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mayfools
68
Commits
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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3fd1a2008f |
Laser Gun Update: Second Pass to Fix Lore and Tweak Grammar (#94438)
## About The Pull Request Touches up laser guns' lore a bit and makes them actually add an examine_lore component for every non-base laser gun, because the component wasn't being added due to a return for every non-basic laser type. Adjusts the laser guns so they're all Type [number]/[variant], so the previous `Type 5C laser pistol` is now the `Type 5/C laser pistol`, the `Type 5R laser carbine` is now the `Type 5/R laser carbine`, the `Type 5A laser assault rifle` is now the `Type 5/A laser assault rifle`, as to denote a more obvious separation between the base iteration/version and the variant appending. ## Why It's Good For The Game The lore wasn't being added because of the component add being beyond the slapcrafting component check. The clear slash between base version and variant looks a little nicer to me. Lore grammar tweaks feel like they read a little better to me? The latter two are subjective. ## Changelog 🆑 fix: Non-base laser guns now attach their lore properly. spellcheck: Adjusted the names on the laser guns to have a slash between the numeric type/version and the variant... abbreviation? Letter? One of the two. spellcheck: Fixed some typos and adjusted the now-visible lore on the laser guns to read a little nicer, theoretically. Whether the grammar tweaks improved anything or not is subjective. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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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. /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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d76d2f5438 |
Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## 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> |
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e28e9fbdba | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 | ||
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e5d40d3cfe | Adds a golf cart to cargo (#92688) | ||
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b308ee9d78 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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c0f8e7bb5c |
Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request Gets, yet again, more granular with multiload capabilities, by introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with this can speed-load ammo boxes that are currently inside another gun, like revolver cylinders or internal magazines. To accomodate for this, the previous flag that covered this, `AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded magazines (e.g. internal magazines, including revolver cylinders). Also implements a base type for speedloaders, moving .38 and .357 speedloaders along with .310 stripper clips to this type, instead of being ammo boxes. Also features an UpdatePaths script for mappers, which is why there's so many files touched - repathing is a pain. Also also adds fancy types for ammo boxes, magazines, and speedloaders, which isn't particularly player-facing. Also also also makes the lionhunter ammo strip for the lionhunter rifle visually three rounds only instead of being perpetually half-full (or half-empty, depending on your pessimism). ## Why It's Good For The Game The hypothetical case of "ammo box that holds shotgun ammo" should probably... not... teleport as much of its ammo as possible into a tube-fed shotgun, but should probably still be okay at reloading magazines that actually go into shotguns. Or something. More relevant, reloading BR-38 magazines with speedloaders, while funny, probably also shouldn't be teleporting in six fresh rounds. ## Changelog 🆑 balance: General ammo boxes (not speedloaders, not stripper clips) can no longer multiload into currently loaded magazines (revolver cylinders, internal magazines). balance: Speedloaders are now a separate type from ammo boxes, and can only multiload into currently loaded magazines e.g. revolver cylinders. qol: Ammo boxes, magazines, and speedloaders now have fancier types for spawning in by admins. sprite: Lionhunter ammo clips are visually smaller now. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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b348b617a3 |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts: # README.md # code/__DEFINES/admin.dm # code/__DEFINES/melee.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/economy.dm # code/datums/components/crafting/crafting.dm # code/datums/elements/crusher_loot.dm # code/modules/antagonists/pirate/pirate_shuttle_equipment.dm # code/modules/clothing/suits/_suits.dm # code/modules/escape_menu/leave_body.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/mineral_scanner.dm # code/modules/mob/living/living.dm # code/modules/plumbing/plumbers/pill_press.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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61031f6cfb |
Skyrat gun removal (#3697)
## About The Pull Request HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll Ammo removals: IHDF Rubber (non-.38, non-shotgun, nukie ones stay since it'd require overrides. They were never purchasable to begin with.) Stardust Magnum Express .460 Rowland .457 Government MCR magazines .40 Sol Hornet's nest Gun removals: MCR's .457 revolver M4A5 .460 Rowland revolver CCK GP-7 R10 revolver Guns made inaccessible: NRI guns (including derringer, bobr, plasmas, Miecz) Sol35 (Tarkon, sol ERT, gateway, adminspawn) Sol40 (Tarkon, sol ERT, gateway, adminspawn) Trappiste caliber (wespe, some already adminspawn weapons) Turret adjustments: Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30 dmg every 1.5 seconds (old)) Stinger - 4.6x30mm instead of .35, matching damage Colonist - .45 added instead of sol40, matching damage Hoplite - Same as above Armoury: Armoury spawned MCRs replaced with laser guns and energy guns SMG's and rifles with WT If there would be a case with two separate spawns of a WT, the other is gone. Breaching shell boxes do not spawn in the armoury (they were capable of 1 shotting a dark mauler I wish I was kidding) Lathe: 9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm murphy magazine is. It fits in 9mm firing turrets and the murphy. ## Why It's Good For The Game Give me like a couple days and I'll fill this out. I doubt anyone who is already pro-skyrat-gun will change their mind but it's good to rationalize the decision regardless. Find this out as in lay it out on paper. EDIT 1: Adding the first part # Foreword This PR is a *draft*. That means a lot of things are subject to change, a lot of things can be disorganized and a lot of things will be done unoptimally. Going forwards, do keep in mind, the decision-making process behind "remove entirely" and "virtually remove" will not be dependant on us going forwards, as the decision on this matter requires maintainer input more than any other. Next, the delay. I simply am not a machine, neither are other people onboard this project. With different timezones, it was important to find what isn't working so I can relay it to people in working hours. Without further ado, ## The case of the ammo types and workbench The ammunitions workbench is a machine that provides ammunition into clips, refilling them. The ammunition workbench is also the source of a multitude of alternate ammunition types. It has with itself brought several issues that at least would warrant a rework or heavy adjustments: 1. Contraband ammunitions. There is no real reason that the entire security department, or even a single crewmember should be accessing phasic weapons in the form of printable ammotypes. The argument of "the pipegun having it" doesn't do it favours, as the way you get it is an 8% chance on crafting a junk round for a bulky gun and the only way to find out if you actually have it is checking each shell individually with a bandolier. 