## About The Pull Request
The access of the injection locker matches the rest of the room and
warden can open it (not normal officers)
## Why It's Good For The Game
It makes no sense why this one method of execution specifically is only
for HOS and captain. Warden can already shoot it open with lasers or
shoot the guy being executed with lasers so it's not like it's
powercreep or smth.
## Changelog
🆑
balance: The lethal injection locker is now accessible by the warden.
/🆑
## About The Pull Request
PR title
## Why It's Good For The Game
Warden is the weapons guy and even starts with a super cool unique
shotgun. Bandoliers are roundstart items (can be bought from bartender's
vendor when they arent using it or arent preset, can be crafted by
killing five monkeys which there are plenty of) so this just removes the
hastle of having to go get it.
## Changelog
🆑
balance: The warden starts with a bandolier in their locker
/🆑
Co-authored-by: John Doe <markkavalerov87@gmail.com>
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
Improving old code. And I want to be able to pet mobroaches while
holding them too.
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
This updates door remote accesses to match the accesses of their owner
-- research remote = RD access, and so on. However, the Captain's door
remote does not inherit this increased access, and is still relegated to
command areas like the bridge, AI upload, etc.
As well, it implements a logic for a given "domain" per remote holder,
based on high-security areas that are iconic of the given role. As such,
even though they may have access to the Vault, no other Head besides the
Captain can open the Vault with their remote, the head remotes (beside
security) can't open the brig (Captain didn't have access anyway), and
so on. The restricted areas and the remote with authority to open that
area are as follows:
**Captain**
- The whole station
- Note: Still restricted by the remote access, which is: Bridge, Vault,
AI Upload, Teleporter, Gateway, Captain's Office, EVA
Head of Personnel
- Gets no special "domain" for their remote, but otherwise receives
HoP's round-start access
Head of Security
- Security
Chief Engineer
- Gets no special domain, because no other Head roundstart trims receive
access to the CE's high-security areas of Engine or Atmospherics
(besides Captain, who has a neutered remote already)
Research Director
- AI Upload, AI Core
Chief Medical Officer
- No special domain for the same reason as Chief Engineer; no other
heads have unmitigated medical access
Also updated remote descriptions with allusions to stereotypes/jokes for
a given head (Captain's authority is dubious, QM is not a Real Head,
Security remote was stolen from HoS by resentful Warden, HoP disappears
more than Carmen Sandiego, CMO shouldn't have a medical license, RD is
absolutely jacked)
Finally, moved the remote definitions to be above the sheer cliff of the
ranged interaction proc in the control_wand file.
## Why It's Good For The Game
Makes remote access have parity with the access of their respective head
of staff, while at the same time allowing other Heads of Staff to retain
their own control over doors in their department areas.
## Changelog
🆑 Bisar
balance: Door remotes now match the access of their owner (except for
the Captain, whose remote access is unchanged). Door remotes, however,
respect the high security area control of other remotes; as such, even
if a Head can enter an area like the brig, only the Security remote
works to open the entrance.
/🆑
## About The Pull Request
What it says on the tin. Also updates the theft objective appropriately.
## Why It's Good For The Game
@MrMelbert asked me to do this, and I'm happy to oblige.
Firstly, the HoS has a signature gun as it is. His X-01 Multiphase.
Having another weapon in the form of the shotgun kind of steps on the
toes of that weapon's presence, and clutters his arsenal somewhat. The
HoS, as is, has the means of gearing for alternative equipment if
needed, but let's keep it somewhat slim for weapons.
Secondly; it feels more appropriate as a riot suppression weapon. And
the warden puts down riots and brig invasions. He is the CQB guy after
all, he should have a shotgun. It's a bit of an identity thing and a
functionality thing. Of course, he could just get a riot shotgun (so can
the HOS in this instance), but I think having a special one does have
impact from a purely aesthetics point of view, gives more of a feeling
of 'ownership' over the shotgun (which matters for the sake of whether
people are determined as overgearing or not), as well as telegraphing
what should be his combat strategy for him more clearly.
No, there is no option where they both have shotguns. Don't bother
asking.
## About The Pull Request
The cap and HoS lockers had double the gun in them for some reason. Of
course, nobody reported this because it was double the gun.
## Why It's Good For The Game
No more double the gun
## Proof Of Testing
If it compiles it most likely works
## Changelog
🆑
fix: Captain and HoS locker now have the right amount of sabres and guns
respectively
/🆑
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
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
# Disclaimer: No Goon code was referenced or used in the making of this
PR
## About The Pull Request
[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)
This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.
Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.
For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.

More ideas for theft items and bounties are welcome.
## Why It's Good For The Game
See the design document for more information.
In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.
Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!
## Changelog
🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
* Adds Head of Security beret and bowman to their locker (#80503)
## About The Pull Request
adds Head of Security beret to their garmet bag and adds Head of
Security bowman to their locker
## Why It's Good For The Game
Other departments start with their round start drip in their lockers,
Head of Security should too, for consistency!
Promoted Head of Security should get their fancy beret and headset
## Changelog
🆑
qol: Head of Security beret added to their garmet bag
qol: Head of Security bowman added to their locker
/🆑
* Adds Head of Security beret and bowman to their locker
---------
Co-authored-by: Redbert <109347230+Deadgebert@users.noreply.github.com>
## About The Pull Request
adds Head of Security beret to their garmet bag and adds Head of
Security bowman to their locker
## Why It's Good For The Game
Other departments start with their round start drip in their lockers,
Head of Security should too, for consistency!
Promoted Head of Security should get their fancy beret and headset
## Changelog
🆑
qol: Head of Security beret added to their garmet bag
qol: Head of Security bowman added to their locker
/🆑
* what if i tackled you haha
* actually this
* Update code/game/objects/structures/crates_lockers/closets/secure/security.dm
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* New closets
* Grammar checks every closet that spawns on a station. (#73331)
All closets now are called either closets, lockers, wardrobes etc. (e.g.
the lethal injections locker was previously called "lethal injections")
Head of staff and the cook's locker are no longer proper nouns, it
didn't make much grammatical sense and it keeps consistency with other
lockers (Example: detective's cabinet)
All locker names de-capitalized except the Thunderdome ones since those
made sense.
The empty freezer is now just called a freezer since it being empty or
not depends on what players and mappers do to it.
Tram now has evidence lockers labelled from 1 through 7 instead of 7
evidence lockers labelled as 1.
Changes have been made to all station maps and in code, I've not gone
through all ruins, away missions, etc.
Cleans up a lot of minor name issues.
🆑
spellcheck: All station closet and lockers have had their naming
conventions standardized.
fix: Tram now has evidence lockers labelled 1 through 7 instead of 7
evidence lockers labelled as locker 1.
/🆑
* Removed Duplicates, Modularized Overrides.
* Added Base States, Removed Unused Icons
* Icon states
* Fix wall closets to not fail CI
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
## About The Pull Request
### Tackling Outcomes
Tackling now determines success based on outcome categories. These are
derived from the typical attacker/defender roll that would have
previously determined the outcome on its own. A negative roll results in
a negative outcome, a positive roll a positive outcome, and a result of
exactly 0 resulting in a neutral outcome.
The result of your roll are then passed along to the relevant proc to
determine severity. The derived roll is multiplied by 10 (or -10 for the
negative roll to get a positive value to roll with). Then we see if our
final roll fits a severity bracket. Negative outcomes will roll to
determine their outcome, and potentially could roll a less severe
outcome than what our first roll would suggest.
For positive outcomes, the defender's melee armor reduces the severity
of the outcome.
For negative outcomes, the attacker's melee armor improves the potential
outcome and at least prevents more severe backlash. It'll still be
negative, you can't move from a negative outcome to a positive outcome
just from good armor.
Most of the outcomes are fairly similar to the current outcomes, but
with the inclusion of staggering one or both parties to make the
subsequent potential grabs _stickier_, if that makes sense.
Neutral is now a mutual stagger, but also the tackler being left
upright. It's effectively net zero.
### Blocking
Blocking is checked on impact, and results in a neutral outcome if the
defender successfully blocks. This means our tackler isn't too severely
impacted from an unsuccessful tackle
### Additional Changes
Your arms ``unarmed_effectiveness`` now contributes to the attack mod
and defense mod of tackles. For humans tackling humans, this often
results in a net neutral result. But if you have a better arm, or the
tackle target has worse arms, this can alter the outcome significantly.
Any tackler with the trait TRAIT_NOGUNS (like bezerkers, Sleeping Carp
users or the very unlikely chance ninjas are tackling while wearing
their armor) gains a bonus to their tackles.
Any suit that prevents shove knockdowns grants an attack bonus, and not
just riot armor. This now includes Mk.1 Swat suits, the ones from the
SWAT crate in cargo.
