40701 Commits

Author SHA1 Message Date
Alexis f357393f4e [Effigy Port] Converts Bloopers/Vocal Barks to a config sided thing (#5288)
## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑

---------

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-03-08 17:39:25 +01:00
Yobrocharlie 5597d3556b fix: Roundstart atmos dif's (#5263)
Just fixes some tiles where there is a difference in atmos roundstart
which causes lag.

🆑
fix: fixes some roundstart atmos differences with lizard gas and the
persistence
/🆑

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-02-24 09:11:18 -06:00
Manatee 79b1019458 Ports the Holotool from yogstation (#5252)
## About The Pull Request
Ports the Experimental Holotool from yogstation. An RD item that is all
the tools in a compact package.
## Why It's Good For The Game
RD has nothing interesting except the armor that kills you if you use
it, and many people dont because of that. This gives a unique,
interesting item that is useful to their kit, much like the CMO's hypo.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="273" height="314" alt="image"
src="https://github.com/user-attachments/assets/7111c679-928c-4069-a4d9-ab93588d9daf"
/>

<img width="127" height="83" alt="image"
src="https://github.com/user-attachments/assets/86346c30-3ae3-449d-b40a-3c26b05f6949"
/>


</details>

## Changelog
🆑
add: The RD now has an Experimental Holotool! It starts in their locker.
/🆑
2026-02-21 15:34:19 +01:00
axietheaxolotl 51ad6527c7 stabs blusec in the jugular and takes their wallet (virosec - security resprite and reset) (#5159)
## About The Pull Request

I'm working on it. the poll won so I am going ahead w/ this. 

<img width="1436" height="286" alt="image"
src="https://github.com/user-attachments/assets/255eda79-eb2c-4e36-9ad8-53c91c3b245e"
/>

<img width="336" height="183" alt="image"
src="https://github.com/user-attachments/assets/f92f5c29-c4e0-46da-889e-88acc903d253"
/>

stuff left to do

- [x] finish hos outfits
- [x] finish warden outfits
- [x] finish obj icons
- [ ] bugtest

this is a total overhaul of security, essentially resetting everything
to a new standard which can be worked off of. this is also a deletion of
blusec, an antiquated, unpopular idea that has long since proven to both
not be liked, and not work.

### this pr will not be the be-all, end-all. stuff will likely be
tweaked, added, removed, changed, or resprited in the coming days,
weeks, and months. due to just how much stuff security has.

## Why It's Good For The Game

will write a markup for this specific pr eventually but I will just be
posting the discord justification I gave

<img width="427" height="313" alt="image"
src="https://github.com/user-attachments/assets/e033ff0c-44f2-4cf6-ad9b-4b2d124cf21e"
/>
<img width="419" height="506" alt="image"
src="https://github.com/user-attachments/assets/84e86f18-72d2-4bef-a84b-1b53067fe41d"
/>

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="967" height="1046" alt="image"
src="https://github.com/user-attachments/assets/feaf9395-88d3-4999-a02f-e89cae25cc67"
/>
<img width="602" height="728" alt="image"
src="https://github.com/user-attachments/assets/81daae2f-f18e-41a9-a225-48dbbaad697f"
/>


</details>

## Changelog
🆑 axietheaxolotl / viro
del: blusec
add: redsec
/🆑
2026-02-18 16:38:21 +01:00
Ssalty dd5915f83d Security: A lot of changes (#5132)
## About The Pull Request

Special thanks to Cato for helping me with decisionmaking and balancing
on this one [in a bunch of things here, but not all.]


This PR changes a lot of things so I will be breaking it up into
numbers.

# 1. Security Vouchers: Primary
Ported from monkestation, securirty no longer starts with a taser, but
instead with two vouchers. A utility and a primary. All sec should get a
utility, the HOS, ~~medic~~ and detective do not get a primary voucher.
 
The vouchers can be redeemed at the same vendor that you get
flashbangs/cuffs/donuts from.
The choices are:
- The default taser
- The disabler and an energy shoulder holster to pair
- A pepperball gun and a single clip
- A flash-bulb riot shield


Why the change?:
- Warden might not be there to give you your preferred loadout, so even
on lowpop, you get your preferred gear up to some extent. We're not
giving out hellfire lasers here. It adds nothing that couldn't have been
done before, frankly.
- The weapons are availible roundstart already, with the exception of
the pepperball, which was adjusted to match
- More variety in security playstyle, allows sec officers to personalize
and play in (mostly) different ways.
- The disabler, which is the question I always get, is left in due to it
being present in the game as a standalone tool AND some players just
having a preferrence to shoot themselves in the foot, or don't like
fiddling with modes on the go.


The pepperball gun now has a higher shot delay, which is offset by how
the weapon makes or breaks fights by applying item drop, knockdown and
temporary blindness with it's reagent. Pair it with a baton and any
antag who forgot a gas mask just lost.