2. Complimentary with the removals. Most use cases for this machine are refilling the magazines you can order or get alongside your weapons. This collides with the protolathe, which sources most of our upstream-based ammunition instead. With the skyrat weapons gone, this machine becomes redundant. You may claim that it's still useful in saving on materials, where you would be right! However is it worth to have and maintain an entirely separate structure, with it's own mechanics, map placements, etc. to get a benefit equal to 1.6x more bang for the buck? At the end of the day, splitting ways of getting ammo across a single room for something so miniscule compared to the bloat it adds is pointless. # The weapons, why should they go, one by one. ### RomTech Flechette rifles Compared to a standard laser gun, which is in all means our baseline of ranged damage in ss13 - being the default armoury weapon, the default laser for turrets and default laser for mobs. Better yet, let's compare it to that and the default ballistic option that we have from TG. What turns out, is that not only is the romtech carbine faster at killing than the laser, but also rivals the WT with a split second of difference in ttk in the favour of the romtech. Let's assume it's human error and the WT is better TTK wise, just as an experiment. Clearly, there must be a tradeoff, somewhere, right? One that balances them all out to be equal weapons in the grand scale of things, contemporaries! Well, no, not really. Not even close. The carbine can be folded to fit in bags, that's one thing. The carbine has more ammo, that's another thing. Bursts are harder to dodge than series shots since they cover more perpendicular ground when attempting to dodge projectiles, as is staple for ss13 combat. Burst weapons are advantageous in applying more damage quicker, as you can see on the videos - and initial damage, an alpha strike, applies movement slowdown, ensuring future projectiles connect easier and the target cannot run. It might be a coincidence that the only /tg/ derived weapons that fire burst are adminspawn ERT or the Nukie weapons. But it doesn't end here, no, the RomTech's ammunition alone would warrant a complete overhaul if not a removal. **steel ball** <p> Takes 9 shots to stamcrit, deals mixed damage - further increasing the amount of slowdown applied, and not only is it MUCH faster at stamcritting than a disabler is, it also leaves the target with 70 damage. Over half their healthbar. Severely overtuned with little counterplay availible, alpha strike monster that is better at disabling than disablers and better at stopping people dead in their tracks than rifles, and if you look at our anti-stun, we have less than ever on antagonists with Adrenal implants gone, Adreanaline Glands reworked, etc, etc... </p> **Penetrator** NT's answer to armour! The penetrator has 60 AP and otherwise the same damage as the AP WT rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates it's predecessor whilst being orderable roundstart, and not only that, but it can fully ignore elite modsuits on nukeops. Not every mechanic has to have a counter, there's no direct counter to someone healing after a fight, there is no direct counter to having multiple shots, and there shouldn't be a full nullification of armour for such a low cost. There shouldn't be one for a crew that can mass produce these, ever. **Magnesium** Arguably fine, 12 firestacks per shot is still quite insane for a lower chance of friendly fire compared to original incediary hot turfs, **Ripper** Steel ball, but even worse. They don't embed a single time, ***this embeds every time***. It takes several seconds to take out. Actually, let's compare this gun's bullets to ninja stars. - 2 times the embed chance at 200 vs 100 - 8 times the jostle chance at 80 vs 10 - Comparable fall chance, at 1 vs 0 - More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage - More pain chance, at 70 vs 15 - Less pain modifier, at 2 vs 5 - Takes longer to take out, 5 seconds vs 3 - Jostling pain is the same ### One problem. There's three of those fired per burst, cannot be caught either. And the armour pen is the same. in conclusion, every aspect of this gun is unhealthy for the game, from it's gimmick, to it's execution, to it's stats, to it's ammo, to it's consistency, to it's firing mode, to it being able to be currently worn on sec belts along disablers - up to 4, if I remember correct. No reworks. It has to go. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Removed breaching slugs from crew (not to be confused with frangible. These ones 1 shot mechs) del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10 revolver, M4A5, and their associated ammo types. del: Removed ammunition types: IHDF, rubber variants excluding .38/shotgun/nukie, stardust, magnum, express, hornet's nest del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr, derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible to crew, kept for ERT/Gateway/Flavour/Admin reasons balance: Turrets which use a removed calibre have been adjusted into either that of the WT's, Ceres (still printable) or 9mm. balance: WT's replace missing sindanos across armouries, laser guns and eguns replace the missing MCR's. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> |
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75ed68aaac |
Laser Carbine and Disabler SMG as Goodies in Cargo and energy/laser cargo crates rebalance (#92656)
## About The Pull Request Adds Laser Carbine and Disabler SMG Single-Packs. Laser Carbine Single-Pack costing 800 credits and Disabler SMG costing 600 credits. Moved Laser Guns crate from security category to armory category. Added 3rd Energy Gun to Energy Guns crate. Added 3rd BR gun to BR crate and 2 more magazines making it 6 (2 for each gun). This should bring gun crates to nice standardization of 3 guns in crate. ## Why It's Good For The Game Standardization improves logistic and makes it easier for brain. (Standardization of guns inside of crates) Laser guns being in armory category together with rest of the gun crates makes looking for guns to order less confusing. More goodies to choose from, able to buy non lethal SMG I think is needed too. Especially with all lethal option in Goodies. ## Changelog 🆑 add: Added Disabler SMG Single-Pack add: Added Laser Carbine Sigle-Pack balance: Moved Laser Guns crate from security to armory category in cargo balance: Increased amount of Energy Guns to 3 in Energy Guns crate balance: Increased amount of NT BR to 3 and magazines to 6 in NT BR crate /🆑 |
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92e6961777 |
Horse plushie :) (#91229)
## About The Pull Request Adds horse and unicorn plushies. Available from cargo, plus horse plushie is available as a loadout option.  ## Why It's Good For The Game Horses are the original sports car. They're like big dogs you can ride. They're like motorcycles that love you back. We have horses to thank for pulling our ambulances and fire trucks before engines were invented. God I fucking love horses. Unicorns are okay. ## Changelog 🆑 add: horse and unicorn plushies /🆑 |
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e38cebfc96 |
Horse plushie :) (#91229)
## About The Pull Request Adds horse and unicorn plushies. Available from cargo, plus horse plushie is available as a loadout option.  ## Why It's Good For The Game Horses are the original sports car. They're like big dogs you can ride. They're like motorcycles that love you back. We have horses to thank for pulling our ambulances and fire trucks before engines were invented. God I fucking love horses. Unicorns are okay. ## Changelog 🆑 add: horse and unicorn plushies /🆑 |
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e4c130958d |
Adds missing aquarium props box to goodies and games vending machine. (#90030)
## About The Pull Request Title. At some point, they've become unobtainable, likely because they were only found in the now removed aquarium construction kit cargo pack. ## Why It's Good For The Game This fixes #89713. ## Changelog 🆑 fix: Adds missing aquarium props box to goodies and games vending machine. /🆑 |
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5624a33c26 |
Adds a unit test for Cargo Crates to prevent infinite credit oversights. (#89023)
