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936 Commits
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de4c3b255d | Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 | ||
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0bd4b0820f |
Adds TGMC Tactical maps to the game and to Nuclear Operatives! (#96068)
<!-- 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 Brought to you by Team Powercrèpe.(same group of people that delivered the Heretic Overhaul) This PR ports the TGMC Tacmaps and grants em to our NukeOps. Code by Me, @Xander3359, @Arturlang, @Absolucy. Mapping by @RipGrayson Sprites by @KillerOrcaCora Writing bits by @necromanceranne Tacmaps are essentially dynamically generated minimaps, <img width="1711" height="1335" alt="Tac map examples" src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7" /> <img width="1274" height="714" alt="Tac-Maps Icons" src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b" /> As you can see from the screenshots above, departments are classified by color, hovering your cursor over an area or a team mate, will display their name, the system does allow the user to switch between Multi-Z, and lastly you can draw and add labels to the map, although the last option is only available to the NukeOps Leader and OW agents. The functionality is tied to the Syndicate implants nukies start with, Cayenne, Syndie borgs and Mechs also have the ability to toggle the map. Likewise, the tacmaps will display the positioning of the following in real time! - Nuke ops agents - Syndie borgs and Mechs - Cayenne - Location of the nuclear fission device (and beer nuke) - Location of the Nuclear Authentication Disk. <img width="1274" height="714" alt="SkyBridge OFF" src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea" /> <img width="1274" height="714" alt="SkyBridge ON" src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79" /> <img width="566" height="459" alt="Holo table done" src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad" /> https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0 Lastly The tactiical map implant cannot be be used on the nuke ops base,If the team wishes to interact with the map they'll have to Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the briefing room, which has seen some mapping changes (Brought to you by TheLastGrayson). <!-- 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 Originally this feature was planned for the Upcoming Contractor Rework our team is currently working on, but given the massive size of it all, we decided to atomize it. But without that consideration in mind, I think it makes sense for Nuclear operatives of all antagonists to have the means to Recon and plot an assault plan onto the station and actually be able to know the whereabouts of their teammates. Obviously this feature has a lot of other potential applications, we have wanted to have functional Maps for a very long time, if someone wants to give it a go once the feature is merged, by all means. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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 its 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: Tactical Maps have been added to the game! add: Nuclear Operatives implants now grant the ability to open a Minimap, this map will display and show the names of various areas of the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne and the nuke disk in real time! add: Nukie leaders and OW agents can also draw and apply labels to the map. add: the "Recoinassance Platform" has been added to the Nukie Base, it allows displaying of the Tactical maps while on the Syndicate Base Z level. map: The briefing room in the NukeOps base has been remapped to better accomodate the new Holographic table. map: Changed the front shutters on the Syndicate Infiltrator to the more fitting Syndicate Shutters. /🆑 <!-- 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: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Copilot <copilot@github.com> Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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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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5511bda793 |
Carnivorous Blood : A new DNA-targeting traitor chemical that eats away at your bloodstream (#95915)
## About The Pull Request Adds a new chemical: Carnivorous Blood. This chemical is acquirable via traitor uplinks, at the cost of 3 telecrystals for a 30 unit bottle. This chemical's purpose is to eat blood. When it enters its victim's bloodstream, it begins consuming their blood at a base rate of 2 units per second, consuming itself at a rate of 0.3 units per second. This means that a dose of 15 units of it will consume roughly 14% of its victim's bloodstream over the course of roughly a minute. That isn't anything to call home over, obviously. This is because you are supposed to pair it first. To pair it, you acquire a blood sample from your chosen victim, in any form that retains their intact DNA. You mix this with the carnivorous blood, and the blood is now three times as effective inside that specific person(or anyone sharing their DNA). The paired version, assuming a dose of a full 15 units that is allowed to fully metabolize, will take the paired victim's blood down to roughly 55% over the course of roughly a minute(assuming nothing is impairing or improving the person's natural blood regeneration). This is just slightly less than is required to knock out a victim from just blood loss, but is certainly enough to significantly impair them. (Up to three sets of DNA can be paired with a single set of carnivorous blood. It cannot be de-paired in any useful way.) Additionally, the chemical is twice as effective in the dead, allowing one fifteen unit dose to fully drain a paired person of their blood. The chemical can be duplicated using protein. As a necessity in order to let the thing be used how I want it to be used, this also makes it so that blood taken off the ground out of bloodstains has DNA(unique enzymes) in with it. As it'd be absurd to track how much of each specific DNA was in each specific bloodstain for just this purpose, and because blood(the reagent) can only have one set of DNA within it, it's been made such that the DNA you get from blood taken from bloodstains is a random pick of the DNA present within the bloodstain. If you don't get pure blood, you might not get what you want. ## Why It's Good For The Game A reasonably powerful traitor item that requires not just preparation on your part, but INVOLVED preparation. The chemical itself is fairly cheap(and could probably be cheaper but I'm being safe), but to get your benefit you have to actually involve yourself with your target. Hurt them a little bit, telegraphing yourself, or lurk around them until a carp bites them and they leave their blood on the floor. Get them in a rage cage, run a blood drive, whatever. There's a lot of ways to get someone's blood, but all of them require active involvement, and I think that that, on its own, will lead to interesting situations. Also, side benefit that isn't really material but is worth mentioning anyway, finding a body with no blood is currently absolute 100% no holds barred completely airtight proof of bloodworms unless some psychopath manually took a million years to slowly drain their blood manually. As one dose completely drains a dead person, this provides an alternate theory and reasonable means of faking. Balance-wise, I say this every feature PR I make, but I don't think this will be a problem. The chemical basically necessitates putting yourself at risk in order to set it up, and is not a one-hit-kill. That is more than can be said for several other crew-obtainable chemicals, BUT the benefit of this chemical is that it takes a very long time to recover from naturally. If someone succeeds the lexorin knowledge check and survives, the oxygen damage goes away in a flash. Losing half your blood takes an extremely long time to recover from naturally(and specific items to recover from quickly), and leaves you quite vulnerable in the meantime. ## Changelog 🆑 add: Added a new traitor item, Carnivorous Blood. It is purchasable in uplinks. Carnivorous Blood is a reagent that eats away at a victim's blood once in their bloodstream, doing so significantly faster if it has been mixed with the victim's blood beforehand. /🆑 |
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283fdd5290 |
