of guncode by a tiny bit ## Changelog 🆑 code: Magazines now lazyload their contents in order to save on gun init times. Please report any broken/non-functional guns! /🆑 |
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ac6231b432 |
Rebalances Donksoft vendors. (#86542)
## About The Pull Request    Notable changes: - Prices have been increased across the board. They're about on par with the good clean fun vendor now. - Less of each item. The machine will have to be restocked more often. - Fake emags and fake hot potatoes are now avaliable. - The ammo boxes are half-size boxes (20 darts) in the non-syndicate vendor. Each foam dart costs 5 credits, and every riot dart costs 10 credits. The syndicate vendor sells the old size of boxes (40 darts) for the same price, getting twice as many darts per credit. - Syndicate balloon is now in the contraband section. There is only one of them per vendor and they cost 999 credits. - Replica space suits come in boxes now, instead of the parts being bought seperately. - All toy guns bought from the syndicate vendor are loaded with riot darts. - No more discounts for service jobs. Everyone pays the full price. ## Why It's Good For The Game The current vendor isn't balanced very well, the pricing is a placeholder and the vast amounts of gear in them make them a destabilizing element when it makes its way on station. Spawning a lot of high-end riot dart guns is easy, and the fact that this has 5 syndicate balloons with a value of 20 telecrystals avaliable for effectively free is simply absurd. Reining it in a little makes it easier for mappers and admins to put these machines in player-accessible spots without worrying about it derailing rounds or empowering griefers. Additionally, this change makes this vendor play nicer with the new vending restock economy. None of the pricing changes affect any vending machine that was mapped in off the station z-level. Lavaland syndicates will continue not to be charged for using their machine. ## Changelog 🆑 balance: Donksoft vendors now stock slightly more items, slightly less of each item, and has increased prices across the board. /🆑 |
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06ba9d93eb |
Pun Pun Station Trait, But it's only active on Monkey Day (14 December, every round) (#86091)
## About The Pull Request This is a remake of https://github.com/tgstation/tgstation/pull/84501 with a few small changes to avoid mapping issues. This time it's restricted to a once-in-a-year event, mainly because neither Jacq and Lemon were ok with the possibility of Pun Pun being posibly playable all year, however Jacq said he's fine with it being available on the holiday, while Lemon isn't around on Discord atm so I don't know what he's to say. The trait makes pun pun playable and gives them the job of being a busser (waiter) in the cafeteria. They're clever and can use tools most other monkeys can't, but cannot be humanized, while also being unable to speak Galactic Common. Should they roll traitor, they'll be able to buy syndicate monkey reinforcements and equipment, which it can also use, being a monkey itself. ## Why It's Good For The Game This is a fairly unique job, like the Cargo Gorilla, due to the fact it's not a conventional humanoid crew member nor the AI or a cyborg. I thought this was a fun idea, though I met some obstacles and the original PR was DNM'ed and then closed. However, the trait perfectly fits the theme of the holiday, making a good compromise since Pun Pun will stay AI-controlled the rest of the year, as Jacquarel and Lemon want it to be. It can also be added by an admin through VV, whether they're planning some shenanigean or just want to add something more to the round. ## Changelog 🆑 add: Pun Pun is a playable crewmember during Monkey Day (14 December). /🆑 |
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8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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b748c455df |
Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request Adds a new space ruin to the pool. It's the haunted trading post. It is a whiteship dock with a large (safe) common area. The back rooms contain loot and danger. Here are a few 'teaser' images. https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret Recipe. Oh yeah the secret documents teach you how to make three prototype variants of Donk Pockets. There is no limit to the amount of times it can be read, so if you want to corner the market remember to lock up the documents. Or you can share them with your friends. **Now COMPLETE!