## About The Pull Request I was kinda shocked that we didn't have something for this considering that it's an unspoken rule of cargo to check that a crate does not sell back for more than it's price and that the one comment saying to do so has been doing some heavy lifting for the last 12 years. I'm a novice when it comes to unit testing specifically so hopefully the smoothing out that needs to be done should be fairly quick. *Edit (2/22/25):* The following changes were also made in order to allow for this unit test to work smoothly: Exports now have a market define added to them, as the purpose of this unit test is to test exports that occur on the station, bought from supply and then sold back to supply. As such, these market defines exclude exports specific to pirates (since the cargo shuttle cannot sell living mobs back, preventing you from making 10k per parrot crate.). I've also added the `abstract` variable to some export datums, to signify that a given export is either variable, or not meant to be compared against the value of it's own container, such as with gas canister's base export value as their export datums are generated dynamically. (The subtypes are not abstract, however.) The verb, `/mob/living/verb/tally_physical_credits()` has been changed to `/mob/living/proc/tally_physical_credits()`, because that's my B and does effect some economy back end but it's a one line fix so I just absent-mindedly fixed it here instead of atomizing it out. I can one-line it otherwise. Mulebots now no longer runtime on spawn as they set their own to their own `get_turf` as opposed to pulling their `loc`. A few supply packs have had their prices bumped up slightly to actually pass the test itself: * `/datum/supply_pack/misc/candles_bulk` * `/datum/supply_pack/security/armor` * `/datum/supply_pack/security/helmets` * `/datum/supply_pack/security/baton` ## Why It's Good For The Game Prevents future infinite credit bugs that could have been missed by simply checking the sale value in game. ## Changelog 🆑 fix: To prevent infinite sales issues, security helmets, armors, and batons packs now all cost 600 credits, up from 400. fix: Candle packs now cost 400 credits, up from 300, and candles now sell for 12.25 cr each. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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eb2796831b |
[MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request Currently patches are a subtype of pills, and while they have the ``dissolveable`` var set to FALSE, barely anything checks it (because people don't expect patches to be pills in disguise) so we end up patches being dissolveable and implantable, which is far from ideal. Both have been moved into an ``/obj/item/reagent_containers/applicator`` class, which handles their common logic and helps handling cases where either one fits. As for gameplay changes: * Pills no longer dissolve instantly, instead adding their contents to your stomach after 3 seconds (by default). You can increase the timer by dropping sugar onto them to thicken their coating, 1s per 1u applied, up to a full minute. Coating can also be dissolved with water, similarly -1s per 1u applied. Pills with no coating will work like before. * Patches now only take half as long to apply (1.5s), but also slowly trickle in their reagents instead of instantly applying all of them. This is done via embedding so you could theoretically (if you get lucky) stick a ranged patch at someone, although they are rather quick to rip off. The implementation and idea itself are separate, but the idea for having a visual display has been taken from https://github.com/Monkestation/Monkestation2.0/pull/2558.  * In order to support the new pill mechanics, stomachs have received contents. Pills and items that you accidentally swallow now go into your stomach instead of your chest cavity, and may damage it if they're sharp, requiring having them surgically cut out (cut the stomach open with a scalpel, then cauterize it to mend the incision). Or maybe you can get a bacchus's blessing, or a geneticist hulk to gut punch you, that may also work. Alien devour ability also uses this system now. If you get a critical slashing wound on your chest contents of your cut apart stomach (if a surgeon forgot to mend it, or if you ate too much glass shard for breakfast) may fall out. However, spacemen with the strong stomach trait can eat as much glass cereal as they want. Pill duration can also be chosen in ChemMaster when you have a pill selected, 0 to 30 seconds.  ## Why It's Good For The Game Patches and pills are extremely similar in their implemenation, former being a worse version of sprays and pills, with only change being that pills cannot be applied through helmets while patches and sprays ignore both. This change makes them useful for separate cases, and allows reenactment of some classic... movie, scenes, with the pill change. As for stomach contents, this was probably the sanest way of implementing pill handling, and everything else (item swallowing and cutting stomachs open to remove a cyanide pill someone ate before it dissolves) kind of snowballed from there. I pray to whatever gods that are out there that this won't have some extremely absurd and cursed interactions (it probably will). ## Changelog 🆑 add: Instead of dissolving instantly, pills now activate after 4 seconds. This timer can be increased by using a dropper filled with sugar on them, 1s added per 1u dropped. add: Patches now stick to you and slowly bleed their reagents, instead of being strictly inferior to both pills and sprays. add: Items that you accidentally swallow now go into your stomach contents. refactor: Patches are no longer considered pills by the game refactor: All stomachs now have contents, instead of it being exclusive to aliens. You can cut open a stomach to empty it with a scalpel, and mend an existing incision with a cautery. /🆑 |
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cbc3350224 |
Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request This incredibly detailed PR adds the ability to construct custom shuttles, which function similarly to whiteships. To construct a custom shuttle, you need the following items: - Shuttle frame rods These rods can be hand-crafted by using 5 rods on 1 sheet of titanium, or printed at a sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. Lattices built with these rods, and catwalks/floors built on top of these lattices, are valid for shuttle construction. - Shuttle engines Did you know shuttle engines have boards that weren't normally obtainable? Well the board for one specific engine type is now available from the sci/engi/cargo lathe after researching Shuttle Engineering. Of course, the old options remain. You can steal engines from other shuttles, including escape pods (it's not like engines are strictly necessary for *those* shuttles anyways). Alternatively, the shuttle engine supply pack is no longer locked behind the purchase of the BYOS. - Flight Control & Navigation Console boards These boards are printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. If built on a custom shuttle, it will automatically link to it, unless the shuttle already has such a console. If built on a turf that is valid for custom shuttle construction, it will automatically link to any shuttle constructed from or expanded with that turf. - Shuttle blueprints Standard shuttle blueprints can be printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. A cyborg upgrade granting access to a shuttle blueprint database can be printed at the exofab after researching the aforementioned node. Crude shuttle blueprints can be crafted by hand with a sheet of paper and either a rainbow crayon or 10 uses of a blue crayon or spraycan. If Science won't research the tech, you can also buy a goody pack containing a flight control board, a docker board, two engine boards, and a set of shuttle blueprints for 1200 credits, if you have aux base access. A shuttle can be constructed atop any continuous region of turfs containing a shuttle rod lattice or a catwalk/tile built upon such. Currently, this region cannot intersect any area other than space, lavaland, the icemoon, or the station asteroid. Preexisting custom areas can be included in the construction of the shuttle, but only if every turf in the custom area is valid for shuttle construction. In the shuttle blueprint UI, you can toggle a visualizer to display which turfs fulfill all of