Adds the E-2 Earthcracker, a traitor tool for premeditated sabotage. (#95731)
## About The Pull Request Adds a new traitor item, the E-2 Earthcracker. The Earthcracker is a handheld sabotage device that you can deploy onto the ground in order to deliberately create a weakpoint on that location. As a recap, weakpoints can be exploited with a sufficiently large enough explosive in order to create a chain of cracked turfs from it's location, randomly breaking floors and walls, as well as attempting to create new weakpoints that will allow for more of the hull to break down. Weakpoints, if discovered, can be welded to taped up to repair them using sticky tape. The earthcracker creates a longer, and larger weakpoint than the kind that spawn naturally. However, to use this subtly, you'll need to hide the weakpoint created, as well as clear away the spent earthcracker by using a wrench. Practical use is: Get the earthcracker, use in hand to arm/anchor onto a turf (Can be unwrenched at this point), activate with an empty hand to begin the cracking process, then wrench away, and you have a well hidden, high power sabotage device. Two variants are available in-game: The E-2 Earthcracker which can be obtained from the traitor uplink at 2TC each, and the E-1 Earthcracker which can be purchased on the black market. The E-1 variant spawns normal run-of-the-mill weakpoints as opposed to the E-2, with a 30% availability from the back market, at a cost of 200-600 credits.  ## Why It's Good For The Game I'll be frank, I don't think we necessarily need *more* tools to cause havoc, but I wanted to expand the weakpoint framework a bit and this idea came to mind. The Earthcracker fits in the same category as C4, but without a signifigant amount of the control that comes from C4 and absolutely from X4. This stands to cause more damage across the hull, with the ability to keep expanding the crack. For that reason, I think I may have underpriced this in terms of TC, but I'm up for discussion on if it needs to go up to a 3-5 range. In an ideal world, this could be used for making booby traps, such as planting an earthcracker in an area like escape or a larger department, and then triggering the weakpoint when the right people are around, even through something like a detomatrix or a trigger on a grenade. As an added reminder, weakpoints have a dedicated method to repair them if discovered, that being welding them or hitting them with sticky tape to repair them quickly, offering some counterplay. I also added a lighter variant onto the black market as a fun, dubious thing to have on the black market. ## Changelog 🆑 add: Adds the E-2 Earthcracker device as a purchasable traitor item for 2 TC. Use it to create potentially devastating weakpoints onto the station! /🆑 |
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7763db34a1 |
Basic beepskies and some ED209 additions (#95783)
## About The Pull Request this PR refactors beepskies and ED209s into basic mobs. ive also added a few features for the ed209 because i cant keep my hands to myself: ED bots can now wear hats! a few hats give them some new unique dialogue. Putting a cowboy's hat on an ED will have it acting like a town Sherrif EDs are now rideable when emagged. theyll still be shooting people while ridden. youll also have the ability to charge at people full throttle running them over ive also added a new Nukie variant, purchasable from the uplink. These versions come fitted with an LMG and will patrol the station and shoot all walks of life. If emagged, theyll blow up people with (weaker) rockets (im still working on balancing this). they are rideable but i highly suggest against it; youll be caught in the crossfire. (i understand if ud prefer i atomize this feature) ## Why It's Good For The Game gives some personality to EDs, as well as updating all these bots to the cool new ai system ## Changelog 🆑 refactor: beepskies, and ed209s have been refactored. please report any bugs add: ed209s can now wear hats! some hats give them new dialogue add: emagged ed209s are now rideable! add: added evil versions of the ed209s to the syndie uplink /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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05b7ce90ff |
Adds Lawyer/HoP/QM/Spy unique traitor item, the briefcase firearm mechanism (#95607)
## About The Pull Request Lawyers, Quartermasters, and Heads of Personnels can now purchase a `"Briefcase Embedded Firearm Trigger"` from the traitor uplink for 4 tc. The briefcase looks like a normal, unassuming briefcase - But when any weapon is placed inside, you gain the ability to "fire" the briefcase, which *actually* fires the weapon. Only the first weapon found is fired, even if it's empty. So while you CAN put 5 pistols inside, you'd have to cycle them in and out manually. This works with *any* weapon that can fit inside the briefcase, which essentially restricts it to pistols and some laser weapons. *No*, sniper rifles won't work in the briefcase. (You can't use it to bypass weapons that require two hands.) *Yes*, you can also handcuff the briefcase to your wrist as normal. (Who knows what this will allow.) --- Also purchaseable is an 8tc `"Briefcase Embedded Firearm (Combo Deal)"`, which comes pre-loaded with a Makarov and 0 magazines. This variant is also available to all Spies as a medium difficulty reward. --- Additionally I changed the boot-dagger's examine tell to only show to people holding the item. When I was implementing the briefcase gun I made the examine tell only show while held and I thought "well, the boot-dagger should follow the same logic". They're meant to be stealth objects so being able to figure it out from across the room feels weird. ## Why It's Good For The Game This was a random idea someone threw out that I thought fit the vibe and gameplay of traitors and spies really well. It's a very espionage-y idea, very James Bond. It will definitely catch a lot of people off guard. It basically allows the Lawyer to walk around with a pistol or revolver drawn at all times. I'm a bit worried it'll be too potent combined with handcuffs (nodrop revolver?), but the Lawyer doesn't get many Ws so maybe it's fine. ## Changelog 🆑 Melbert add: Traitor Lawyers, Quartermasters, and Heads of Personnels can now purchase a "Briefcase Embedded Firearm Trigger" from the uplink for 4tc - a briefcase that allows any weapon stored within to be fired by "firing" the briefcase itself. Weapon sizes are restricted to whatever fits in a briefcase, meaning it practically only works with pistols and some laser weapons. It has a subtle examine tell that only appears while being held. add: Also available for 8tc is a combo deal that comes pre-loaded with a Makarov. This can also appear as a medium Spy reward. balance: The Spy item "boot dagger"'s examine tell now only appears if you're examining them WHILE holding them. /🆑 |
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40c1fddf72 |
No more infinite free grenade launchers for nukies (#95419)
## About The Pull Request for FREE? ## Why It's Good For The Game for FREE? ## Changelog 🆑 fix: No more infinite free grenade launchers for nukeops /🆑 |
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1ce02afed8 | Adds the pump-action grenade launcher and updates the existing break-action ballistic grenade launcher with a new sprite (#95244) | ||