# 2. Security Vouchers: Utility
The choices are:
- Barrier nades x2
- Stingbangs x2
- Sec laptop, a laptop with relevant programs on it. Lets you view
cameras on the go, among others.
- Justice Helmet
- Donuts
- Weighted Space Law/Corporate Regulations. More on that later.
- Security barrier projector. More on that later.
- A pair of pinpointers, linked with eachother

## Weighted Space Law and Space Law changes:
I'll call it space law but it's corporate regulations ok?
- Space Law actually links you to wiki. Still teaches you legalese, so
just use it more than once to open it.
- Weighted Space Law, otherwise known as Space Law: Collecter's Edition.
With a gold-coloured-metal-plated trim. Allows you to beat people with
space law for 13 damage, a chance to teach them legalese so they can sue
you after, and a funny message. Overall a gimmicky thing for more
interesting interactions.

## Security Projector changes
- Security projector can now CUFF people. Use it as handcuffs to do so.
- The cuffs can be EMP'd away at a 50% chance. Makes sense according to
what they are and it works for their general purpose of "infinite cuffs,
but no cuffs". THE CUFFS FIZZLE OUT IF YOU LEAVE 1 SCREEN OF RANGE. This
is because of the sheer amount of space you can save on cuffs by taking
this 1 item in their stead, with the condition of "if you can keep them
by you until you sit them in their cell.". Worse than cuffs, but a huge
timesaver if you feel confident in your skills as an officer.


# 3. Breaching Hammer Buff
In the current meta, the breaching hammer is dead. Long-gone. Frangible
rounds in shotguns, sawn off or otherwise, are much more worth it than
any amount of cooperated breaching which leads to yourself being shocked
as they are NOT insulated. For that reason, the hammer now takes just 1
person to breach and is resistant to electricity. It's easier to get
than the frangible shotgun, it needs potentially less space counting the
shots, is infinite, can be even used for dealing with insulated things
as security. Simple as. Item revival, way behind meta, or even just
convenience.


## Proof Of Testing

<img width="1409" height="684" alt="aaaaaaaaa"
src="https://github.com/user-attachments/assets/782c23ca-11bb-4ba7-8294-80086af1b134"
/>
<img width="307" height="269" alt="bbbbbbb"
src="https://github.com/user-attachments/assets/8d75a1bb-fb2e-44d8-8338-f22ed6be62da"
/>
<img width="260" height="311" alt="ddddddd"
src="https://github.com/user-attachments/assets/51229031-0a6d-480c-8021-0f57cd8496dc"
/>
<img width="193" height="181" alt="ccccccc"
src="https://github.com/user-attachments/assets/97254655-60f7-4713-9673-bb6b3071d97e"
/>
## Changelog

🆑
add: Security starts with a primary and utility voucher for redemption
in their equipment lathe to make a choice for what they want to use as
their main, nonlethal weapon that round, and a bonus piece of gear on
the side.
add: Corporate Regulations: Collector's Edition, a space law book with
some heft and blunt force to it...
add: Security holobarriers can now additionally create holographic cuffs
around people, which have a chance to disappear when EMP'd, and
disappear if they leave the projector's range of 9 tiles [1 screen]
add: Pepperball magazines now in security vendor, premium section
balance: Pepperball guns fire much slower, fire delay 8
balance: Breaching hammers can be used by 1 person to breach and are now
insulated
fix: Space law books now link our website's space law
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-29 12:40:15 +01:00
Roxy 7f41a04827 Gives HOP civhuds in their garment bag (#5108)
## About The Pull Request
title

## Why It's Good For The Game
for a job dealing an awful lot with jobs, they can't see people's jobs.
Despite glasses for that being in the code.

## Proof Of Testing
no

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
add: HOP now gets Civilian HUDSunglasses in their garment bag.
/🆑
2026-01-16 11:33:30 -08:00
Roxy 0d4938228f Fix CI Failures [IDB IGNORE] [MDB IGNORE] (#5126)
## About The Pull Request

- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes

## Why It's Good For The Game

Don't like red X

## Proof Of Testing

If this PR is green check then you Know
2026-01-15 00:59:34 -05:00
nevimer a9a59ed3f9 Merge remote-tracking branch 'origin/upsteam-12-15-25-revert-unique-reskins'
# Conflicts:
#	_maps/bubber/automapper/templates/centcom/interlink_adminoffice.dmm
#	_maps/map_files/BoxStation/BoxStation.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/map_files/moonstation/moonstation.dmm
#	code/modules/holiday/holidays.dm
2026-01-12 22:09:10 -05:00
nevimer a33fd49968 Upstream 12 15 25 unique reskins fixes (#5019)
This branch needs help, tons of datums to make for the customizable
items.

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-10 13:14:26 -05:00
nikothedude 1b20ac6697 Gives big legs its own bespoke taur mode (#4944)
## About The Pull Request

Title.
## Why It's Good For The Game

They have paw, which is the COMPLETELY wrong bodytype. This triggers all
sorts of bugs.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="659" height="173" alt="image"
src="https://github.com/user-attachments/assets/73bb7457-9e4d-4bdd-9270-246fa03207c4"
/>

</details>

## Changelog
🆑
fix: Big leg taurs no longer use taur sprites
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-01-07 23:24:17 -05:00
Alexis 080e131b50 Refactors the safe Christmas trees to use a safe present subtype by way of a blacklist (#5027)
## About The Pull Request
Updates the safe tree to use a proper blacklist instead of being boring
and just giving bloodthirsty spacemen and women toys... They were good
all year, they crave violence. This replaces the round start Christmas
trees with the safe trees, which no longer only give out toys, but also
no longer give out admin/debug gear. A compromise for all, just in time
for Christmas!