the aforementioned conditions. The following video goes through the basic process of shuttle construction. https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee The blueprint used to construct the shuttle will be its master blueprint. The master blueprint can be copied to other blank shuttle blueprints (or to engiborgs with the shuttle database upgrade), and allows the holder to perform a christening ritual on the shuttle to rename it. If a shuttle's master blueprint ceases to exist, a blank blueprint can be linked to the shuttle to become the new master blueprint, or an existing blueprint associated with that shuttle can be promoted to the master blueprint. Once constructed, the following options are available from the blueprint UI to modify it: - Create Area Convert a continuous open area of the shuttle into a new area with the name written in the above text input. This operates very similarly to regular area construction. - Rename Area Change the name of the area you're currently in to the name written in the above text input. - Expand Area Add a continuous open area of the shuttle to the neighboring area selected from the dropdown to the left. This operates like regular area expansion. - Expand Shuttle Expand a shuttle with valid frame turfs as defined above. These turfs must be physically connected to the shuttle. - Remove Area Remove an area, giving its tiles to the default shuttle area. - Cleanup Empty Space (implemented after the above video was recorded) Removes all completely empty turfs from the shuttle. If all the turfs in one of the shuttle's areas were removed, that area is deleted. If absolutely no turfs of the shuttle remain, the shuttle itself is deleted. Due to the ability for this action to delete the shuttle, only the master blueprint can do it. As mentioned above, the shuttle's master blueprint can be used to christen its associated shuttle. To do this, fill a glass drink bottle with some amount of reagents, then hit it against one of the shuttle's walls from outside while holding the master blueprint. You will be prompted to enter a new name for the shuttle. The variety of things that can happen while inputting a new name can cause the christening rite to fail in one of several humorous ways. ### Optional (Unless specifically requested by a maintainer) Todo's - [x] A way for shuttle circuits to be obtainable without techweb nodes - [x] A more convenient way to carry around shuttle engines or the means to deploy them - [ ] A shuttle construction guide available as a reference book - [ ] Allow boards to be linked to shuttles before construction so they can be used outside the shuttle ## Why It's Good For The Game Shuttles have been part of the sandbox for an incredibly long time, but their limited accessibility has rendered them the exclusive territory of lucky space explorers or the few antagonists who get one off the bat (nukies and pirates). Giving players the means to construct shuttles to their liking opens up a variety of possibilities for gimmicks for antags and non-antags alike. Besides the applications for antaggery and crew-sided gimmicks, this provides side content for several departments to engage with during the relatively-frequent periods of time where they have little else to do as part of their intended roles. With respect to engineering, if the station isn't actively being damaged, the supermatter is in perfect working order, and nobody is clamoring for machine upgrades, engineers have little else to resort to other than construction projects. While the BSA station goal provides an incentive for engineers to construct dedicated rooms for the cannon, it will not necessarily be available every round. Custom shuttles not only provide such a construction project to pursue, but provide the rare opportunity, as well as a very good reason, to set up an independent power network, complete with its own power source. While atmos techs have a lot to do with gas mixing and the crystallizer, they rarely get the opportunity to set up working life support systems outside of repairing the ones that get blown up. Custom shuttles will frequently start with no air, and unless the design settled upon is an open floor plan, it will have several independent chambers that cannot so easily be profused with a proper airmix by just opening a canister. Furthermore, if the air in a custom shuttle gets messed up, a proper scrubber and distro network is a significantly less tedious method of rectifying the problem than cleaning the air manually with portable scrubbers and pumps. Scientists, it can be argued, with their access to RPDs through ordnance, have similar opportunities to atmos techs, even though the act in and of itself is not exactly part of their duties. But compared to the other job content they could be working with after they've completed most of their gameplay loop, custom shuttle construction is a substantially more active endeavor. And I know how much people complain about late-game science content just being sitting around at a console and making gamer gear. Roboticists can have a part to play in this too. They can put their mech RCDs to a use other than 2D topdown Fortnite, and with the shuttle database upgrade, they can help interested cyborgs get in on the action. Cargo is yet another department known for having significant amounts of downtime during a considerable number of rounds. If every other department has gone through their initial rounds of departmental orders, and there isn't an active need for cargo to order lots of one thing or another, cargo techs have little to do besides mail (at least on the days where there **is** mail to deliver). Usually, if cargo techs do, in fact, do something as a department when not presented with more pressing duties, they order guns and other contraband. As funny as this is, there's not a lot of variety in how this behavior manifests. With custom shuttles, cargo can use their free time to plan, and execute, a unique collective expression of design sensibilities, not limited by the size and shape constraints of the cargo bay itself. ## Changelog 🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR inspired the implementation of these changes) add: Shuttle blueprints, the tool used to construct and modify custom shuttles. Print a set at a science, engineering, or cargo techfab after researching Shuttle Engineering, or craft a crude set from the crafting menu. add: Shuttle blueprint database upgrade for engineering cyborgs, printable from the Exosuit Fabricator after researching Shuttle Engineering. A version of shuttle blueprints designed for use by cyborgs. add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft by using 5 rods on 1 titanium sheet, or by printing them at a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Custom shuttle flight control and navigation boards, printable from a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Shuttle engine boards can be printed from a science, engineering, or cargo techfab after researching shuttle engineering. add: The shuttle engine supply pack is no longer locked behind the purchase of the Build Your Own Shuttle kit. add: Shuttle Construction Starter Kit goodie pack, containing a set of shuttle blueprints, flight control and navigation console boards, and two engine boards, can be purchased from cargo for 1200 credits. Requires aux base access to purchase. refactor: Shuttles now keep track of what areas are underneath each of their individual turfs, so that the areas left behind on movement are consistent with what they were beforehand. refactor: Shuttle ceilings now place themselves down as baseturfs, instead of only appearing if the turf above is open space. /🆑 --------- Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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f16b3279ca |
Cleanup supply packs contents (#89342)
## About The Pull Request fix image display in `NT IRN` PDA app <details> <summary> Images present! </summary>  </details> ## Why It's Good For The Game Bug fixes good ## Changelog 🆑 fix: fix image display in `NT IRN` PDA app for preview and contents /🆑 |
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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20f14a4efd |