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ef28e00690 |
[MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request 1. Refactors gauze Removes gauze var from `/stack`, adds a shared parent between tape and gauze. Behavior of "sticking thing on limb" is now a bit more generic, with there being a component to facilitate it and a framework on `/bodypart` Closes #92990 2. Adds Tourniquets A first aid item, when attached to a limb it reduces blood loss from that limb by 90%. However while attached you walk slower (if on a leg), interact slower (if on a arm), and yes, you rapidly die if you put it on your head Paramedic belts have their starting equipment changed again for the 500th time. Surgical tape -> Tourniquet Bone gel -> Bonesetter <img width="604" height="224" alt="image" src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9" /> ## Why It's Good For The Game Adds some more variety for field treatment of bleeding wounds, and in the future we can add things like "improvised tourniquets" or "improvised splints" with wooden planks. ## Changelog 🆑 Melbert add: Adds Tourniquets. While attached to a limb, reduces blood loss from that limb by 90%, but makes you walk / interact slower. (Or if you put it on your head, you die.) add: You can purchase Tourniquets from the premium section of the medical vendor add: Paramedic belt setup has changed yet again: Surgical tape replaced with Tourniquet, Bone gel replaced with Bonesetter. add: You can use all forms of tape as splint - like Gauze. Will secure a fracture but won't stop your blood from exiting. refactor: Refactored gauze entirely, report any strangeness with it (or tape, or tourniquets) /🆑 |
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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12fabce357 | Katanas now have their own respective sheaths, adds leather crafting recipes for katana sheaths (#94939) | ||
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9098648838 |
[NO GBP] Fixes syndicate surplus crates description (#94730)
## About The Pull Request forgot to change these as well ## Why It's Good For The Game fixes my fuck up. Also deleted a part of the description of the surplus crate that referenced the now non-existing reputation climbing system, and a part of the united surplus that could be misleading about whether it worked via reputation or not. ## Changelog 🆑 fix: fixed syndi surplus crate desc not naming their new tc value properly /🆑 --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3799968eb3 |
feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request Floppy disks received a sprite upgrade, as well as unique wraps: <img width="364" height="150" alt="image" src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f" /> <img width="786" height="527" alt="image" src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348" /> You can now stack floppy disks! They also scatter around when thrown. The video also showcases new styling options with a selection of stickers! You can also write something on the disk instead of selecting an icon: https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2 MOST disks now inherit the `/item/disk` type to properly stack and do... stuff. An updatepaths script included. ## Why It's Good For The Game Old school is cool. Stacking disks makes them feel more authentic, while styling allows for more crearivity! ## Changelog 🆑 add: New unique wraps for floppy disks qol: Floppy disks can now be stacked image: New sprites and stickers for floppy disks map: Added and ran an updatepaths script refactor: Most disks are now under the base disk item type /🆑 --------- Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com> |
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4c8db78cf7 |
Buffs surplus crates (#94665)
## About The Pull Request Buffs surplus to 40 TC, united to 100 TC. Reduces haunted eightball spawn rate and removes bee smoker from the surplus pool, and adds advanced mimery tome. ## Why It's Good For The Game Surplus crates are in a weird state after the progtot changes. They were removed with the progtot implementation, and re-added later on but with a measure for them to respect reputation system. The author that re-added them intended to do so without the rep limitations, but was asked to implement them and did as told (also note that the pr was done when there were still side objectives to gain reputation). That's fine, except for the fact that in the current state of reputation it is only detrimental for the loot the surplus will hold in the first 30 minutes of a round, and in after that it's just as it was before progtot (but you ve had to wait the required time to gain the rep). This pr aims to compensate that fact by simply increasing their contained value. United surplus were buffed as well to not be irrelevant after the basic surplus buff. Touched a few items in and out that I thought were logic to have/not have. Bee smoker requires botany gameplay, which demands certain knowledge and tools the rest of the traitors item pool doesnt Haunted eight ball is non functional (in the end i reduced it s spawn rate to minimum) Advanced mimery was banned from surplus and I couldnt find a coherent reason for this, so I added a 10% spawn rate, similar to the values of pie cannon and clown car (seemed thematically right) ## Changelog 🆑 balance: Reduced haunted eightball spawnrate on surplus and removed bee smoker from syndi surplus pools. Added advanced mimery guide. balance: Increased the amount of TC contained inside surplus crates by 10, and super surplus by 20. /🆑 |
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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72f76caea0 |
Spy loot tweaks (#94189)
## About The Pull Request 1. Ammo will no longer show as a loot option until a weapon that uses said ammo has been claimed. Some ammo, particularly shotgun ammo has unique status bypassing this, since you could reasonably acquire a shotgun from the armory, a bartender, or cargo. There is also a 10% chance that some ammo will show up anyways, to keep people on their toes. 2. If you claim another weapon of an already claimed ammo type, the ammo in the pool will be refreshed, meaning obtainable once again. 3. Unclaimed items have a 40% chance of being re-added to the loot pool. This is on top of the 80% chance for an item to not be removed from the pool when selecting loot. 4. When hard bounties empty out their loot pool, they will instead draw from the medium loot pool. Likewise medium bounties will draw from the easy pool when they run out. 5. Modified the antag info panel text slightly. 6. Made more appropriate use of `SStraitor.uplink_items`, and checks for abstract items more thoroughly. 7. Some weapons no longer come in gun cases for Spies ## Why It's Good For The Game 1. Initially the thought was Spies would just have dud bounties on occasion. They could take the time to lie low or work on their plans rather than prowl for loot. Alternatively, an aggressive spy would go after them *just in case* they got the correct gun, or a passive spy would go after them for the ability to later bribe someone carrying the correct gun. However, in practice it seems people largely just don't like having dud bounties, as it hurts the pacing. Someone who is on a roll doesn't want to sit there and do nothing. Ghommie tried to implement this earlier but I disagreed with the implementation, so here we are. 2. It would be pretty unappealing to go after a gun after realizing all the gun's ammo has been looted already. 3. I noticed in testing pools would drain themselves pretty fast. This serves as a bit of a stop-gap, and prevents items that rolled on particularly difficult targets from being lost forever. Now you can roll the dice and hope that it shows up again. 4. Might as well reward people with non-junk items if they manage to drain a tier's loot pool, especially since the top tier pool is pretty small. 