Settlers are vulnerable to tackles, much like their dwarf cousins.
They're also just as bad at tackles.
Security lockers come with gripper gloves, and the sec vendor has 5 sets
of gripper gloves as standard items. They also have a +1 skill bonus.
This should encourage people to use tackling a bit more without having
to always seek out the best gear to accomplish the task. (particularly
since security is inherently pretty good at tackling with the outcome
changes).
The HoS gets a pair of gorilla gloves in his garment bag. If he wants
them.
The shove slowdown is now a new status effect, Staggered. This is just
better functionality overall. Any instance of adding the shove slowdown
now makes our target staggered.
## Why It's Good For The Game
Tackling is a bit outdated, to say the least. Not much content has been
added for a while that isn't strictly meme content. With these changes,
tackling should be slightly more nuanced, considering elements such as
unarmed effectiveness, the presence of martial arts, and actually
properly checking block rather than notionally checking block. There is
also more opportunity to protect yourself from tackle outcomes, both
positive and negative.
It also should be a little fairer to be on the receiving end of tackles
if you have taken the time to layer up defenses against it. Attackers
often overwhelmed defenders due to numbers favoring attackers more than
defenders.
Closes some really outdated design that was resulting in some really
bizarre behaviour with regards to layered defenses against attack not
having the same meaning against tackles, if only because it was looking
for the wrong things and not even the correct parts of what it was
looking for. Namely, blocking and shielding.
The inclusion of more gripper gloves and a good outcome from using them
will hopefully incentivize people to consider tacking as a useful tool,
if a bit risky still due to the splat mechanics.
## Changelog
🆑
balance: Judo Joe, archnemesis of Maint Khan, has begun re-airing his
midnight infomercials shilling his extremely expensive Tackle Supreme
Judo Karate Training video tapes. Unable to pass up a 'bargain',
Nanotrasen has purchased these tapes en masse. Tackling techniques have
started to improve, as well as Nanotrasen's tackling instructional
algorithms within tackle gloves.
balance: The outcomes for tackling are more equalized. It isn't as feast
or famine, and should be somewhat more controllable without becoming too
severe.
add: Blocking successfully against a tackle will force the tackle to be
a neutral outcome.
add: Unarmed effectiveness from arms now contributes to attacking with
and defending from tackles.
add: Those who refuse to use firearms (like Sleeping Carp users and
insane unholy berzerkers) are better at tackling others.
add: Riot specialized armor, and not just riot armor, now contributes
meaningfully to tackling effectiveness.
balance: MK.1 Swat Suits, the ones that come in SWAT crates, now
functions similarly to riot armor.
add: Settlers from the outer rims have noticed they aren't very good at
protecting themselves against Judo Joe's clearly discriminatory tackling
techniques.
add: Security lockers come with gripper gloves, security vendors now
sell them as standard items, and the HoS' garment bag now has a pair of
gorilla gloves. Gripper gloves have a positive skill bonus to tackling.
add: Being insane also makes you INSANELY good at tackling but also
INSANELY likely to eat shit on a whiff. DO OR DIE, BITCH.
refactor: Shoving slowdown and all its implementations now use a status
effect, Staggered.
/🆑
* oh yeah oh woag
* maybe we can make uncommon into that
* gunnenshooter
* hard work work
* just now realised i forgot inhands
* inhands and worn
* soundsmith tf2
* does the rifles
* puts some of the pistol suppressor images in
* awawawa
* shotgun override apparently
* pistola
* grendae launcher
* dont forget the evil one too
* yeah lets fix that
* oops
* now lets see what kind of errors compiling gives us
* should hopefully be all the compile errors
* i understand morbius now
* surely it will work now
* fixes shrapnel grenades runtiming
* also fixed grenade rangefinding
* how'd I mess thta up
* fixes various issues
* granata!!!
* haha surely this will gow ell
* should fix the grendades for real
* opening this pr then dropping dead
* uhhh fixes some stuff i think?
* armory stuff
* random mapping things pt 2
* blehh :3
* fixes it forever and ever
* whar??
* turns out that needs a tweak
* curious
* that'll work 4 sure now
* fixes vr
* come on over wont you sway with me
* mhm yup
* should hopefully be all that's it?