Adds goodie purchasable pet mice and code update to pet carriers. (#89134)
## About The Pull Request Nothing super crazy here, I've added a new goodie item (For **75 credits** as a private purchase), a smaller variant of the pet carrier that is pre-loaded with a single mouse already. So that should be good to g- Okay so, it turns out that pet carriers have some open issues, such as that pet carriers at base were made to be GAGS, but subtypes of pet carriers as a result can generate empty icon_states due to not all following the new GAGS template. And as a result the exodrone loot carrier was also broken, so we added some new states to make that work. And then I updated a bunch of comments within the pet carrier file because they needed auto-docs. And then I added contextual screentips, because we're living in 2025 now, and I love me some useful screentips since I had no gosh darn idea how to use pet carriers in the first place!  ## Why It's Good For The Game Overall, a nice code cleanup for pet carriers. Screentips aid readability for use in-game, comments improve maintainability, and we resolved a niche bug on a reward item. As for why adding mice to the goodies menu is useful, there are multiple ways to use mice in-game, including breeding more mice, regal rat farming, cytology, cooking ingredients, etc. At a certain population, it's very easy to actually run *out* of mice through chewing on wires or similar, and this is a simple addition to prevent that. Plus, economy content. ## Changelog 🆑 add: You can now purchase pet mice as a cargo goodie. qol: Pet carriers now have contextual screentips. fix: The biopod pet carrier now doesn't randomly turn invisible. /🆑 |
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e9471b00b0 |
Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request A repeat of the first half of https://github.com/tgstation/tgstation/pull/86853 The NT BR-38 Battle Rifle is a semi-automatic railgun...marksman...carbine...rifle...thingy that uses .38 ammunition and is magazine fed from a 15 round magazine. It comes with a scope, and is bulky.  Sprites by OrcaCora. ### Some of its features The gun shoots at a higher than normal velocity for .38. This means it hits harder (30 damage compared to the standard 25), and flies faster through the air. The gun, however, suffers from degradation as it is used. It has a 10 shot buffer before suffering degradation. After the 10 shot buffer, it has a 10% chance each shot to increase in degradation stage. From stage 1 to stage 5 (the maximum stage), it begins to lose fire rate and projectile flight speed. To recalibrate the gun, you can do one of two things; A) Use a multitool on the gun. This completely resets the gun, but its pretty slow. B) Insert it into a weapon recharger to recharge its buffer and reduce its degradation stages. ### Some of its downsides The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades and loses any buffer it has. While EMP'd, there is a 75% chance it doesn't fire when you pull the trigger. This is also true if the gun has hit maximum degradation. Keep your guns in good shape. It can be emagged. While emagged, the gun has increased damage (40 for standard ammunition), but once it hits maximum degradation, it immediately begins to catastrophically fail. It also degrades significantly faster while emagged. There is no way to reverse this effect, and the explosion is extremely lethal. ### Where can I find it? What about ammo? You can purchase the gun from cargo at a significant premium, as well as some additional magazines of some basic ammo types. There is exactly one of these in the armory, and you can print more magazines from the security protolathe. As research progresses, you can print different, specialized ammunition for the rifle. (and also the detective .38 revolver, obviously) ### New .38 ammunition types True Strike bounces accurately between targets, but deals significantly less damage than other ammo types (15 base, 18 in this rifle). It is printed once the station gets Exotic Ammo. ## Why It's Good For The Game This is a followup on my previous PR, where I tested this weapon and gathered a whole bunch of feedback on it. Most people quite liked it. but had some concerns that I feel this addresses. Much of the justifications given there apply here. Obviously ignoring anything to do with the combat shotgun removal. Some stuff obviously has not come back from the original test. Notably, the TRAC changes were probably a little too powerful. As much as I liked a default entirely nonlethal ammunition type, TRAC itself is better left as a late research goal. In addition, I moved the explosion part to an emag effect. It's funny, and lends itself to the original intention of the weapon; a callback to the WT-550 incident. But it isn't a standard part of the guns mechanics. |
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6386b6c706 | [NO GBP] You can now use fish feed cans on aquariums while the control panel is open. (#87761) | ||
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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7fcfc9dc1c |
Fishing toolboxes (and maint) now come with a paper slip containing fishing-related tips. (#85279)
## About The Pull Request Fishing is full of stuff that goes under the radar with little visibility and the [wiki page](https://tgstation13.org/wiki/Fishing) is outdated as fuck (look at all those ugly old codersprites oh my goodness). I don't want to shove tip of the rounds for something so niche but a few tips inside the fishing toolboxes people get sometimes, as well as maintenance shouldn't hurt. This PR is for currently a draft until the other PRs are in. Many of the tips refer to stuff that hasn't been merged yet. ## Why It's Good For The Game I cannot trust the wiki contributors to do a good job at it nor keep up with the continuous changes I do. Also these might help players sometimes. ## Changelog 🆑 add: Fishing toolboxes (and occasionally maintenance) now come with a paper slip containing fishing-related tips. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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bd31edf6fe |
adds a single pack of experimental medication as a cargo goodie (#85479)
## About The Pull Request title above. ## Why It's Good For The Game allows people with hereditary manifold sickness to purchase a single pack of big pharma endorsed overpriced medicine. edit: the 2 pack cargo crate has been increased to 600 credits, to better reflect the goodie case price and because companies taking advantage of people with medical conditions is soul ## Changelog 🆑 add: big pharma now supplies a single pack of experimental medication as an easy to access (albeit expensive) cargo goodie! balance: price for the cargo crate with 2 pill bottles of experimental medication has been increased to 600 to better reflect the goodie case price. /🆑 --------- Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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854efc7ace |
Emergency climbing hooks now spawn in emergency boxes if the station has multi-z level. (#85273)
## About The Pull Request Emergency climbing hooks now spawn in emergency boxes not only on Icebox, but also on Northstar and Tram. ## Why It's Good For The Game Firstly, I think it's funny to see some assistant just casually climbing up from the -1 floor on the sideways of tram, when he fell out of it. Secondly, trying to get somewhere when the Northstar or Tram got blown up multiple times is an absolute nightmare if you have no good flashlight, or something similar. ## Changelog 🆑 add: Emergency climbing hooks now spawn in emergency boxes on all of the multi-z level stations. /🆑 |
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77e739af35 |
Cargo goodies section typo fix (#83245)
## About The Pull Request Fixes some typos in the Cargo goodies section and makes the item names a bit more consistent ## Why It's Good For The Game typos bad ## Changelog 🆑 spellcheck: Fixes some typos in the goodies section and makes it look a bit more consistent. /🆑 |
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5f7e7c21a4 |
Implements orderable fish food. (#82118)