5. People were oft confused about the wording of the text, thinking they'd get banned. 6. No reason to use the indexed list. 7. Having a gun case thrust into your hands is not very inconspicuous ## Changelog 🆑 Melbert balance: Ammo will no longer show up in the Spy loot pool until a weapon that uses said ammo has been claimed. Some ammo for weapons easily obtainable on station (shotgun shot) are not limited by this restriction. Also, there's a rare chance ammo will show up anyways just to keep people on their toes. balance: Claiming a weapon will refresh ammo in the loot pool that has already been claimed or cycled out. balance: Bounty rewards that no Spy claimed have a chance to re-enter the loot pool after a bounty refresh, rather than being lost for the remainder of the round. balance: When higher tier Spy bounties empty their loot pools, they will attempt to draw from lower tier pools before defaulting to telecrystals. balance: Spies no longer are rewarded with gun cases for bounties; rather just the gun itself spellcheck: Modified the Spy antag info text /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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97164a090e | Turns some instances of ", this" into ". This" (#94043) | ||
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5eeb3e4d53 |
makes xenobio stuff use interact_with_atom (#93918)
## About The Pull Request Makes slime potions, injector, and cookies use item_interaction. generizices behavoir that potions typed under `obj/item/slimepotion/slime/` only affect slimes, moves the handful of potions that did not do that out of that type. removed a random type casting for slime cookies to verify there human before it checks for `TRAIT_AGEUSIA` as there is no reason other mobs wouldn't be able to taste it. do to the refactor you wont "bash" a lot of items if the interaction fails. ## Why It's Good For The Game <img width="439" height="68" alt="image" src="https://github.com/user-attachments/assets/f398fb6c-8cbd-4092-9a64-8cccce87f8b6" /> |
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71faa643bf | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 | ||
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3ddab8f729 |
Fixes luxury paywall laserguns dropping their pins when spawned, refactors them to item_interaction (#93863)
## About The Pull Request Closes #93839 Also made them use item_interaction while I'm at it ## Changelog 🆑 fix: Luxury paywall lasers no longer drop their pins when spawned /🆑 |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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0234874f65 | Krav Maga > Kaza Ruk: Tail sweep criminals (#93773) | ||
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410cebd7d1 |
Sleeping Carp: Unarmored Defense Edition (#93466)
## About The Pull Request Reworks Sleeping Carp significantly. ### Returning Moves: Stomach Knee and Wrist Wrench Stomach Knee, much like the previous incarnation, causes the victim to be winded and stunned, though this version only briefly stuns the victim. It also deals stamina damage and silences the victim for five seconds. It is performed by a Grab Punch combo. Named Kraken Wrack. Wrist Wrench, much like the previous incarnation, disarms the victim of their held items. It also potentially dislocates or breaks their arm, as it rolls with a very high wound chance. It is performed by a Harm Grab combo. Stole Gnashing Teeth's name. ### Gnashing Teeth (as it was) is gone This move didn't do very much at all other than being a harmful punch with more damage. Throwing a bunch of normal punches won't result in anything now. ### Harm Punches are no longer have special overrides, but Sleeping Carp does grant perfect accuracy. Rather than use a bespoke override, Sleeping Carp now merely uses your normal unarmed punch for its standard normal punch. However, rather than leave things to chance, Sleeping Carp grants you perfect accuracy with those standard punches. ### Grabs are treated as one stage higher Now that martial arts can directly interact with grab state, as well as some prior changes to how effective compared to actual grab state is determined, I've reintroduced Sleeping Carp's stickier grabbing by making it so that they elevate the effective grab state by one stage. This is not instant aggro-grabbing like they used to have. This just makes it so that if they try to resist out of a passive grab, they may fail as though it was an aggressive grab, but it won't stun them until it is elevated to a proper aggressive grab. ### What you wear is important for determining the effectiveness of your Attack Dodging (and attack dodging is broader) Sleeping Carp's projectile dodging and now attack dodging is based on whether or not you're 'on theme'. That is, if you are wearing nautical themed clothing and other factors. At a baseline, Sleeping Carp has perfect projectile dodging and no melee/unarmed avoidance. To improve your chances, you need to; - Wear martial arts or carp themed clothing on your head. (20% if one is present, but it only counts one) - Wear martial arts or carp themed clothing on your chest (20% if one is present, but only counts one) - Wear appropriate footwear, like sandals. (20%) - Be a literal carp. (75% flat) - Mutate yourself into a carp person. (20%) However, your chances of avoidance diminishes if: - You wear armored clothing on your head and chest. (based on Melee armor) - While lying on the floor (30%) Holding objects diminishes your chances as well, This is based on the weight of the object, and whether or not the object is wielded. Normal sized objects, for instance, are -30%, and would be -60% if wielded. It will not diminish your chances if: - The object is Small or smaller. - The object is an abstract object or hand grafted object and it doesn't have block chance. - The object is in the exceptions list. - **The exception list is as follows:** - Nunchaku (this is spies exclusive) - Bo Staff (the unobtainable one) - Monk's Staff (the chaplain's null rod) - Bamboo staff - Cane (like, walking cane) - Knives - Bolas - Toolboxes - Spears - Shortswords (the ones from the medieval pirates) - Nullblade (it's a shortsword) - Extendohands (because lol) - Mops - Push Brooms - Baseball Bats - Claw Hammers - Carp plushies. <details> <summary>A list of appropriate clothing</summary> Headwear - Strange Bandana (which come in the kit) - Maid headband - Fancy Hairpin - Carp Mask - Carp-skinned Fedora - Carp Costume Hood (this comes with the costume) - Carp Costume Spacesuit Helmet (as above) Chestwear - Martial Gi (which come in the kit) - Carpskin Suit - Carp Costume - Carp Spacesuit - Maid Outfit - Kimono - Yakuta - Trenchcoats - Geisha Outfit - [Swag Outfit](https://www.youtube.com/watch?v=l6DmoPlq3S4) - Eastern Monk's Outfit (the chaplain outfit) - Buttoned down line of clothes - Blazer jacket - Lawyer jackets Footwear - Sandals (which come in the kit) - Swag Shoes - Laceup Shoes </details> As an example of being OFF theme, being in a full security outfit would reduce your avoidance chance by a whopping 80%. You avoid attacks while in combat mode, much like projectile deflection does on live. You can only get up to a 75% chance melee/unarmed avoidance. ## Why It's Good For The Game > Returning Moves People quite liked some of the older moves, and there weren't as many dials around at the time to make them particularly more interesting when I first removed them. We were aiming for an out and out stun removal as a whole codebase, but largely we're ended up still being comfortable with minor stuns here and there. Stomach Knee can be one of them. Wrist Wrench was something I realized I could reintroduce with literal limb breaking thanks to wound changes. Arm dislocations/breakages are surprisingly rare as a wound type, and since it is an attack on a specific arm, not quite as good for bringing someone to death, but quite good for leaving someone with a maiming wound they now need to fix to