The Christmas event present spawns have all been replaced with the safe
variants that utilize the blacklist, the other means of acquiring
presents have been left untouched.
## Why It's Good For The Game
People not getting admin tools out of Christmas presents and causing
headaches for staff is probably good for the game, maybe.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="418" height="452" alt="image"
src="https://github.com/user-attachments/assets/df6554ee-084a-40c2-9592-94c88f6569c4"
/>

</details>

## Changelog
🆑 xPokee, LT3
balance: All Christmas event presents have been replaced with the safe
variants.
refactor: The safe Christmas tree subtype now uses a blacklist instead
of just giving toys.
admin: Added a new verb in the 'game' tab to blacklist presents on the
fly.
/🆑
2025-12-27 16:20:08 -08:00
Cursor b18269e0f5 Porting Condos from Nova, Deletes the Unused Vox Box (#4872)
## About The Pull Request

Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by
[unit0016](https://github.com/unit0016), an OG. I love them which is why
I shamelessly stole and ported this.

## Why It's Good For The Game

Less piggybacking is good, it also does some... Good...Code... Stuff???
I dunno

## Proof Of Testing
TBD

## Changelog
🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish
add: The infinidorms have been rewritten and rethemed significantly,
coming with a handful of new rooms in the process.
fix: Ghost Cafe fishing doesn't affect station lootpools.
fix: Cafe Visitors, like plasmamen and vox get cannisters.
fix: Even if the Ghost Cafe somehow get radios, they won't transmit
anymore. This includes Borgs.
fix: Somehow, multitools returned to Ghost Cafe belts.
del: The not working Vox Box is gone from the Cafe.
code: Instead of being automapped, the Interlink CC office has been
merged into the map.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-12-25 22:21:43 -08:00
LT3 97f250b78d Showers provide unlimited real water instead of unlimited imaginary water (#5024)
## About The Pull Request

- Closes https://github.com/Bubberstation/Bubberstation/issues/5021
- Re-implements unlimited shower water and an additional occupancy check
for those hour long showers.
- Adds a ctrl+click changing of temperature (safe temperatures only)

## Why It's Good For The Game

You stink

## Changelog

🆑 LT3
fix: Showers now provide unlimited real water instead of unlimited
imaginary water
qol: Showers will no longer auto turn-off if occupied
qol: Shower temperature change button
/🆑
2025-12-17 14:00:36 -08:00
LT3 83e65bcd1d Fixes oversight with borg expand/shrink modules (#5029)
## About The Pull Request

Fixes https://github.com/Bubberstation/Bubberstation/issues/4959 related
to bypassing borg expand/shrink restrictions. Ensures the borg has a
model selected before attempting to validate if it can be
expanded/shrunk.

Also cleans up the code, making the shrink module consistent with expand
and other TG upgrades.

## Why It's Good For The Game

Fix bug

## Changelog

🆑 LT3
fix: Fixed being able to expand/shrink borg models that are meant to
have those upgrades unavailable
/🆑
2025-12-17 14:44:46 -07:00
nevimer e82dd05cf1 Fixes for TGstation upstream 2025-12-15 18:44:28 -05:00
nevimer 1a21687143 Revert "Refactors unique_reskin, deletes retool kit (#93775)"
This reverts commit 6ebfbccebb.

# Conflicts:
#	code/modules/loadout/loadout_items.dm
#	code/modules/paperwork/clipboard.dm
2025-12-15 18:17:06 -05:00
nevimer 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
2025-12-15 18:12:29 -05:00
nevimer 5aa2045b13 Merge remote-tracking branch 'origin/upstream-2025-11-29' 2025-12-15 17:11:13 -05:00
Sir Winters 16d2d637f7 Infinite (Water) Showers. (#5007)
## About The Pull Request

Comments out the portion of code that makes it so water recyclers can't
charge while the shower is on.

## Why It's Good For The Game

Shower RP, they can now run for more than 30-60 seconds.