**  ## Why It's Good For The Game This ruin is a multi-room dungeon with multiple solutions to each room. It has plenty of action from mobs, traps and hazards. Each room has some form of treasure or unique item in it. There's a boss at the end with great rewards for fighting it, including a cool gun (slightly worse variant of laser carbine). This ruin is also a whiteship dock and space base. The public area is entirely safe: stick to the well lit sector and don't trespass in the employees only areas and you won't be harmed. There is a variety of vendors to resupply at (including a brand new Donk Co snack vendor) but unlike most other space ruins you do have to pay. A whiteship can dock at this ruin if you have one, so you can bring groups of people to party or attack the dungeon together. ## Changelog 🆑 add: Adds the Haunted Trading Post space ruin. add: Adds 10+ unique items for the Haunted Trading Post add: Adds 5 dangerous mobs for the Haunted Trading Post add: Adds 4 new types of hazardous traps for the Haunted Trading Post. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3c4444b1c4 |
Adds additional equipment for Silverscales. (#84257)
## About The Pull Request This PR adds a few notable changes to the Silverscale pirates: - Replaces the old nanotrasen branded hardsuit with the designer EVA suit, an armored hardsuit equivalent in protection to that of the standard pirates.  - Silverscales all start with satchels - The airlocks on the shuttle can now be locked from the inside - The shuttle now has a robot butler (medibot) named Mortimer, along with a burn kit. - Increased the amount of C4 on the shuttle to 3, and added a 1.30 damage modifier paywalled laser gun to justify having the recharger, the silverscales will need to supply the card themselves - Adds explosive implants to the Silverscales' outfit. They're greedy lizards, did you think they'd let their gear fall into the hands of the poors so easily? - The mosins now get phasic rounds to offset the disadvantages of low DPS compared to lasers. ## Why It's Good For The Game As it stands, it can be argued that the Silverscales are the weakest pirate faction, On paper, they sound as though they would be well-equipped elites, but are left with clunky, unarmored space suits, a bright dead-giveaway glow, and single shot guns that leave them extremely vulnerable to being rushed and stunned. As such, they've become somewhat of a joke amongst players for the past few years. This pr doesn't necessarily aim to negate their weakness, but I'd like to give them more of a safety net that puts them on equal to slightly better footing with standard pirates in terms of their access to armor, healing, and options. The addition of the explosive implant also serves to reinforce their theming of being rich, evil lizards, but is mostly meant to make them more entertaining. ## Changelog 🆑 add: Added the designer EVA suit, a unique pirate hardsuit for Silverscales. balance: Increased the equipment available to Silverscales image: Sprites for the designer EVA suit /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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c20228b67e |
Fixes magazine overflow and russian roulette starting with 6(7) bullets (#84247)
## About The Pull Request Box magazine code started from ``.len`` instead of ``.len + 1`` when refilling mags which would be fine if BYOND's ``to`` didn't include the last number. Unfortunately, it does, and if the mag has bullets when its refilled it will have one over the limit. Russian revolver code had a type typo where ammo was added in nonexistent ``/obj/item/ammo_box/magazine/internal/rus357``'s ``Initialize`` instead of ``/obj/item/ammo_box/magazine/internal/cylinder/rus357``. It was pretty clearly was meant to start with a single bullet instead of 6, but neither removing existing ammo nor adding new was implemented properly. I stuff it with 5 blanks instead of making it empty because this will at least allow it to click with current guncode instead of bashing yourself over the head without any feedback, until I rework it. Related to #84057 but doesn't close it. ## Why It's Good For The Game Overflow could happen on chaplain's revolver when pray-reloading, giving them one more shot than intended. Russian revolver is still broken, just slightly less as it now can at least tell you that you failed at killing yourself. ## Changelog 🆑 fix: Guns no longer can be overfilled by 1 bullet fix: Russian revolvers now spawn with only 1 live round as originally intended, and click when firing a blank. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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c57afc4689 |
Wawastation (#82298)
- [x] #82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog 🆑 add: wawastation, the station map /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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6fd6ebd850 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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7f7688b60a |
Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
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ba076e94bc |
Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- 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: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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37d8f6162b |
Compact shotgun re-added (#77759)
## About The Pull Request This pr seeks to re-add the compact shotgun (slightly buffed with 1 more ammo) and buff up its larger brother the combat shotgun (with 2 more ammo.) ## Why It's Good For The Game With the recent laser buffs, there is a real possibility for the compact shotgun to return as a unique weapon to make the HOS slightly more powerful. I am aware that it was a warden's weapon previously but the HoS doesn't really have many fun toys to play with. The warden already has crav maga (100x cooler than the laser) so giving this beast to the HOS could help make it a more attractive and powerful head to play. (Given 1 extra shot to keep up with the crazy lasers nowadays.) In regards to the slight combat shotgun buff. The gun itself is ass, it's barely ever used and the riot shotgun is superior because you can actually put it in your armour slot. The hope is that this buff will make people actually use it because it carries a lot of shots now so the viability may increase. ## Changelog 🆑 add: Added compact shotgun to the hos locker add: Added compact shotgun as a traitor objective balance: gives the compact shotgun 1 extra shot /🆑 |
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1be27a4ffe |
Dunking handle_atom_del() in the trash bin. (#77339)
Whatever you do, if it warrants the use of something like `handle_atom_del`, chances are `Exited` can do it better, as most of these cases involve movables that shouldn't be moved out of their loc (`Destroy` forcefully moves movables to nullspace) without calling specific procs, and for the remaining few, `handle_atom_del` doesn't even cover the eventuality of a movable being deleted outside the source atom, so it's quite garbage. Beside, I feel confident in saying `handle_atom_del()` is older than the DCS, an echo on the workarounds done at the time. |
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e3a22f5e91 |
Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle. balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope. |
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746b75844c |
Arcane/Blood Barrage fixes, cleans up cult spell code, autofire barrage, more responsive/sane blood collection (#76852)
## About The Pull Request Refactors arcane barrage (the wizard spell) and blood barrage (the weird version of the same spell that cultists get) into the magic subtype. No longer are they rifles...for some reason. Also they have sprites once again! Yay. Fixes https://github.com/tgstation/tgstation/issues/76561 So as to not replicate a really crappy system used to get the hand swapping working, I've just opted to take this opportunity to make arcane barrage an automatic fire weapon. Yes, this is kind of a feature, but it's...it's appropriate, don't you think? And I don't think meaningfully changes its fire rate? Blood Barrage no longer harms cultists/constructs shot by it and now properly just heals them/injects them with unholy water. Why all this was shoved into the Bump() proc is beyond me, but it works now. Fixes https://github.com/tgstation/tgstation/issues/76560 I've improved the variables for some of the cult spells, and I've also fixed what I think is one the most pesky parts of how drawing blood works. So, rather than using range(), it uses view(), which seems to cause the spell to be a bit funky with lighting? So if you're in darkness (gosh cultists in dim light, how unheard of), this spell struggles to gather up blood. Not anymore it doesn't! Lastly, it only worked on blood pools or droplets, not blood trails. So, you could bleed a character out by dragging them around, but not sap up the blood they're dropping from doing so. Only the intermittent blood splatters or your own bloody footprints count. Here is the funny thing with that. It still cleans up the blood trail. You just couldn't activate the blood draw from the trail or treat it as blood. Now you can. Blood trails now give you +5 charges, and you can activate the blood draw using blood trails. ## Why It's Good For The Game Arcane Barrage/Blood Barrage: This was some really old code and I'm still not sure why they were made as a separate spell to the madoka reference, which at this stage is still better than this spell. But at least it is using a sensible subtype with a reasonable, more modern component to facilitate the 'rapid firing barrage of magical bullet' image this spell is meant to invoke. As a result of all this nonsense, this spell had its sprites broken because it kept being attached to stuff in the rifles folder. Let's put a stop to that here and now and break it independently instead. Oh also cultists getting shot by healing bullets that still killed them is both funny and dumb and the way it worked was bonkers. Blood Draw: A cultist trying to