keep pursuing you. Highly useful for those stubborn stun immune targets, who Sleeping Carp struggles to fight. As in, they can't really fight them. > Grab Stage A bit of my work and a bit of Melbert's has resulted in this being a lot more reasonable to reintroduce as a benefit. The original instant aggro-grabbing was definitely very oppressive, since it was a pseudo-hardstun that lead into a hardstun. Now this is a bit softer by comparison, and surprisingly quite important. I think the loss of good grabbing ended up filtering a lot of folk somewhat hard. > Removal of the override I was really taken with Spider Bite using baseline punches as the groundwork for the martial art and I wanted to work into that. Not only does it mean becoming a carp person is actually a great idea beyond the avoidance mechanic, but also for your actual basic punches improving. It just in general feels like it opens up possibilities in the game world to experiment and the design of martial arts in general. We should make more martial arts work like this. > Avoidance My original rework had one glaring flaw that continues to haunt it to this day. Defense stacking on Sleeping Carp is ridiculous. Layering defense upon defense makes the one particular immunity it grants, projectile immunity, all the more oppressive. Hiding behind high block and high armor makes you a menace. The end result is that more people utilize Sleeping Carp not for the martial art part, but for the projectile immunity part, usually using something else instead like a baton. This rubs me the wrong way. You would think and hope that the reason people take the martial art is to be a goofy martial artist in space. So, I'm implementing an idea I knew I could never pull off in the framework at the time. I'm implementing Unarmored Defense, bitch. (I was totally also not inspired by Payday 2 in any fashion, nope, not at all) I like the idea of forcing a choice between the goofy outfit that gives you bonuses over just getting the biggest armor you can find and turtling like a motherfucker. And I want people to focus on the martial arts and benefit from the martial arts when you're specifically unarmed. Maybe right now some of the restrictions are a little severe, so if anyone has any opinions, lemme know. ## Changelog 🆑 balance: Completely reworks Sleeping Carp, again. balance: The return of Stomach Knee (Kraken Wrack) and Wrist Wrench (Gnashing Teeth). Time is a flat circle. balance: Sleeping Carp has better grabs (no instant aggro grabs) balance: Sleeping Carp integrates normal unarmed punch by not overriding your normal punches. balance: Sleeping Carp's deflection weakens if you wear armored headwear and body armor, or while carrying objects. However, by wearing martial arts (or carp) themed outfits, you can improve your defenses instead, allowing you to not just dodge bullets, but also incoming melee attacks. balance: Some objects are exempt, like staff weapons (such as mops or the monk's staff), short blades (like knives and shortswords), club-like (baseball bats and toolboxes), or thematic (like extendo hands and carp plushies) balance: You can also get these improvements by being a literal carp or being a carp person. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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38badb48d1 |
Re-enables Clown Banana Shoes (#4875)
## About The Pull Request Another Skyrat I died removal getting put into a giant woodchipper labelled 'fun'. Everytime you revert a Skyrat change, Xyel's blood pressure goes up. ## Why It's Good For The Game Why was this removed? ## Proof Of Testing it work ## Changelog 🆑 add: Clown Banana Shoes are buyable in the uplink again. /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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b83274fec0 |
Gets rid of lie in contractor kit uplink purchase description (#93400)
## About The Pull Request It says there's three random items, but that isn't true anymore. Also, some messed-up spacing. ## Why It's Good For The Game The syndicate's evil and all, but lying might be a bit too much ## Changelog 🆑 spellcheck: Removed lie about free stuff from contractor kit uplink description /🆑 |
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7e3caa6eca | Adds a safety to uplink discounts, preventing the amount of sales from exceeding the amount of categories. (#93202) | ||
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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c0f8e7bb5c |
Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request Gets, yet again, more granular with multiload capabilities, by introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with this can speed-load ammo boxes that are currently inside another gun, like revolver cylinders or internal magazines. To accomodate for this, the previous flag that covered this, `AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded magazines (e.g. internal magazines, including revolver cylinders). Also implements a base type for speedloaders, moving .38 and .357 speedloaders along with .310 stripper clips to this type, instead of being ammo boxes. Also features an UpdatePaths script for mappers, which is why there's so many files touched - repathing is a pain. Also also adds fancy types for ammo boxes, magazines, and speedloaders, which isn't particularly player-facing. Also also also makes the lionhunter ammo strip for the lionhunter rifle visually three rounds only instead of being perpetually half-full (or half-empty, depending on your pessimism). ## Why It's Good For The Game The hypothetical case of "ammo box that holds shotgun ammo" should probably... not... teleport as much of its ammo as possible into a tube-fed shotgun, but should probably still be okay at reloading magazines that actually go into shotguns. Or something. More relevant, reloading BR-38 magazines with speedloaders, while funny, probably also shouldn't be teleporting in six fresh rounds. ## Changelog 🆑 balance: General ammo boxes (not speedloaders, not stripper clips) can no longer multiload into currently loaded magazines (revolver cylinders, internal magazines). balance: Speedloaders are now a separate type from ammo boxes, and can only multiload into currently loaded magazines e.g. revolver cylinders. qol: Ammo boxes, magazines, and speedloaders now have fancier types for spawning in by admins. sprite: Lionhunter ammo clips are visually smaller now. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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731b8245b4 |
Prevents station MODules from providing illegal tech(or being contraband) (#92932)
## About The Pull Request Removes the illegal tech and contraband flags from the MOD injector module and the MOD holster module, preventing these station-buildable MODules from tripping contraband scans or providing the illegal technology techweb node. ## Why It's Good For The Game fixes #92929 ## Changelog 🆑 fix: Station MODules no longer provide illegal technology /🆑 |
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b348b617a3 |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts: # README.md # code/__DEFINES/admin.dm # code/__DEFINES/melee.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/economy.dm # code/datums/components/crafting/crafting.dm # code/datums/elements/crusher_loot.dm # code/modules/antagonists/pirate/pirate_shuttle_equipment.dm # code/modules/clothing/suits/_suits.dm # code/modules/escape_menu/leave_body.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/mineral_scanner.dm # code/modules/mob/living/living.dm # code/modules/plumbing/plumbers/pill_press.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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c9956892db |
Merge remote-tracking branch 'origin/master' into pupstream-08-19-keepsha
# Conflicts: # _maps/map_files/BoxStation/BoxStation.dmm # code/_globalvars/lists/flavor_misc.dm |
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59f8de91dc |