## About The Pull Request Most stations now have aquarium kits ready in service, I thought this was super fucking neat but realized 'oh no food, fishy die quickly'. To amend that I've added an orderable fish food crate to synergize with the free aquarium kit. ## Why It's Good For The Game Ordering a whole now aquarium kit for the fish food is silly. ## Changelog 🆑 qol: Fishfood is now more easily acquired through cargo /🆑 |
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76a3b8116e |
You can now buy double barrel shotgun from the goodie section (#81897)
For the absurd price of 1,800 credits, and a weapon permit, the double barrel shotgun can be yours! |
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f8dcbe06be |
"Freshness Jars full of Natural Bait" is now a goodie and costs 200 instead of 2000 (#81555)
## About The Pull Request All other fishing-related packs (fishes are considered livestock) are goodies, and none of them costs anywhere this much. ## Why It's Good For The Game That's some overpriced jar of ~~kronkaine pills (1u)~~ fishing baits. ## Changelog 🆑 balance: "Freshness Jars full of Natural Bait" is now a goodie and costs 200 credits instead of 2000 /🆑 |
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2b5486359e |
Valentines Day Rework (Better Late Than Never) (#81499)
## About The Pull Request Big changes: - Participation is Valentines day requires consent, as consent is important. - When the event triggers, all valid players are automatically signed up to get a random date. However if you're uninterested, you can opt out of getting a date. - This uses the same system as ghost role polling, so it's a non-obstrusive screen alert + chat box entry. - AIs are now given a zeroth law to protect their date. - This does not override existing zeroth laws (for malf ais). - This zeroth is law is worded in a way such that they are not effectively malf AIs. Their other laws still apply, but not for situations pertaining to their date. - Cyborgs are desynced from AIs and are given similar zeroth laws to protect their date.  Small changes: - Valentines cards are now paper. Meaning you can write on them, stamp them, or yes, burn them. - Third wheeling is more codified than before. Third wheels get their own antag datum type. - The antag panel listing in roundend takes up significantly less room for each date. Additionally, dates are now paired up with each other. - Adds implementations for getting pronouns from mind datums.  ## Why It's Good For The Game It's 2024 and our Valentines day is sooo 2012. I'm a big fan of Valentines Day, personally - it gives me the opportunity to mess around with another player that I probably would not otherwise mess around with, getting into shenanigans I would not otherwise. But as the years have gone by it's gotten pretty lackluster. Some people like it as much as I do, but others ditch it entirely and ignore the objectives. And if you get paired with someone ignoring it, well, now you're out of luck! This is something I'm aiming to rectify by making it opt-in when it triggers rather than forced. All the people participating will be guaranteed to get someone who cares about the event as much, which makes it more fun. As for the silicon changes, there's been lots of confusion around silicons and their dates, so I thought I'd fix it here as well. Also, better late than never? ## Changelog 🆑 Melbert add: Valentines Day now polls all players for candidates when it triggers rather than forcing all players to be a Valentine. Consent is important. add: Valentine silicons now gain special laws pertaining to their date. qol: Valentines Cards are now paper, so you can write on them, stamp them, or burn them. qol: Valentine's roundend report no longer takes up a massive amount of space and also no longer sound so, so weird. /🆑 |
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fec7ccc6fd |
The Coupon Master PDA app (#80240)
## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click):  Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog 🆑 add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /🆑 <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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c66c815e8f |
Adds a mint condition clear PDA to the Goodies menu for 100,000 credits. (#80446)
## About The Pull Request Adds a mint condition clear PDA to the Goodies menu for 100,000 credits. ## Why It's Good For The Game Encourages crewmembers to hustle for that sweet, sweet mint condition in box clear PDA. ## Changelog 🆑 add: Adds a mint condition clear PDA to the Goodies menu for 100,000 credits. /🆑 |
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9ed4bd202d |
Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)
## About The Pull Request Added a reagent holder to aquarium tanks and some code to enable the fish to be automatically fed at selectable intervals of 1 minute to 7 (default 3). The holder can be accessed and filled by opening the control panel, and emptied with a plunger if necessary. Simple plumbing compatibility has been added as well, in case you think the 6 units of capacity of the reagent holder (enough to feed a fish 60 times) are not enough. The preset fishing tank starts with enough feed to keep its contents alive for 30 minutes. Beside that, I've fixed a small oversight with the fish analyzer goodie pack. It should cost 150, not 500. The fish catalog is now a goodie pack you can get as a goodie for dirt cheap (25 creds) and a subtype of `book/manual`, so there's a slim chance you may find it at the library or somewhere else. Fixed a small oversight inside the fish catalog. Mapped in a single aquarium kit for each station map, in the service hallway/storage room where the techfab and cargo consoles are also found. Aquarium kits are now compatible with slapcrafting. ## Why It's Good For The Game Aquariums require too much maintainance for a gimmick, and it's quite awful to see the fish inside preset aquariums die 5 minutes into the round. Also, you cannot get fish catalogs anywhere but from the aquarium kit crate, which costs 1k credits, though its pertinence with fishing goes beyond aquarium stuff. Lastiy, I think it's good to give the crew a free aquarium kit. The price of the supply pack is a bit out of reach for many, service could use a bit of fisciculture too (I may make it a service pack later, so that it can be ordered through the service console). ## Changelog 🆑 add: Aquariums now have a small internal reagent holder, accessible when the panel is open and used to automatically feed the fishes at selectable intervals, also compatible with plumbing. add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or rarely found at the library or maints. fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not 500. map: Added an aquarium kit to each station, found in the room where the service techfab and order console also are. qol: Aquarium kits are now compatible with slapcrafting (crafted by hitting them with the required material without opening the menu). balance: Moved the aquarium kit and fish supply packs from the "General" section to "Service" and "Livestock" respectively, meaning they can be ordered for free from the service orders console. /🆑 |
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0f46a1a12a |
fish analyzers can also be used to perform fish scanning experiments. (#78745)
## About The Pull Request I recently read of someone being confused that they couldn't use them to perform fish-related experiments, so I thought it would be a good idea to add that. Also, I've converted the related misc supply pack to a goodie one, like other fishing supplies. ## Why It's Good For The Game It makes sense, and a fair amount of players doesn't even know experiments exists until they play the scientist role a couple times. ## Changelog 🆑 add: Fish analyzers can now be used to perform fish scanning experiments. balance: They can now be singularly bought as a goodie pack for 125 cr each, instead of a crate of three for 500 cr. /🆑 |
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0b8f4dc9ce |
adds boxes of bandages, and bandages to go in them (#78406)