## Proof Of Testing

I have been listening to shower noises for like 11 minutes, I think it
works.
<img width="343" height="336" alt="image"
src="https://github.com/user-attachments/assets/bb510713-8843-4d3b-94c4-eb2e94482ecc"
/>
<img width="662" height="143" alt="image"
src="https://github.com/user-attachments/assets/475d33bf-af44-4a34-93cf-cf2fd00eb585"
/>

</details>

## Changelog
🆑
qol: Showers with recyclers have infinite water.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-12-15 02:46:03 -07:00
shayoki 739a897e5f merging with current 2025-12-14 03:25:39 -06:00
Bloop d0ed95cafe Fixes mulebot battery HUD and guards against a runtime (#94131)
Co-authored-by: san7890 <the@san7890.com>
2025-12-14 10:12:40 +01:00
FalloutFalcon d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
Gboster-0 1e45a9a79e Slightly cleans up the parent of command headsets (#94451)
## About The Pull Request

- Gives `/obj/item/radio/headset/heads` a command headset icon, making
subtypes not need to redefine it 7 times for no reason
- (Also gives a fairly long if() check an early return, but thats more
minor)

## Why It's Good For The Game

> Gives `/obj/item/radio/headset/heads` a command headset icon, making
subtypes not need to redefine it 7 times for no reason
> (Also gives a fairly long if() check an early return, but thats more
minor)
- Makes the code slightly clearer to look at, that they all have the
same icon except for alts

## Changelog

🆑
code: slightly cleaned up command headsets in-code
/🆑
2025-12-13 20:24:05 -05:00
Leland Kemble a46e417baf Adds a counterattack for sheathed weapons (#93994) 2025-12-13 20:58:45 +01:00
shayoki c1399360c1 Update indestructible.dm 2025-12-13 09:55:41 -06:00
shayoki 28e23abe01 modular walltoys 2025-12-13 09:26:14 -06:00
Bloop 376588db04 Some list optimizations, heretic ruins optimization (#94386) 2025-12-13 08:27:31 +01:00
krookodilehunter 692e292a5f Enables wirecutters to be recolored before buying (#94425)
## About The Pull Request
Wirecutters already had the GAGS to be recolorable; this just enables
players to actually recolor them before purchasing, just like
screwdrivers. This doesn't affect printing them from any of the lathes.
(Big thanks to MrMelb for walking me through this)
## Why It's Good For The Game
Screwdrivers are recolorable, why not wirecutters too?
## Changelog
🆑
qol: Wirecutters are now recolorable when purchasing from a vendor
/🆑
2025-12-12 18:46:53 -07:00
archbtw 922f895367 Fix clicking on things underneath directional firelocks (#94419)
## About The Pull Request

<img width="87" height="88" alt="image"
src="https://github.com/user-attachments/assets/460f4ebe-764f-48e5-8feb-8468be1a91c3"
/>

You cant pick up items underneath a directional firelock (e.g. this
flash), which is odd.

You also can't throw anything on that tile, either.

## Why It's Good For The Game

Fixes the above

## Changelog

🆑 ArchBTW
fix: Fix clicking on things underneath directional firelocks
/🆑

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-12 14:20:18 -07:00
SyncIt21 f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
Jacquerel 9fb7c20daa Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request

Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.

That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.

During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.



This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.

## Why It's Good For The Game

It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?

## Changelog

🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
2025-12-12 02:10:31 +11:00
Thunder12345 20ef325ce8 Fixes a range of poster bugs (#94377) 2025-12-11 07:41:51 -07:00
archbtw 9afb722ed1 Canned Ink Balance (#94366)
## About The Pull Request

Canned ink/ink sac: remove 2 second paralyze, lowers stagger & blind to
2.5 (max 3) seconds, remove TRAIT_UNCATCHABLE

(current) Canned ink stats:

2 second paralyze [forced knockdown, legs dont work, hands dont work,
drops all items]
3.5 (max 6) second confusion [changeling shriek stagger]
7 (max 10) second blindness [no matter what helmet protection -
bio-hood/eva-helmet, etc.]

Reskinned banana cream pie

Cant catch with throw mode

Buy as many as you want from the chef console (13 credits)

## Why It's Good For The Game

Worth 13 credits (chef's console)
Overtuned (see above)
No counter - You can't catch them with throw mode
Permanent paralysis hard stun - Keep throwing them at the person lying
on the floor

## Changelog

🆑 ArchBTW
balance: Canned ink: Remove uncatchable & paralyze. Lower stagger &
blind
/🆑

---------

Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-10 20:40:23 +00:00
Tim a6be5d4607 Camera upgrades consume power (#94246)
## About The Pull Request
Installing camera upgrades now consumes more power. Each form of
upgrade, x-ray, EMP resistance, and motion sensors all increase the
power usage as multipliers. (which means the more upgrades, the more
severe the power drain)

| Upgrade | Power Multiplier |
| ------------- | ------------- |
| X-ray | x10 |
| Motion Sensor | x4 |
| EMP Resistance | x1.25 |

The default power consumption of an active camera is 20. So if you stack
all the upgrades it costs 1K, which is the default power cost for most
station machinery. The power costs are not applied for AI malf upgrades,
so it doesn't give away their antag status. Also this fixes disabled
cameras consuming power.

## Why It's Good For The Game
Upgrading cameras should have a drawback where it requires more power.
This gives engineering more reasons to boost power production.

## Changelog
🆑
add: Installing camera upgrades now consumes more power. Installing
several upgrades onto the same camera has a power multiplier effect that
stacks.
fix: Fix disabled cameras consuming power
/🆑
2025-12-10 16:07:11 +01:00
archbtw b3cc59f41f [NO GBP] Update 'try_to_crowbar_secondary' door path (#94308)
Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-10 11:38:20 +01:00
Bloop 2ab2be0f37 Guards against qdeletion in afterattack (#94211) 2025-12-10 11:33:06 +01:00
Tim 46e1f8ff27 Fix closets, crates, and drawers missing material tags (#94273)
## About The Pull Request
This adds custom material lists to closets and crates so it shows what
materials they are made out of when examined.