Adds 5 Bond-tier gadgets to the Spy's reward pool (#92481)
## About The Pull Request 1. Penbang A flashbang disguised as a pen. Clicking the pen arms the flashbang and has no other visual or audio tell besides the pen clicking. The fuse's length is based on the angle the pen cap is twisted. Works as a normal pen otherwise. 2. Camera Flash A camera with a high power flash. Clicking on an adjacent target will flash them, ie, as a handheld flash. Works as a normal camera otherwise - no tell. 3. Dagger Boot A pair of jackboots with a blade embedded in them. Makes your kicks sharp, meaning they will cause bleeding. Looks like normal jackboots otherwise, though has a tell on double-examine 4. Monster Cube Box A box containing 5 monster cubes, which spawn into a random monster when wet. Monsters include Migos, Carps, Bears, Spiders, Wolves... 5. Spider Bite Scroll A martial art focused around kicks and grabs. - Punches against standing, staggered targets will instead kick them, applying the bonus accuracy and damage that you'd expect from a kick. (Also combos with the dagger boots) - All kicks have a chance to disarm the target's active weapon. Chance increases per sequential kick. - Grants you the innate ability to tackle. This form of tackling has a very high skill modifier, meaning you are very likely to get a positive outcome (or at least, not fail). You also get up fast from it. - Your grabs are 20% harder to escape from and deal an additional 10 stam damage on fail. ## Why It's Good For The Game 1, 2, 3: Just some random flavorful items, giving them some more toys to use to complete bounties. 4: Shenanigans, for people who just wanna do "funny thing" instead of focusing on big loot. 5: I figured it would fill a fun niche: Spies are commonly depicted as martial artists, and the only martial arts they can obtain is Krav Maga (it's not unique to Spies) and Sleeping Carp (it's not unique to Spies). This gives them their own thing that people may look forward to acquiring and playing around with. As for the design of it, I wanted to add something that synergizes with one of the other other items, so in the field if you notice both of them pop up you really want to go for both. The rest of the design I just filled in as vaguely useful and flavorful tools a spy might want for kidnapping or detaining people: Better grabs, tackling, and disarms. Then I just went with the flavor of it being something the Spider Clan used to teach to their Spies / Ninjas, kinda like an analog to the real life Ninjutsu. (Maybe we can give it to Space Ninjas as well later... since it doesn't especially benefit Ninjas in any way.) ## Changelog 🆑 Melbert add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash, Dagger-Boot, Monster Cube Box, and the Spider Bite martial art /🆑 |
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61031f6cfb |
Skyrat gun removal (#3697)
## About The Pull Request HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll Ammo removals: IHDF Rubber (non-.38, non-shotgun, nukie ones stay since it'd require overrides. They were never purchasable to begin with.) Stardust Magnum Express .460 Rowland .457 Government MCR magazines .40 Sol Hornet's nest Gun removals: MCR's .457 revolver M4A5 .460 Rowland revolver CCK GP-7 R10 revolver Guns made inaccessible: NRI guns (including derringer, bobr, plasmas, Miecz) Sol35 (Tarkon, sol ERT, gateway, adminspawn) Sol40 (Tarkon, sol ERT, gateway, adminspawn) Trappiste caliber (wespe, some already adminspawn weapons) Turret adjustments: Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30 dmg every 1.5 seconds (old)) Stinger - 4.6x30mm instead of .35, matching damage Colonist - .45 added instead of sol40, matching damage Hoplite - Same as above Armoury: Armoury spawned MCRs replaced with laser guns and energy guns SMG's and rifles with WT If there would be a case with two separate spawns of a WT, the other is gone. Breaching shell boxes do not spawn in the armoury (they were capable of 1 shotting a dark mauler I wish I was kidding) Lathe: 9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm murphy magazine is. It fits in 9mm firing turrets and the murphy. ## Why It's Good For The Game Give me like a couple days and I'll fill this out. I doubt anyone who is already pro-skyrat-gun will change their mind but it's good to rationalize the decision regardless. Find this out as in lay it out on paper. EDIT 1: Adding the first part # Foreword This PR is a *draft*. That means a lot of things are subject to change, a lot of things can be disorganized and a lot of things will be done unoptimally. Going forwards, do keep in mind, the decision-making process behind "remove entirely" and "virtually remove" will not be dependant on us going forwards, as the decision on this matter requires maintainer input more than any other. Next, the delay. I simply am not a machine, neither are other people onboard this project. With different timezones, it was important to find what isn't working so I can relay it to people in working hours. Without further ado, ## The case of the ammo types and workbench The ammunitions workbench is a machine that provides ammunition into clips, refilling them. The ammunition workbench is also the source of a multitude of alternate ammunition types. It has with itself brought several issues that at least would warrant a rework or heavy adjustments: 1. Contraband ammunitions. There is no real reason that the entire security department, or even a single crewmember should be accessing phasic weapons in the form of printable ammotypes. The argument of "the pipegun having it" doesn't do it favours, as the way you get it is an 8% chance on crafting a junk round for a bulky gun and the only way to find out if you actually have it is checking each shell individually with a bandolier. 2. Complimentary with the removals. Most use cases for this machine are refilling the magazines you can order or get alongside your weapons. This collides with the protolathe, which sources most of our upstream-based ammunition instead. With the skyrat weapons gone, this machine becomes redundant. You may claim that it's still useful in saving on materials, where you would be right! However is it worth to have and maintain an entirely separate structure, with it's own mechanics, map placements, etc. to get a benefit equal to 1.6x more bang for the buck? At the end of the day, splitting ways of getting ammo across a single room for something so miniscule compared to the bloat it adds is pointless. # The weapons, why should they go, one by one. ### RomTech Flechette rifles Compared to a standard laser gun, which is in all means our baseline of ranged damage in ss13 - being the default armoury weapon, the default laser for turrets and default laser for mobs. Better yet, let's compare it to that and the default ballistic option that we have from TG. What turns out, is that not only is the romtech carbine faster at killing than the laser, but also rivals the WT with a split second of difference in ttk in the favour of the romtech. Let's assume it's human error and the WT is better TTK wise, just as an experiment. Clearly, there must be a tradeoff, somewhere, right? One that balances them all out to be equal weapons in the grand scale of things, contemporaries! Well, no, not really. Not even close. The carbine can be folded to fit in bags, that's one thing. The carbine has more ammo, that's another thing. Bursts are harder to dodge than series shots since they cover more perpendicular ground when attempting to dodge projectiles, as is staple for ss13 combat. Burst weapons are advantageous in applying more damage quicker, as you can see on the videos - and initial damage, an alpha strike, applies movement slowdown, ensuring future projectiles connect easier and the target cannot run. It might be a coincidence that the only /tg/ derived weapons that fire burst are adminspawn