* missing icons
* makes the rifle more expensive
* makes the smg a little less awful feeling
* dollar store suppressors, just a week away
* mmsmrmmrsgg
* lets the shotguns actually be sawn off
* the propaganda
* hey thats important
* sprite error (comical)
* gives the casings custom materials for printing
* i love code ordering
* 'lets just be safe' ifies the weight classes of mags and ammo boxes
* reworks the sol defense selection a bit
* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* act three
* defines
* undefine
* restores the clothing
* some stuff part 3
* fixes the outfit guns not existing
* adjusts firerates and grenade launcher sprites
* fixes .35 sol revolvers??
* slightly un-nerfs the rifle firing rates
* makes the revolver jus tuse the normal sound
* makes the pistol case the right path
* its a machinegun!
* slight little tiny tweaks
* british weather service
* puts the blueshield gun box in their locker
* makes rifle less lethals a bit more normal
* slightly changes the smg burst and firerate
* the pepperball had raygun
* pepperball caliber
* forgot to push the include
* i love testmerges
* revolver sillies
* makes the kiboko's examine_more not just the rifle's
* smallens the eland and enlargens the cost of the kiboko
* lets change the machinegun a bit too why not
* gfl larp (real)
* fixes modular armory templates
* lets cases be ordered dont worry about the other stuff
* makes the takbok say its from the right company
* makes sawn off shotgun suppressors visibile
* those aren't used at all
* tweaks some of the rifle sprites
* shortens the shotgun a bit
* puts the pixel shifting out of initialize to make certain things work b
* granata!!!1!!!
* large number of weapon and ammo tweaks
* windup autofire seems broken somehow?
* fixes the inhands
* outfit sanity
* .40 armor piercing ammo box name correction
* removes var that doesnt exist anymore
* .40 armor piercing rework
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Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* go go gadget hat (#78293)
## About The Pull Request
adds a hat that you can say a phrase for it to put something in your hands
* go go gadget hat
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Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
## About The Pull Request
This pr seeks to re-add the compact shotgun (slightly buffed with 1 more
ammo) and buff up its larger brother the combat shotgun (with 2 more
ammo.)
## Why It's Good For The Game
With the recent laser buffs, there is a real possibility for the compact
shotgun to return as a unique weapon to make the HOS slightly more
powerful. I am aware that it was a warden's weapon previously but the
HoS doesn't really have many fun toys to play with. The warden already
has crav maga (100x cooler than the laser) so giving this beast to the
HOS could help make it a more attractive and powerful head to play.
(Given 1 extra shot to keep up with the crazy lasers nowadays.)
In regards to the slight combat shotgun buff. The gun itself is ass,
it's barely ever used and the riot shotgun is superior because you can
actually put it in your armour slot. The hope is that this buff will
make people actually use it because it carries a lot of shots now so the
viability may increase.
## Changelog
🆑
add: Added compact shotgun to the hos locker
add: Added compact shotgun as a traitor objective
balance: gives the compact shotgun 1 extra shot
/🆑
## About The Pull Request
Removes the extra normal armor vests(the one without the red stripe)
from security lockers, In exchange i added 3 of them to the clothing
vendor incase any officers want stripeless vests.
## Why It's Good For The Game
On most standard stations theres 6-8 Security officer lockers, Which
have 2 vests in each seperate locker which is alot for just a gear
locker it would sum around 12-16 vests and this is not counting the 4
departmental lockers which would add another 8 vests to the number this
ridicilous amount of vests isn't really needed since security officers
already start with a vest so most of the time its just 20-22 vests
sitting to be unused.
## Changelog
🆑
balance: Removes standard vest from all security lockers and adds 3 of
them to the security wardrobe.
/🆑
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Co-authored-by: san7890 <the@san7890.com>
* Removes excess ID boxes from the HoP's office and adds silver IDs to their locker. (#76448)
## About The Pull Request
Every ID, silver ID, and PDA box has been removed from the maps. You can
now only find ID boxes on the HoP's locker and PDAs must be bought from
the tech vendor. Said locker also had two instances of ID boxes, so i've
swapped one of them for the silver ID box
## Why It's Good For The Game
tram had, in total, 5 ID boxes. That's *35 IDs in total.* No one is ever
gonna lose that much, and having 7 is more than enough. If a situation
happens where you somehow need more, you can still buy it on the tech
vendor AND on cargo. I realized how many boxes the HoP had on the other
PR
## Changelog
🆑
del: Removed excess ID boxes on HoP's office
/🆑
* Removes excess ID boxes from the HoP's office and adds silver IDs to their locker.
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Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>