## Why It's Good For The Game
<img width="603" height="494" alt="dreamseeker_XhFtjANMiX"
src="https://github.com/user-attachments/assets/c31e0789-75ce-40d6-a56d-a52f6490da68"
/>

## Changelog
🆑
fix: Fix closets, crates, and drawers missing material tags
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-12-09 21:52:03 +01:00
Bloop a9925b2d39 Dev QoL improvements for the materials unit test (#94338)
## About The Pull Request

Just improves the new material unit test, making it more copy-paste
friendly when dealing with large amounts of things to change.

It now also calculates the appropriate sheet material value for you too
so you quite literally just have to copy paste the line and you're done,
no more having to do math yourself.

<img width="2104" height="155" alt="image"
src="https://github.com/user-attachments/assets/b605e423-0418-46b7-b40c-c65fac920af9"
/>


## Why It's Good For The Game

Developer qol.

## Changelog

Nothing player-facing

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-12-09 21:48:31 +01:00
Alexis 1c3db82004 Removes the Imperial/Naval Hats and Jumpsuits (#4981)
## About The Pull Request
Does as the title suggests. I am pretty impartial to these existing, so
long as they get a resprite, and get proper digitigrade leg sprites
before they make a return. If anyone is super attached to the hats, let
me know in the comments, and I'll remove them from this PR. I only
included them with this due to it feeling silly to only have the hats
without the uniforms.
## Why It's Good For The Game
I am normally a firm believer in "Improve. Don't remove." but these
sprites lack digitigrade sprites and their own sprites have clearly not
been touched up in quite some time leads me to believe they are being
unmaintained and would best be removed for the time being.
## Proof Of Testing
It compiled. If CI passes it should work.
## Changelog
🆑
del: Removed the imperial/naval hats and jumpsuits.
/🆑
2025-12-09 11:10:50 -08:00
Fghj240 ca2e8dd8b2 You can put defib paddles back into defibs using hotkeys (#94375)
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2025-12-09 09:45:44 +01:00
Rockdtben 1bab24127b Screentip for (closet) locker would always say "Unlock". Fixed to use the lock… (#94355)
… var.

## About The Pull Request

Fixes Closets so the right button ScreenTip doesn't say "Unlock" all the
time, but shows "Lock" and "Unlock" based on closet being Locked or not.

## Why It's Good For The Game

Death by a thousand cuts. Life by a thousand polishes.
2025-12-08 20:43:49 -06:00
Aliceee2ch 896107d239 More posters!!! (#94361)
## About The Pull Request

adds more posters
<img width="681" height="113" alt="image"
src="https://github.com/user-attachments/assets/55b1f611-68a6-4675-a7bf-8816a900685d"
/>

idea for PRing this and all sprites belong to:
https://github.com/PiotrTheTchaikowsky

## Why It's Good For The Game

more silly posters = fvn

## Changelog

🆑
image: Added 2 new contraband and 1 new official posters.
/🆑
2025-12-08 16:17:42 +00:00
MrMelbert 296f3a7cbd Minor rebalance of blood loss effects / blood regeneration chemicals (#93993)
## About The Pull Request

- Across the board, bleeding wounds cause ~0.85x slower blood loss.
   - Wound clot rate while bandaged has also seen a ~0.85x reduction.
- And slashing wounds have also had their natural clotting rate reduced
by ~0.85x.
- All in all, blood wounds are expected to last marginally longer while
keeping the same level of deadliness.

- Sutures blood flow reduction has been reduced by ~0.85x as well.
Medicated suture is unaffected.

- Blood Mary now scales blood regeneration based on drunkness. 
   - Old: Flat 3 blood/tick.
- 0 drunkness = 0 blood/tick. 40 drunkness = 2 blood/tick. 80 drunkness
= 4 blood/tick.

- Epoetin Alfa saw drastic changes.
   - No longer heals liver damage.
   - No longer adds Sanguirite to the system. 
- Now directly clots 0.1 flow of bloodiest wound (almost effectively
quadrupling clot rate, but 3x less effective than sanguirite)
   - Blood/tick reduced from 3 blood/tick to 1 blood/tick.
   - Now causes minor heart damage (0.2 damage/tick).

## Why It's Good For The Game

- A while back we were talking about how volatile blood wounds were.
Blood wounds are super scary, which is good, but just how scary they
were meant that the extent to which you interacted with this was a bit
stifled. My thoughts are slowing their pace a bit should open up more
opportunities for interaction while keeping them as scary.

- See above.

- Bloody Mary was ridiculously good at healing blood loss, better than
any chemical. The tweak to the effect aims to keep it as a pocket option
for aspiring bartender-alchemists without overpowering other chemicals
in medical contexts.