ERT or the Nukie weapons. But it doesn't end here, no, the RomTech's ammunition alone would warrant a complete overhaul if not a removal. **steel ball** <p> Takes 9 shots to stamcrit, deals mixed damage - further increasing the amount of slowdown applied, and not only is it MUCH faster at stamcritting than a disabler is, it also leaves the target with 70 damage. Over half their healthbar. Severely overtuned with little counterplay availible, alpha strike monster that is better at disabling than disablers and better at stopping people dead in their tracks than rifles, and if you look at our anti-stun, we have less than ever on antagonists with Adrenal implants gone, Adreanaline Glands reworked, etc, etc... </p> **Penetrator** NT's answer to armour! The penetrator has 60 AP and otherwise the same damage as the AP WT rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates it's predecessor whilst being orderable roundstart, and not only that, but it can fully ignore elite modsuits on nukeops. Not every mechanic has to have a counter, there's no direct counter to someone healing after a fight, there is no direct counter to having multiple shots, and there shouldn't be a full nullification of armour for such a low cost. There shouldn't be one for a crew that can mass produce these, ever. **Magnesium** Arguably fine, 12 firestacks per shot is still quite insane for a lower chance of friendly fire compared to original incediary hot turfs, **Ripper** Steel ball, but even worse. They don't embed a single time, ***this embeds every time***. It takes several seconds to take out. Actually, let's compare this gun's bullets to ninja stars. - 2 times the embed chance at 200 vs 100 - 8 times the jostle chance at 80 vs 10 - Comparable fall chance, at 1 vs 0 - More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage - More pain chance, at 70 vs 15 - Less pain modifier, at 2 vs 5 - Takes longer to take out, 5 seconds vs 3 - Jostling pain is the same ### One problem. There's three of those fired per burst, cannot be caught either. And the armour pen is the same. in conclusion, every aspect of this gun is unhealthy for the game, from it's gimmick, to it's execution, to it's stats, to it's ammo, to it's consistency, to it's firing mode, to it being able to be currently worn on sec belts along disablers - up to 4, if I remember correct. No reworks. It has to go. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Removed breaching slugs from crew (not to be confused with frangible. These ones 1 shot mechs) del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10 revolver, M4A5, and their associated ammo types. del: Removed ammunition types: IHDF, rubber variants excluding .38/shotgun/nukie, stardust, magnum, express, hornet's nest del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr, derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible to crew, kept for ERT/Gateway/Flavour/Admin reasons balance: Turrets which use a removed calibre have been adjusted into either that of the WT's, Ceres (still printable) or 9mm. balance: WT's replace missing sindanos across armouries, laser guns and eguns replace the missing MCR's. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> |
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a49a238a8c |
Lowers the TC price of the Suppressor (#92547)
## About The Pull Request TC price on the suppressor has been lowered from 3 to 1 TC. ## Why It's Good For The Game The suppressor is an incredibly niche utility item that's dependant on another purchase to see any use, the Makarov. While the Makarov is a pretty solid choice for a sidearm, I don't think its only attachment should cost more than some of our grenade bundles. ## Changelog 🆑 balance: Uplink price on the suppressor has been lowered from 3 to 1 TC. /🆑 |
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6bc67d2bc6 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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fae1ec49c7 |
Lowers the TC price of the Suppressor (#92547)
## About The Pull Request TC price on the suppressor has been lowered from 3 to 1 TC. ## Why It's Good For The Game The suppressor is an incredibly niche utility item that's dependant on another purchase to see any use, the Makarov. While the Makarov is a pretty solid choice for a sidearm, I don't think its only attachment should cost more than some of our grenade bundles. ## Changelog 🆑 balance: Uplink price on the suppressor has been lowered from 3 to 1 TC. /🆑 |
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2a7921d436 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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163c03a3a7 |
fixes the pathing for the nuclear operative syndicate bomb uplink entries (#92361)
## About The Pull Request fixes https://github.com/tgstation/tgstation/issues/92359 |
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fa08c9c826 |
fixes the pathing for the nuclear operative syndicate bomb uplink entries (#92361)
## About The Pull Request fixes https://github.com/tgstation/tgstation/issues/92359 |
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db79a90784 |
[DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
I would be very intrested to get this atleast testmerged, but anyhow. This PR reduces the amount of medkits in general available in maps (Mostly just public ones) This PR changes the contents of Nanomed Wallvendors to include just emergency stuff. This PR REMOVES medigels from wall med vendors This PR increases the sterilizine sprays amount in the drugs vendor from 1 to 3 to compensate the removal out the emergency vendors This PR adds a tactical lite medkit to traitor uplink for 4 tc this includes medicated suture/mesh health analyzer gauze and a atropine pen What this PR achieves to AIM is repurposing wallmed vendors into a more of a emergency type of vendor, while emergency lockers surgical kits are free and RNG, this is gauranteed and costs a little bit of money. Though i will need some help to see whats enough emergency med vendors, so far i have 1 for every department as baseline maybe 1 every hallway section aswell?, Pherhaps free and remove emergency medkits from emergency lockers in general? i would love to hear people's opinion on this Theres alot of medkits available, so trickling down a little bit to have medbay matter more, but in exchange there will be wall vendors to treat your wounds with so you can bring them to medbay or have a paramedic/doctor come to your location in time without the patient dying. This also removes one of the only imporant stuff in wall med vendors and thats medigels, medigels are very popular and usually is the most common way to treat damage (and space effecient) 🆑 Ezel balance: Removes some public medkits on every map balance: Changes the contents of wall med vendors to just have emergency stuff balance: Drugs vendor now includes 3 sterilizine medigels instead of 1 Balance: Tactical lite medkit added to traitor uplink for 4 tc, this includes medicated suture/mesh, atropine pen, gauze, advanced health analyzer map:Adds more wall med vendors to the map atleast 1 every department. /🆑 |
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e97a69a782 |
[DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