determine, on the fly, what blood is a valid for the blood draw is nearly impossible from visual alone. You'd be convinced this part of the spell is broken just because having a splatter and a trail on the same tile massively obfuscates whether you're looking at valid sources of blood. I've struggled to understand as a player what was going on and why it was so selective about what was acceptable. Now I see that the problem was one of visual accuracy, bad type checking, and really, really outdated code that should have been improved with better procs. Blood trails are also actually made from dragging out a creature's bloody corpse. For humans, the most common source of blood trails, this does actually mean they're losing blood to produce these trails. It stands to reason this should be a valid source (bloody footprints are, after all). I gave them a...somewhat minor amount of charge contribution just to keep it moderately sane for how much blood it generates. ## Changelog 🆑 refactor: Arcane Barrage and Blood Barrage are magic gun subtypes and not rifle subtypes. Also they have sprites again. qol: The barrage spells now use the automatic component to do its thing. fix: Blood Barrage once again heals cultists and constructs without hurting them. code: Cleans up how Blood Rites finds blood to draw in. You can now just click turfs as well as blood, and it should now be much more accurate about it. qol: Blood trails contribute to charges gained using Blood Rites. You can also activate Blood Rite's blood draw using blood trails. /🆑 |
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865cd178bc |
Adds a new heavy weight space pirate variant: The space IRS! (#76115)
It seems the station has attracted the attention of a local polity! They have sent a friendly reminder to pay their taxes, should the station respond not in time or refuse to pay their taxes the polity will send a heavily armed vessel to ensure they would pay their taxes. peacefully or otherwise. Gameplay aims: A different playstyle of pirates. most pirates (with the exception of the greytide) have the same gameplay loop of raiding vulnerable spots within the station and scurrying away and waiting out their cooldown in the relative safety of their ship with turrets and space to hamper the crew's attack my intention of this pirate variation is to force them to actively fight the crew by making their armor non-space worthy instead of hiding behind the wall of space breaching shells for the space IRS to use and recode ammo box code to be less snowflakey. Also my English isn't the very best and I wrote most of it at 1AM. please point out any messages that feel strange or out of place. Notable Equipment list: Combat: 1. 2 WT-550's with 6 normal mags + 6 AP 2. M911 with 2 mags 3. 2 combat knifes and a telebaton 4. breaching shotgun with breaching shells 5. Grenade launcher with 6 smoke shells and flashbangs Armor: 2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for emergency Engineering: 1. Sandbags 2. Jaws of Life 3. Syndicate toolbox Medical: 1. Surgery tools and disk 2. Variety of medkits 3. Blood packs |
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6b007f758b |
Replaces ammo_casing/caseless and bullet/reusable with elements. (#76335)
The reusable and caseless types only purposes are the behaviors of deleting the casing when fired and spawning a new object when the projectile ultimately reaches its maximum range or hits a target, both of which are easily "elementizable". Also, I don't like those barely filled sub-folders in the projectile module, and the fact we've divergent reusable and single use arrow types. |
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997dac9616 |
Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request ### **Cargo Black Market goods should stay in cargo's hands** #### New Cargo Console Category: Imports This category is explicitly the non-departmental category beyond simply having a Misc category. It is meant for material that nobody is meant to be buying for their departments, and mostly for the odd-ball crates that might show up. It also allows us to maintain contraband as exactly that; contraband that the departments shouldn't have access too whatsoever. If someone is buying from this category, they probably intend to be a cheeky fuck. <details> <summary>The New Changes</summary> #### Baseline Imports MEAT: MEAT (meat backpack you can eat) <details> <summary>MEAT</summary>   </details> Duct Spiders: They're adorable and cause a mess, but that doesn't stop Nanotrasen from importing them from the Australicus sector to your station! Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium. Allows for those people looking to make bamboo decorations without hoping botany exists, and are at least willing to pay. Also lets them make horribly dangerous stuff with bamboo, of course. A Single Sheet of Bananium: The problems this will cause I think speak for themselves. (mostly due to a clown fruitlessly attempting to make something actually disruptive while bankrupting cargo) Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait but expensive and obviously drugs) A dumpster...: A corpse in a dumpster, doesn't get more complicated than that. Useful for corpse reasons. Made using some code I borrowed from over here! https://github.com/lizardqueenlexi/orbstation/pull/354 #### Contraband Imports Foam Force Pistols: Same as it ever was with a price reduction. I brought it down because riot darts are like 8 bullets a clip, and do less damage than a disabler using riot darts. It feels like a sidegrade weapon, and even if it technically is a ballistic weapon, it...isn't that strong. I think this is pretty safe. Definitely Not a Duct Spider: It's actually a giant spider in a box. If you want to waste cargo's money while also sending them a mess to deal with, this is the crate for you. Russian Surplus Military Gear Crate: I took this opportunity to futz with boltaction rifles. There are two kinds of mosin nagant you can get in this crate. One of them is the good kind (no jamming). The other is the shit kind (yes jamming), but you get more of them. You can get the good ammo, or you can get the shit ammo. You'll have to pick through it a lot more carefully to make sure you know which ones you've received. Since this dilutes the pool even further, getting a good number of mosins that aren't trash is even more expensive, and even if you do get mosins at all, you might still only get the bad ammunition that doesn't work against actual human threats as well. It also now cannot be purchased through the security cargo supply console, and as to why they could in the first place baffles me. Doesn't have a lock anymore because...it's contraband? Who is locking this stuff? **Side note: _You can make surplus 7.62 in the autolathe as well. It is not very good except to fight fauna or naked assistants._** **Side Side note: _I've killed off the shitty brand_new subtype and brought peace once more to this land._** #### Illegal Imports (Emag) NULL_ENTRY: A journal that suggests how to make a...very interesting weapon. The Regal Condor. Kind of an evolution on some other ideas I've had over the years. This one is basically a secret weapon with a few hurdles to jump through. Very lethal. Very expensive. **Side note: _For reference, it's effectively 19 TC worth of gear to make, but there does exist some methods to acquire this more cheaply if you can get some bits and pieces from world spawns. Given it requires you to get some pieces of equipment that might require additional purchases of contraband, and getting into the captain's office to loot a specific piece of clothing, the stakes more than make up for the effectiveness._** Smuggled WT-550 Autorifle Crate: This is basically the same, but you might have noticed had you recently attempted, like me, to buy these when you emagged them using a personal account and discovered a tragic oversight. You couldn't, because they still needed armory access. This removes that access, because you've already gone to the effort of getting your hands on an illicit firearm through cargo, and if they techs somehow miss the fact that you've purchased a WT-550...all the better for you! Smuggled WT-550 Ammo Crate: Includes AP and Incendiary! **Side note: _You can get WT-550 ammo again via the Illegal Technology node._** Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs, smoke grenades, a couple of gluon grenades and a couple of frag grenades. Funsies. Special Ops: The NEW Special Ops crate. Contains a chameleon mask, jumpsuit and agent card. And a knife. **Side note: _This is what appears in some cargo loan events._** Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are 6 of them. But they don't come with spare ammo. Hand them out to your techs! </details> #### New Crates - MEAT crate - Standard - Duct Spider crate - Standard - Giant Hostile Spider crate - Contraband - 50 sheets of Bamboo crate - Standard - A single sheet of bananium crate - Standard - Natural (drugs) fish bait - Standard - Dumpster with a corpse in it - Standard - Shocktrooper crate (Grenades) - Emag - Special Ops crate (Disguise) - Emag - Appears in some cargo loan events - Refurbished Mosin Nagant crate - Emag - Regal Condor construction journal (NULL_ENTRY) - Emag #### Changed Crates - Foam Force Pistols (cheaper) - Contraband - Russian Surplus Crate (less reliable, can't be bought by security console) - Contraband - WT-550 crate (more obtainable via personal accounts, thus incriminating, not armory locked) - Emag - WT-550 ammo (includes incendiary and AP) - Emag #### Crates that got moved, unchanged, into Imports - Foam Force Crate - Cosa Nostra Crate - Black Market LTSRBT - 'Contraband' Crate - Biker Gang Crate #### Not crate changes - You can print Surplus 7.62 (same as normal 7.62 but it sucks against