## About The Pull Request have you ever walked into medbay, picked up a suture, and asked yourself "how do i know how to stitch myself up?" do you long for the simplicity of a bandage that can be popped on, no thought required? well, look no further! now introducing, the DeForest First Aid Bandage!  each box of bandages holds five each, which are all one time use items. using one heals up to 25 brute damage from a single part of the body. boxes of bandages will drain much faster than sutures, and are much less precise for healing specific increments of damage, but heal more in exchange. they are also worse at stopping blood loss, but not completely useless for it. they can be found in a handful of places: (some) high value medkits in paramedic's pockets some medbay lobbies some cargo holds all sec infirmaries in goodies on the cargo console maint loot and nanomeds! i considered making these replace brute kits, but those are used in a lot of old references, so it felt a bit passe. so i made a new item that is a bit more balanced, so they can be mapped in and added to vendors without much worry. ## Why It's Good For The Game cute item, heals the people who wouldn't really be going into medbay anyways, and is fairly flavorful. if it's a bit too strong as is i can tweak the number, but the goal is to not be powerful enough to outshine sutures, while still offering somewhat effective healing for rough housing assistants and antags ## Changelog 🆑 add: adds boxes of bandages, a quick healing item /🆑 |
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feb4505f4c |
climbing hooks for multiz planetary maps (#78340)
## About The Pull Request https://github.com/tgstation/tgstation/assets/70376633/6c65925e-5276-41fb-8062-cafc2de94b2f allows you to climb up holes by clicking on tiles above the hole youre on examining the rope shows you your current binds for looking up emergency variant can be found in internals boxes on planetary maps that have multiz levels (2 uses) a better one can be bought from cargo for 250 credits (5 uses) syndies can buy a much much better one for 1TC or can be found in the nukie base personal lockers (10 uses) ## Why It's Good For The Game being fucked because you fell down a 1 tile hole in the dark and now youre in a 1x1 box of snow on the middle of nowhere sucks or falling down a hole and bam 30 watchers or falling down a hole and now youre completely lost and might have to weld your way into the station if youre lucky ## Changelog 🆑 add: climbing hooks that allow you to go up holes for multiz, found in internals boxes (on planetary maps), the uplink, cargo and nukie personal lockers /🆑 |
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d9c8bd9bae |
[READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots. |
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83205e7651 |
Various tweaks to cargo/bounties (#76982)
## About The Pull Request - Bounty pads now benefit from upgraded parts (microlaser and scanning module). When you pick a bounty that you can't complete, you normally have to wait 5 minutes to pick another. Each upgrade will reduce this time by 30 seconds, down to a minimum of 2 minutes. - Sunglasses can now be bought from cargo. They can be bought as a crate with one pair for 400 credits. Security access is needed to purchase it. - The gripper gloves single-pack has been changed into the gorilla-gloves single-pack. - Removed the shady jims bounty. - Previously, you could only screwdriver/crowbar bounty pads with right click, not left click. Most machines use left click, and the bounty pad does too now. ## Why It's Good For The Game - This now gives a reason to actually upgrade the bounty pad. It also mitigates situations where you are only offered bounties that are infeasible to complete; This happens a lot to cargo techs, as they can get most if not all bounties offered to them. - Much like insulated gloves, sunglasses are limited in supply and are desirable for both antags (flash protection) and nonantags (convenient welding protection, revolution protection). This allows sunglasses to be ordered from cargo. Ideally, this will lead to more interaction with cargo. - The gripper gloves single-pack costs 600 credits. Gripper gloves can already be bought from the sectech vendor, usually for less than that, and the vendor has 5 of them in stock so they almost never run out. There is very little reason to go to the hassle of ordering something from cargo when you could just buy from the sectech instead. By replacing the gripper gloves with gorilla gloves, there is now a reason to order from cargo instead. - The shady jims bounty has always been a bit of a noob trap, being an item that sounds common but is in reality rare contraband. However, the nerf of smuggler satchel spawns from 10 to 2 (#76621) was the final nail in the coffin. This bounty is just infeasibly hard to complete, and should be removed. - There is no reason for the bounty pad to use right click instead of left click, and consistency is generally good. ## Changelog 🆑 add: Bounty pads can now be upgraded, to reduce the time until you can pick a new bounty add: Sunglasses can now be bought from cargo if you have security access. balance: Gripper gloves single-pack is now gorilla gloves singlepack del: Removed shady jims bounty qol: Bounty pads can now be screwdrivered/crowbarred with left click like every other machine /🆑 |
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064c8893bf |
Removes language encryption keys (#76309)
## About The Pull Request We want languages to be special to species, these devalue that and make them far too common. The listen only thing does this especially badly. I'm sorry arcane I know it's good for cargo but this vibes horrible and we shouldn't have it ## Why It's Good For The Game You should be able to talk privately via language with minimal snoopage ## Changelog 🆑 del: Removed language encryption keys from cargo, s bad for species talking among each other, a thing we want them to do /🆑 |
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3396d13ed5 |
Adds shark plushie, removes pickle Rick plushie (#76206)
## About The Pull Request Come on, look at it. It's adorable.   Sprites courtesy of INFRARED_BARON Available for purchase from Cargo as a goodie. Acts as a replacement for the pickle Rick plush which is going to Brazil where it belongs  ## Why It's Good For The Game Everyone needs a shark plushie. Happy pride! ## Changelog 🆑 add: Adds a shark plush, obtainable from Cargo for a nominal fee. del: Removed plush cucumber by popular request. Cucumber has been replaced by the shark plushie in arcade machines. /🆑 |
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35f0a93023 |
Purchasing weapon goodie packs require weapon permits, rather than actually being a head of security (includes other small changes) (#73044)
This makes it so that you need a weapon permit to be able to purchase and open weapon goodie packs. The only one that still needs armory access is combat shotguns. In addition: You can buy disablers and lasers as goodie packs. Disablers come with a holster to stow your gun in, and also allow a security officer the ability to stow two disablers in the holster if they choose to buy another. Energy holsters (what were just thermal holsters) can also store mini ebows because I just kind of forgot about them the first time around, oops! |
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583f65f28b |
Dogs become tamed when given bones (#72363)
