3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
This adds a new ERT type, the Code Violet EMT Response Team. This
summons a batch of unarmed EMTs, led by a Chief EMT.
The doctors get some above average equipment for healing/reviving a
deluge of casualties, with the commander getting even better equipment
and the means to defend the rest of their doctors and enforce their
authority on the station (a pulse pistol and telebaton).
This also autodocs the undoced vars on the ERT datum, for easier
reading. You'll see why the mobtype has not been documented in a future
PR. It's entirely unused right now (since it is always overridden) but
this is addressed in #85651.
## Why It's Good For The Game
I've seen plenty of situations where, despite the crew having vanquished
all of their foes, the number of bodies is too high to get everything
back into working order. This also goes for situations where all of the
medical staff are dead, and the corpse-revival engine is unable to
kickstart itself. It's not a situation where sending in an ERT full of
armed goons can help. Sometimes a more delicate, caring hand is required
to get the station rolling again.
Also, autodocs are useful.
## Changelog
🆑 Rhials
add: Code-Violet Medical Support ERT teams have been rolled out for
deployment to Space Station 13 and related Nanotrasen Installations.
/🆑
* ERTs can now be summoned as a set species (#85651)
## About The Pull Request
This repurposes the redundant `mobtype` var on the ERT datum. Originally
used to store the typepath for what mob the ERT would spawn (which was
unchanged on any of the other datums), it is now null by default and can
be modified in the summon_ert verb menu. If left blank, it will default
to humans, but it can be set to any humanoid species.

## Why It's Good For The Game
As stated previously, mobtype was redundant, as it would either always
spawn humans (human authority would immediately humanize the spawned
mob) or be overridden by the preferences of the player being spawned.
Rather than making it a hardcoded value and deleting the var, I've
elected to repurpose it for further ERT customization.
Moth ERT, Moth ERT, Moth ERT.
## Changelog
🆑 Rhials
admin: You can now choose the humanoid species spawned by an ERT summon
in the summon menu.
/🆑
* ERTs can now be summoned as a set species
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
## About The Pull Request
This repurposes the redundant `mobtype` var on the ERT datum. Originally
used to store the typepath for what mob the ERT would spawn (which was
unchanged on any of the other datums), it is now null by default and can
be modified in the summon_ert verb menu. If left blank, it will default
to humans, but it can be set to any humanoid species.

## Why It's Good For The Game
As stated previously, mobtype was redundant, as it would either always
spawn humans (human authority would immediately humanize the spawned
mob) or be overridden by the preferences of the player being spawned.
Rather than making it a hardcoded value and deleting the var, I've
elected to repurpose it for further ERT customization.
Moth ERT, Moth ERT, Moth ERT.
## Changelog
🆑 Rhials
admin: You can now choose the humanoid species spawned by an ERT summon
in the summon menu.
/🆑
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
* The Laser Musket (2023) (Settlement Helper Edition)
* Update guns.dm
* Update guns.dm
* Fixes vox/teshari greyscale config paths
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
## About The Pull Request
Makes sure only ONE LEADER SPAWNS instead of like 3
Also they have headsets
And I removed their energy pistols
Renames the ERT roles to shorten the names, I totally didn't get how
that worked
## Why It's Good For The Game
TOO MANY LEADERS WERE SPAWNING
Headsets good
The energy pistols detracted from the musket, which is what makes em
unique and fun.
The ERT names were too direct a reference.
## Changelog
🆑
fix: Frontier Militia only have one general now, and have headsets.
balance: Frontier Militia no longer have energy pistols.
/🆑
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
ERTs can now have a custom shuttle template defined on their type,
which, should the "use custom shuttle" toggle be enabled while creating
the ERT, will spawn them in deep space on the given shuttle instead of
at Centcom.
Applies the new system to the bounty hunter ERT
## Why It's Good For The Game
Not all ERTs are NT enough to start at Centcom all the time, and it
gives more control over ERTs
## Changelog
🆑
admin: ERTs can now have a custom shuttle that they can spawn on, on a
toggle while creating said ERT.
/🆑
* Bounty Hunters as ERTs + Flame Id (#64083)
About The Pull Request
Bounty Hunters can now be called as ERTs, to which they will spawn at centcom with proper access. Also, the bounty hunters now get flame ids, because they think they're that cool.
Why It's Good For The Game
Bounty Hunters are really fitting for admin erts, but I never bothered to throw them in until now. Also, it was a good opportunity to fuck off with all that id label BS
Changelog
cl
admin: Bounty Hunters can now be called via admin ert
expansion: Oh, and they have cool flame ids as well!
/cl
* Bounty Hunters as ERTs + Flame Id
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
About The Pull Request
Bounty Hunters can now be called as ERTs, to which they will spawn at centcom with proper access. Also, the bounty hunters now get flame ids, because they think they're that cool.
Why It's Good For The Game
Bounty Hunters are really fitting for admin erts, but I never bothered to throw them in until now. Also, it was a good opportunity to fuck off with all that id label BS
Changelog
cl
admin: Bounty Hunters can now be called via admin ert
expansion: Oh, and they have cool flame ids as well!
/cl
Adds a new emergency response team, the ERP! It stands for Emergency Response Party
the ERP includes:
-the coordinator: basically the captain of the operation, armed with a birthday cake, balloon and lots of fireworks to start the celebration
-the bouncer: the big boy, has a telebaton and an armor vest (if youre a loser you get a police hat too)
-the constructor: has tools, materials to build the party, disco tiles and an ethereal disco ball planter
-the cleaning service: your normal jannie, with his trusty mop, trash bag and cleaning grenades
-the comedian: a clown, armed with instruments, a bananium shield and chameleon suit/hat, for some comedy at the party
* does the thing
* adds the regen thing to the sprayer
* adds a quite important addition to a comment
* capitalizes janitorial response
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds cobby's process suggestion