armor) from hacked autolathes. - You can get WT-550 ammo from illegal tech. - Removes the redundant Brand New Mosin subtype - Fixes a potential exploit with jamming chance on Mosins. ## Why It's Good For The Game I just think some of the magic of Cargo getting their hands on obviously dangerous equipment and either hording it for themselves or attempting to pawn it off was lost in recent times. A lot of this 'black market' gear, however, suddenly became openly available to the crew anyway. For _free_. Contraband crates and mafia crates could be purchased via the Service budget. Security could just stock up en masse on mosins through their console. And one fairly unfortunate consequence of a few recent changes has made it nearly impossible to actually get illicit gear in the first place, even if you did go to the effort of getting the money for it. On top of this, most of cargo's goods are pretty safe purchases. There isn't much that would be considered 'actually a really bad idea to buy' other than maybe supermatter shards. I wouldn't mind there existing ways for someone to waste cargo's money while also causing them to have to clean up the mess. ## Changelog 🆑 balance: A significant overhaul of various illicit and dubiously legal goods and gadgets available via cargo. balance: Cargo now has an Import category for all non-departmental goods. (And black market goods) balance: Most contraband that already exists has been moved into Imports. adds: Includes several new imports of dubious quality. You get what you pay for. code: Removes the brand new mosin subtype as it is now defunct. fix: Fixes potentially exploitative code in the jamming proc. Cleans up that code while I'm at it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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7d8549c265 |
Confiscates the bounty hunter flamethrower, gives them a fire cycler shotgun + fire pistol (#65984)
Some lovely person who will go unnamed decided 3 years ago that the flamethrowers would be a good weapon for some bounty hunters to use to hunt their quarry. This turned out to be a massive liability and cause lots of innocent people to get toasted, so this PR aims to give them a different fire-based arsenal that isn't so indiscriminate. The armored bounty hunter role is now issued a cycler dual-tube shotgun that comes with one tube of rubbershot, and one tube of a new incendiary shotgun slug that leaves no fire trail, but still lights up their target. They also receive a 9mm Makarov loaded with fire bullets and one spare mag (these ones do leave a trail). |
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8b7f8ba6a3 | Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle (#65079) | ||
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b79dd74fd0 |
Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. (#62624)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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391a71ba30 |
removes all misc files/folders from the projectiles module (#60478)
Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk> |
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ed85d3f5aa |
Full-Automatic Guns (#57084)
* fullauto component * eh * h * brap * it works! * FUCK SHITUP * dumbass * l6 * oops * GOD * THE LAST 10% OF A PROJECT IS 90% OF THE WORK * slopwer projecitles, replaces the tesla gun * heavy * minigun * minigun stuff * runtime fixes, pointer icon * nuh uh * makes modifeirs things * nerf this * yes * aghh * agh * real high intensity changes here Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@users.noreply.github.com> |
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ba42d027dd |
don't get it (#57416)
#57013 added a foam finger that shoots rockets, and made the classic laser gatling mistake of being a ballistic gun and thus spawning 5000 rockets in its internal magazine when spawned. I don't know what this is a reference (It's a deadspace thing) to or why a foam finger was chosen for its appearance, but I do know spawning 5000 rockets is a bad idea. This avoids that issue by making it a subtype of wand (just about as good as magic anyway) |
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08b9927aa4 |
Add a new admin weapon: foam finger that shoots missiles (#57013)
An admin only rocket firing foam finger has been added. There is also a toy version available from arcades that is just a giant foam finger. |
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e4079c87b8 |
update_appearance (#55468)
Creates update_name and update_desc Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together Less non-icon handling code in update_icon and friends Signal hooks for things that want to change names and descriptions 99%+ of the changes in this are just from switching everything over to update_appearance from update_icon |
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45ccba3809 | replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time (#56989) | ||