- Epoetin Alfa is effectively a producible form of Sanguirite which is
something that I believe is not mass producible for a reason (it's
really strong). The changes to it aim to make it a bit less potent that
sanguirite itself while keeping it as a viable blood healing option.
- I understand the liver healing is kinda a real world analog but in the
context of our chemical system, liver damage is something intentionally
not very common. It allows for complete negation of several other chem's
downsides. While I like this form of emergent chem mixing (mannitol and
bath salts, for example), this one earns a "particularly problematic"
badge due to negating 100% of the downsides of many chems.

## Changelog

🆑 Melbert
balance: Blood flow and clotting has universally been slashed by about
0.85x. This means blood wounds kill you slightly slower, but heal
slightly slower.
balance: Sutures now heal 0.85x less blood flow and gauze's clotting
bonus is also 0.85x lower. Medicated sutures are unaffected.
balance: Bloody Mary's blood healing effect now scales with how drunk
you are. Worse in low amounts, better in high amounts.
balance: Epoetin Alfa no longer generates Sangurite. It now directly
clots bleeding wounds (at a rate ~3x worse than sangurite, but still ~4x
better than the natural clotting rate)
balance: Epoetin Alfa no longer heals liver damage.
balance: Epoetin Alfa regenerates 3x less blood. It's still 4x effective
than Saline Glucose or Iron.
balance: Epoetin Alfa now causes minor heart damage (0.2 damage per
tick).
code: All "coagulating" effects now use a shared function. 
/🆑
2025-12-07 22:09:44 -05:00
Thunder12345 1d270f5f27 Converts pre-rework generic heretic gear into chaplain clothing and a null rod (#94363)
## About The Pull Request

Reused the old pre-rework heretic robe and blade assets as a new set of
chaplain gear and null rod option.

Replaced the last few existing uses of the now spriteless generic robe:
- Deathmatch, changed heretic warrior to use blade robes
- Deathmatch, changed ripper to use the new chaplain armour
- Tribal mothman legion corpse, changed to use new chaplain armour
- Heretic preview and hallucination, changed to use rust robes
- Heretic virtual domain, changed to use rust robes

<img width="127" height="131" alt="image"
src="https://github.com/user-attachments/assets/690e848e-5191-44d4-bd58-5e338fa2aa4e"
/>

## Why It's Good For The Game

Chaplains are the playground of old magic content assets, where they
find a second life as cosplay outfits. Chaplains can already cosplay
cultists, it's only fair that they can pretend to be a heretic as well.

## Changelog
🆑
add: Added a new set of chaplain armour based on the generic heretic
robes unavailable since the path rework.
/🆑
2025-12-07 19:50:19 +00:00
LT3 1c96273825 Portable crew monitor drag-drop element (#94327) 2025-12-06 16:14:42 -07:00
Alien c0686c63f0 Captain gets a command megaphone (#94322) 2025-12-06 17:32:56 +01:00
san7890 e0827de4b5 [MDB Ignore] Unrestricted Airlocks - Door Delays (#94040)
## About The Pull Request

This PR adds a change to a pretty prevalent feature that's been around
since #66588 (April 28th, 2022). Although it has been controversial to
some extent, I believe that it was a good change in principle for
reasons I will later get into. For now, this is what the PR does:

* All _station_ unrestricted door helpers (e.g. those in maintenance)
have been replaced with a subtype that adds a random 2-3 second delay to
opening the door, using a new "unrestricted latch" feature. **This does
not occur if the user has regular access to that door.**
* The unrestricted side will initiate a do_after and plays a distinct
small hissing sound (because I presume you're disengaging some hydraulic
lever on that side), after which the door will open as players have come
to expect.
* While you're engaging the lever, you will be resistant to pressure
movements as you are presumably holding onto the lever or something. All
other movements (e.g. voluntary, being shoved, etc.) will continue to
function as expected.
* We will statistically tabulate each time someone attempts to use the
unrestricted "lever", and every time one successfully occurs. This is
just for analysis to see player trends as we have lacked this over the
last 3.5 years.

Here's a link to the sound I added:
https://freesound.org/people/Usernameis1337/sounds/632755, the version
in this PR was converted using OGG Vorbis.


https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201

## Why It's Good For The Game

Back in 2022, I was one of the major proponents for adding such a change
to the game. This is for a few reasons:

* It doesn't really make human sense for a station to have
hallways/spaces that you can enter and then just get completely trapped
in. The station is a deathtrap because of _who_ is on it, not because it
_is_ a death trap. I have always maintained that we should assume that
the station is competently made to give the hijinx a much more jarring
background. To me, maintenance isn't old sections of a station (although
it can have those elements), but vital side pathways in the event of
emergencies, like having extra fire stairs in a building. The doors to
those fire stairs are always unlocked because they need to ensure that
people are able to efflux to save themselves from danger rather than
die.
* It was easily subvertable anyways. You can easily ask the HoP for
maintenance access or AI to let you out of maintenance (although the
latter was a bit harder to articulate). I don't find myself agreeing
with this as much nowadays but I remember the frustration I felt waiting
for minutes for someone to open the door had something occurred for me
to have found myself in maintenance. It's simply not fun and doesn't
make sense for a station to have this.
* I thought that it added a unique element to antagonism. You can't drag
someone in maintenance and then have the whole entire subsection of the
station be your den. It's important for you to secure your base should
you be dragging people in there instead of just always being able to win
via dragging.
* People tend to forget this point, but it actually did cause a lot
_more_ deaths in situations where threats originate outside the
station/in maintenance. It was much easier for the killy-stabby mass
murderers to ingress into main hallways and get to killing faster. This
is why the change felt "equal" in a way.