## About The Pull Request I would be very intrested to get this atleast testmerged, but anyhow. This PR reduces the amount of medkits in general available in maps (Mostly just public ones) This PR changes the contents of Nanomed Wallvendors to include just emergency stuff. This PR REMOVES medigels from wall med vendors This PR increases the sterilizine sprays amount in the drugs vendor from 1 to 3 to compensate the removal out the emergency vendors This PR adds a tactical lite medkit to traitor uplink for 4 tc this includes medicated suture/mesh health analyzer gauze and a atropine pen What this PR achieves to AIM is repurposing wallmed vendors into a more of a emergency type of vendor, while emergency lockers surgical kits are free and RNG, this is gauranteed and costs a little bit of money. Though i will need some help to see whats enough emergency med vendors, so far i have 1 for every department as baseline maybe 1 every hallway section aswell?, Pherhaps free and remove emergency medkits from emergency lockers in general? i would love to hear people's opinion on this ## Why It's Good For The Game Theres alot of medkits available, so trickling down a little bit to have medbay matter more, but in exchange there will be wall vendors to treat your wounds with so you can bring them to medbay or have a paramedic/doctor come to your location in time without the patient dying. This also removes one of the only imporant stuff in wall med vendors and thats medigels, medigels are very popular and usually is the most common way to treat damage (and space effecient) ## Changelog 🆑 Ezel balance: Removes some public medkits on every map balance: Changes the contents of wall med vendors to just have emergency stuff balance: Drugs vendor now includes 3 sterilizine medigels instead of 1 Balance: Tactical lite medkit added to traitor uplink for 4 tc, this includes medicated suture/mesh, atropine pen, gauze, advanced health analyzer map:Adds more wall med vendors to the map atleast 1 every department. /🆑 |
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d738cbb296 |
Several balance changes to Combat MODsuits (#91944)
## About The Pull Request atomization of https://github.com/tgstation/tgstation/pull/91702 with a few changes. - armor booster module has been removed, nukie suits are now always fully armored and EVA proof. - Jetpack modules have had their power drain reduced considerably. - Cap,Hos and Sec MODs armor values have been bumped up (similar to the old hardsuit values). - Sec armor plates are now a cargo import. The nf suit now comes with the Shock absorber pre-installed. - Fixes Nukie suits not having T4 flash protection. - All combat modsuits now have ear protection by default when the suit active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.) - Night visor module now comes preinstalled in the syndie mods and doesn't conflict with other vision modules, nor it costs complexity, power drain reduced, the module itself has been removed from the uplink. - Increases the complexity on the nukie suits by 2 points. - all traitor modules now cost 1 less TC. ## Why It's Good For The Game **armor booster removal** I really dislike how this module works, it's a constant hassle having to manually swap mode depending on the pressure, it's just an annoyng memory check that punishes you with chip damage when not respected. The choice of wheter wearing a mod or not doesn't really apply to nuclear operatives since they wear these things all the time and losing half of your armor in space never really made a ton of sense to begin with. **Jetpack power drain buff** The drain on this thing is absolute fucking nuts, it eats high capacity cells in a matter of minutes, power should be a limiting factor to using these things but it shouldn't tank your battery health this quickly. **Cap,Sec,Hos MODs buffs** Back when Fikou introduced MODsuits, one point he clarified in the design doc is that "Combat stuff usually leads to uninteresting design, it makes the suits do everything for everyone" I don't want to diss on the dude (Love you bud), but I don't think his point makes a ton of sense. Combat stuff, on this case Combat mods should be built with Combat in mind. In all fairness he then has a paragraph addressing why the crew based combat suits should have low armor, but it still rings hollow to me. Armored or not, being slower than your average spessman is enough to make you an easy target or to never be able to chase anyone on foot, even with their armor increased I don't see players having them constantly on all the time, the slowdown is a hard enough disincentive. The Magnate and HoS mods specifically are unique pieces of gear, and they are usually assigned to 2 of the most important (and prone to assassination) roles on the station. There's also a weird paradox with some of the modules they come equipped with the sec MODs, the pepper spray and the projectile dampener are built around getting hit, which is a hard sell when your armor is so low you might as well just die straight up. Out of respect to Fikou's will of not wanting to grant the crew the ability to mass produce combat MODs, I removed the sec modplates from the techweb and moved em as a cargo import. **Uplink MODules Price reduction** These were originally priced with progression in mind, traitor specifically has become considerably weaker since they lost access to avenues to generate extra TCs. It's hard to justify getting a suit when most weapons in the uplink cost more than half of your budget, let alone the modules. **Shock absorption into the inf suit** This module is pretty much already mandatory if you don't want to lose fights in one hit, wearing a syndie modsuit makes you giga valid to everyone on station and any traitor worth their salt will buy this module regardless anyway; it just punishes new players who don't know better. **Night Visor MOD changes** This module is completely useless, nobody ever uses it, because it conflicts with other vision modules, and it's completely redundant since Thermal vision already comes packed with NV on their own. **Complexity increase on the Nukie suits + T4 flashing protection added** The nukie suits have honestly quite limited complexity for the role they are supposed to fill , the T4 flash protection missing from the suit is unintended as we made any other MODsuit have T4 protection already, Moth Nukies rejoice. **Ear Protection on combat MODs (oh boy)** Listen, as of right now we have a total of 2 counters for flashbangs, a Bowman or being deaf. A sealed, airtight suit shouldn't offer less protection against loud noises than a mere headset. baddies that usually pack these suits usually have a Bowman anyway, Nukies have it, ninja can easily teleport into a sec outpost and get it, it's a bit more tricky for traitor since they usually have to invest in an emag to quickly take the set or kill a security officer. At least now if you see a baddie roll up in a suit you no longer have to play hypotheticals wheter your flashbang will work properly or not. I also gave the ear protection to the RD mod despite it not being a combat MOD, because frankly it made sense, it's a bomb proof armor, It should also protect you from loud noises. ## Changelog 🆑 removal: Armor booster module has been removed. balance: Jetpack module energy drain has been massively reduced. balance: armor on the Magnate,Safegaurd and sec modsuits has been considerably increased. balance: Sec MOD plates have been transferred from RnD to Cargo. balance The Infiltrator MOD now comes with the shock absorption module pre-installed. balance: Nukie MODsuits hav a bit more complexity. fix: Nukie MODs now have the same flash protection as the other suits with welding protection. balance: night visor module comes pre-installed in the syndie mods, no longer consumes complexity,drains less power and doesn't conflict with the other visor MODules. removal: Nightvision MODule removed from the uplink. balance: Combat MODs and RDs now grant earing protection when the suit is active. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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915c41497e | Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) | ||
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972a97200e |
Fixes frag grenade entry in the uplink containing full bags of C4 (#92138)
## About The Pull Request Didn't notice this when merging #91793 ## Changelog 🆑 fix: Fixed frag grenade entry in the uplink containing full bags of C4 /🆑 |
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c51c19aae7 | Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) |