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1611aaa70a |
Pipeguns: Elitism Edition (#56322)
About The Pull Request The core of the PR: The improvised shotgun that was is dead and removed. Now we have Pipeguns. Pipeguns are bolt action rifles that have a damage multiplier that reduces their damage to 75%, and can be modified to fit the rare 7.62mm bullets. If you want to that is. The pipegun also slowly increases in misfire probability for every shot at a rate of 5% per shot. Pipeguns can also be upgraded to Regal Pipeguns. These contain more bullets, don't misfire and don't have a damage multiplier. To acquire one is a maint secret, only available to lucky assistants who come across the diary of a dead assistant. The probability of finding the book is quite, quite low. Bandoliers now fit individual 7.62mm. Because why not. Currently they're available in stripper clips that fit into most combat belts so this is mostly a style preference at the moment Other shit Ammo modification and misfire behaviour is now generalized to all ballistics. You can now make any gun misfire and any internal magazine gun swap ammunition. Misfires are not a flat chance. Instead, they increment as the gun fires over time. Ports over this PR Citadel-Station-13/Citadel-Station-13#12274 which I felt was pretty neat conceptually for making some weapons weaker. Makes the icemoon hermit's mosin into a regal pipegun, just to get mosins out of easy access. Why It's Good For The Game Improvised shotguns were one of my favourite weapons to horribly abuse while they were utterly broken a nice alternative, but I fully support moving towards curbing gun power curve. Part of that should include looking at improvised weapons like this which are seeing considerable usage with the removal of buckshot and slugs. Initially I wanted to pair this with a PR of my own to bop Mosins on the skull along with it, but #56319 is already doing that, and while it's a very lenient approach to my own (I was going to remove them entirely from cargo), I respect it. Changelog cl add: Replaces improvised shotguns with Pipeguns (with a special variant for those willing to go through arbitrary bullshit to acquire it and sheer good luck). add: Now all guns can be set to misfire and swap ammunition. add: Misfire chance is incremental as you fire the weapon, and not a flat static chance. This can be reset by using a piece of cloth on the gun and 10 seconds of cleaning. balance: This has been applied to the detective revolver, but it only increments while using .357 bullets. add: Guns can have damage multipliers attached for the bullets they fire. The pipegun (but not the regal version) is the first example with a 75% damage output. balance: The Ice Hermit now has a regal pipegun instead of a Mosin Nagant. balance: The bandolier fits 7.62mm. balance: You can construct receivers and rifle stocks in the crafting menu. balance: Detaches the magical rifles from the boltaction subtype, since they are just basically not using any variables attached to that subtype and made from a series of early returns. /cl |
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0782e92d1d |
Defines calibers (#56476)
Adds defines for all of the ammo calibers Replaces all current magic strings with defines Docs what guns use what calibers Corrects the name of the incendiary .45 ammo casing to indicate that it fires incendiary rounds rather than armor piercing rounds |
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ab3c0e0332 |
[Fuck Shotties] Makes shotguns specialist weaponry. (#55663)
Shotgun slugs can no longer be made in an autolathe.
Buckshot rounds can no longer be made in an autolathe.
Frag12 rounds deal less direct damage, since they fucking explode.
Pulse shot rounds deal less damage.
Increased the cooldown on riot shotguns.
Removed buckshot rounds from all maps.
Combat shotguns start with beanbags.
Why It's Good For The Game
Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
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f3fdb19c60 |
Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon. The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage. The new bundle includes: The Ballistic Harpoon Gun The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing. The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest. The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs. The Quiver Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect. Sprites New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite. New sprite for the quiver. |
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ca366c3ea1 |
Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns Edit: Most left out ones are in mecha which should be done in mecha refactor already Oh my look how clean it is Co-authored-by: TiviPlus <TiviPlus> Co-authored-by: Couls <coul422@gmail.com> |