### Why not remove it outright?

I believe that a lot of balance changes over the last 3.5 years (30000
issues ago!) have been weighting for these interactions, and I think
removing it all cold-turkey like will cause a huge upturn in deadliness
and just not be what players are looking for in the new game loop. To
me, this was a vital step in getting more towards 90-minute rounds, and
I think we would see a drop in that. I also have those above three
reasons that I am still a firm believer in, but I am still interested in
seeing what a different system might entail and how that could play out.
I added stat gathering so after we get 4-6 weeks of data, we can
determine to keep or shelve this feature. I will probably always be on
the "blocking" side of removing it outright unless there's some severe
data that can convince me (which will probably need it's own test-merged
PR, while this is meant to be added into the game right now).

### Why are we changing it?

I think not enough people are dying. I played a few rounds yesterday and
while a decent chunk of people were dying, I saw a few follies in my
original line of thought. Maintenance should be a bit creepier and not
auxiliary hallways (in normal circumstances), I already thought we did a
really good job of that but I noticed that it wasn't as good as memory
served me. I think maintenance should have a little bit more difficulty
to navigate (i.e. if you're being chased down by someone and it's taking
2.5 seconds to open, that would be an excellent heart-pounding tension
moment) and would overall be more interesting than the status quo. It is
a bit sillier to me but some IRL buildings do have to have you hold down
the push bar for a few seconds until it disengages, so this is
agreeable.

I also don't think the unidirectional exit design flow standards are
where they were due to drift in application, so this is also a better
way to uniformly apply it.
## Changelog
🆑
balance: After noticing it was too easy for animals to crawl through
maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced
all unrestricted door sensors (like in maintenance) with a pull-down
lever that should take around 2-3 seconds to engage. It has been
designed to allow the employee to actuate it despite any pressure
differentials within an area.
balance: The above change does not apply to select doors in the medical
section of the station, which will continue to use the "older"
Ready-Exit system.
sound: In order to ensure that staff in high-traffic areas don't go
bonkers due to this new change, sound dampeners have been installed to
prevent the hydraulics from being heard for super long distances.
However, they skimped out on the quality for the ones in maintenance...
/🆑

FYI Mappers/Tweakers: This PR replaces all station map unres mapping
helpers with the new subtype. You are welcome to replace certain doors
with the old helper (the base type) to get the old behavior as you see
fit, just explain why that behavior is desired in that location.
Otherwise, it would be appreciated if we have this new behavior >95% of
the time.
2025-12-05 21:01:15 -05:00
Leland Kemble 2adaabde71 Fixes malf AI destroy rcds power not fully exploding Mech RCDs (#94164)
## About The Pull Request

Malf AI blow rcds didnt work right on mech rcd module, because the
module isn't an RCD and simply holds an internal real rcd. This led to
the rcd "blowing" but remaining intact, just useless as its internal rcd
was gone. This modifies the exosuit variant internal RCD's detonation
proc such that it properly destroys the fake rcd shell.

## Why It's Good For The Game

fixes #93921

## Changelog
🆑

fix: Malf AI "Destroy RCDs" power now properly destroys mech RCDs

/🆑
2025-12-05 19:37:08 -05:00
RikuTheKiller be1f231869 Lock R&D console boards by default (#94114)
## About The Pull Request

This PR makes all R&D console boards that are either printed or sourced
from tech storage start out locked. They can be unlocked by swiping them
with an ID that has research access.

R&D consoles can also be unlocked with an emag, but doing so will break
their comms circuit as well, making all researched nodes broadcast over
public comms. You can still emag the console itself after it's been
constructed without breaking it in any way, while also silencing
announcements instead. (that's definitely a noob trap, but it's out of
scope for this PR)

The reason why the tech storage board is locked as well is because the
goal of this PR is to stop engineers from making R&D consoles, and
engineers have access to tech storage. Leaving the board unlocked and
moving it to secure tech storage would make engineers break in there
every shift.

The changelog basically has a FAQ for "Okay, so what do I do instead?",
because I know people will be confused about what route they're intended
to take when science closes their desk shutters for the umpteenth time
this week.
## Why It's Good For The Game

Engineering has a habit of making an R&D console every round to bypass
having to ask science or a head of staff to research things. Locking the
consoles at least makes engineers consider asking science to do
science's job.

Note that this doesn't solve the issue entirely, it just removes the
easiest and most convenient way of bypassing science. Engineers can
still break into R&D extremely easily using their wire knowledge, and do
so regularly.

More importantly though, this might shine some light on the fact that
heads of department like the CE have remote access to the research
network via their PDAs. This means engineers can ask the CE to research
things for them.

Asking people with access to the research network to research things is
a lot better for roleplay and immersion than having engineering
construct R&D consoles every shift.

## Changelog
🆑
balance: R&D console boards sourced from printing or tech storage are
now locked by default. It's recommended to ask your respective head of
department or the science department to complete research for you. Heads
of department can remotely access the research network using their PDAs.
/🆑
2025-12-05 19:12:22 -05:00
MrMelbert 9e1e4e054b [MDB Ignore] [Catwalk] Remaps dorms, atmos, a some of engi, and several small fixes/tweaks (#94016)
## About The Pull Request

### Main changes

<Details>

<Summary> Lower Dorms </Summary>

<img width="964" height="989" alt="image"
src="https://github.com/user-attachments/assets/014fdc29-59ac-4dbc-b373-da735a284a7f"
/>

</Details>

<Details>

<Summary> Upper Dorms </Summary>

<img width="871" height="968" alt="image"
src="https://github.com/user-attachments/assets/9c35994a-fc28-40f5-bc26-849d3d0ce705"
/>

</Details>

<Details>

<Summary> Lower Tool Storage </Summary>

<img width="500" height="637" alt="image"
src="https://github.com/user-attachments/assets/373b6c78-cba5-4d23-afb8-fd4f24412ab2"
/>

</Details>

<Details>

<Summary> Upper Tool Storage </Summary>

<img width="526" height="647" alt="image"
src="https://github.com/user-attachments/assets/a52a4c88-51ae-4d10-b6d0-f0dc2de0e1ac"
/>

</Details>

<Details>

<Summary> Lower Atmos </Summary>

<img width="1126" height="728" alt="image"
src="https://github.com/user-attachments/assets/8c5e50fd-611a-4d0c-a0ff-d0b0427fdb9b"
/>

</Details>

<Details>

<Summary> Upper Atmos </Summary>

<img width="1149" height="727" alt="image"
src="https://github.com/user-attachments/assets/a702d5d0-a682-46f5-82d4-200fe69c3bf4"
/>

</Details>

### Misc changes

- The CE's office was pushed out a bit to use dir-windows less.
- AI sat entrance as pushed out a bit to give it some room to breathe.
- Cargo-Engi upper maint saw some minor tweaks to accommodate. 
- Use of First Aid stations was audited, removing extras in some
locations.
- Generic Event landmarks were audited, removing all of them from maint
and adding several around the station.
- Xenobio's kill room uses a passive vent as it should.
- Fixed some stray space (rather than openspace) on the upper Z.

## Why It's Good For The Game

### Dorms changes

Catwalk's dorms being right aligned resulted in a bit of a roundabout
path to get to the holodeck, which in turn meant it was scarcely
accessed. I addressed this by left aligning it instead, allowing a
straight shot from the main hallway to the holodeck.

Additionally, while I really liked the luxury dorms rooms, it felt like
people quickly ran out of places to log out in, given there was only 5
functional rooms. So I added a few extra rooms upstairs embedded in the
opposite wall.

Losing the small garden is a bit sad I cannot lie but given the room was
pretty inaccessible to the crew anyways I figured repurposing it would
be the way forward. Maybe it'll return as a park though, somewhere.

### Tech storage changes

To fit the new dorms rooms, I had to move tech storage. I found it kind
of awkward that it was just situated in a box accessible by a ladder, so
I gave it a proper staircase and re-arranged the rest of the room with
the new space unlocked.

This does make secure tech storage a fair bit more vulnerable, so that
might need to be addressed.

### Atmos changes

In left-aligning the rooms I had to eat into maint, which cut up the
maint access in the area. I didn't really like that so I had to do some
work in engineering.

Initially I wanted to get rid of the Long Hallway of Doom, but as I
picked at it (and also needed a new place for the Gravity Generator) I
ended up giving Atmos a full touch-up. It now feels a bit more like a
proper atmos, with plenty of piping running around.

I know Atmos players will certainly gripe about losing the free space
but there is still plenty to go around, especially with the oft-unused
engi project room.

Grav Gen now sits at the end of the much-shorter upper hallway, making
it easier to find.
The Incinerator room is also integrated into Atmos, making it stick out
a little less.
Lastly, the SM saw some minor piping and wire changes to hopefully make
it a bit easier to work with, but nothing major.

## Changelog

🆑 Melbert
add: [Catwalk] Entirely new Dorms & Holodeck 
add: [Catwalk] Modified Atmos, Gravity Generator, Engineering and Tech
Storage a fair bit
add: [Catwalk] Event locations were updated, meaning several random
events now trigger in more appropriate places
del: [Catwalk] Removed duplicate First Aid stations in a few places
qol: [Catwalk] Changed around maint areas (not the actual layouts but
the area designations) to be a bit less monolithic
fix: [Catwalk] Xenobio kill room uses a passive vent
fix: [Catwalk] Fixes a few erroneous space tiles around sec
/🆑
2025-12-04 18:41:08 -07:00