## About The Pull Request Previous to this PR Ian (and any other dog) would swear allegiance and kill (or at least growl aggressively) in the name of anyone who clicked on them sufficiently with combat mode disabled, which is boring. Now instead Ian wants Jumbo Dog Bones. The HoP and Warden (as dog owners) both start with one of these mythical items which otherwise can be ordered from cargo if you want to get into a dog's heart, but they're not cheap. You can also use regular bones of the kind you may harvest from Lavaland animals or Skeleton crew members but these dogs are picky and so you have significantly less chance of success than if you buy the premium package. Jumbo Dog Bones also fully heal dogs, as a bonus. Additionally to this, I added functionality to the `tameable` component to allow it to not delete itself upon successful taming, to preserve Ian's ability to have more than one friend. Additionally to that, I split the "stop being friends if you attack me" behaviour into its own element rather than being part of the "start being friends if you pet me a lot" one, so he could also keep doing that. And finally I added a new signal `COMSIG_ATOM_AFTER_ATTACKEDBY` which is sent by an atom after an item attacks it (so if it manages to get through the attack chain and is probably actually being used for an attack) and registered to this in the `relay_attackers` element in place of `COMSIG_PARENT_ATTACKBY`. This means that dogs can now recognise that when you use a bone on them you are trying to feed them, not attack them. ## Why It's Good For The Game The loyalty of Ian and McGriff will now be most easily available to their owners rather than anyone with access to their office. ... which doesn't really effect very much, I just think spam-clicking Ian was boring as a solution and spending money is at least marginally better. Gives you something to spend money on if you want to befriend a dog, for instance if you're a mailperson or felinid who is tired of getting growled at by one. Or if you bought a dog from cargo. Removes some unintuitive edge cases where a mob might get mad at you doing something helpful to them. ## Changelog 🆑 balance: While Ian still enjoys being petted, his heart will now most closely belong to anyone who gives him an expensive luxury dog bone. code: Using an item which _can_ deal damage on a mob tracking hostile actions (such as a dog) won't automatically be considered to be a hostile action if you aren't actually hitting it with the item. /🆑 |
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e9cff525dc |
Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates (#71650)
## About The Pull Request ### Refactor Pirate gangs are now datumized for extendability, custom dialogue, etc. ### Psyker Gang 🧠 Psyker-gang Members are pirates who are... yes, Psykers. They're on a gore-binge and need some money for more hits of gore! - Gore autoinjectors, filled with dirty kronkaine. Don't overdose, you'll go splat. - Psykerboost armor, reactive armor that refreshes psychic abilities. Given to the leader. - [x] @Fikou is making the map :D ## Why It's Good For The Game God I fucking love variety also now we can add as many different pirates as we so desire <details> <summary>Spoiler warning</summary>  </details> ## Changelog 🆑 Tralezab code, Fikou's map, PigeonVerde and Halcyon for sprites! add: Psyker-gangers are new pirates refactor: refactored pirate code so we can add more in the future /🆑 Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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fccd833526 |
Fishing Odds Code Improvements and Rescue Hooks (#71415)
## About The Pull Request I wanted to try and implement an easier way for people to fish out corpses from chasms, as I heard many tales of people trying to fish others out of chasms and it taking over one IRL hour, with some cases where it would take over two hours. Obviously, that's not really interesting gameplay, and it doesn't really give people an incentive to fish, it just turns it into an annoyance that people won't want to do for fun. Now, we don't want that, do we? As such, I've created the rescue hook, a special fishing hook that can only be used in chasms (as that's currently the only place you can find people into), which will only be able to fish out duds, skeleton corpses, any mob that's fallen into a chasm and hasn't been rescued yet, or rarely, a hostile monster lurking below. It has, at the time of writing this, a weight of 5 (50 without bait, lower with bait) for duds and a weight of 30 for chasm detritus, which themselves have a 50% chance to be a random skeleton corpse, or a lobstrosity, and the remaining 50% chance of fishing out a mob that's fallen into a chasm. I'm open to tweaking these values if we think it's too easy or too hard, but it's still a rather expensive item, so I'd consider it quite fine the way it is myself, as it's still not risk-free. It's currently only obtainable through buying it from cargo in the goodies section, at a default price of 600 credits (making it SIGNIFICANTLY more expensive than the rest of the fishing content, and making it something that assistants will have to put some elbow grease into if they want to be able to afford it). As it stands currently, it can't be used to recover the fallen's belongings that weren't on their person (i.e., their crusher if they were holding it in hands), ~*but* I'm down to make that easier to fish out using, for instance, the magnet hook, while also making it incompatible with fishing out bodies, which would make it a nice way to recover those lost items without spending over an hour fishing for them, if that's something that maintainers would want.~ Maintainers did want it, and as such... The Magnetic hook is now the go-to hook to retrieve objects from chasms! Not only does it inherently do a much better job at fishing out non-fishes, it also has a lesser chance of retrieving random junk from chasms, and an even lower chance of fishing out lobstrosities! I also improved the code for the fishing weights calculation so that the hooks and the rods can have an effect on the odds of certain types of rewards more easily, with the option of offloading a more of what's currently being calculated on `fishing_challenge` over on the rods or even the hooks themselves. I finished by fixing a handful of capitalization and punctuation issues in various fishing items, as that bugged me when I was testing my changes. ## Why It's Good For The Game Corpses being recoverable from chasms was a great idea, however making it so people would have to sink a major portion of their shift for a chance at recovering a corpse doesn't create a particularly interesting gameplay loop. However, being able to spend your hard-earned funds in order to streamline that process without really being able to use that to cheese other mechanics sounds like a great deal to me. ## Changelog 🆑 GoldenAlpharex add: Added a Rescue Hook, that will allow the fishing rod it's attached onto to become a lot more proficient at recovering corpses from chasms, at the expense of making it unusable for more traditional fishing. It isn't entirely lobstrosity-proof, however... balance: The magnetic hook can no longer fish out corpses from chasms, but will fish out items much more efficiently than any other hooks, while also being much less attractive to lobstrosities. Some still fall for it regardless, however. spellcheck: Fixed the capitalization and punctuation in the description of multiple fishing accessories. code: Improved the code for fishing weights, to allow for different hooks to have some more noticeable results on the weights without having to add to an already massive proc. /🆑 |
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6f71a7ea48 |
The Ambrosia of the Corporate Masses: Coffeemakers (#68178)
Adds coffeemakers to the game. These brew large quantities of coffee at a time, dispense cups and accoutrements, and work from cartridges. |
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7f52ff0e39 | Arconomy expansion pack 1: Convenience and Luxury goods (#67417) | ||
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fddb6ea124 |
Fishing, Version 1 (#67691)
Adds fishing and fishing minigame. You use fishing rod to fish. Equipping specific bait/hook/reels will affect your success chances. You can fish out fish,items and other things. Fishing Equipment Fishing rods have three slots: Bait, Reel and Hook. Any food can be used as bait but dedicated bait makes fishing easier. You can buy hook and line sets New bait types: Worms : Buy can of them at cargo (alternative acquirement method pending) Doughballs : Use knife on flat piece of dough to get five of them. Fishing rod types: Basic : Print these at the lathe, nothing fancy here. Tech: Experimental tech. Provides infinite bait Fishing rods can also hook and reel normal items. Equipment screen and reeling video Fishing spots Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then. Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in. Maintenance moisture traps. Beach away mission water. Fishing portal available for purchase from cargo - This is stopgap until we fill more spots. Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations. All fish types can have specific traits, most common ones being favourite and disliked bait types/categories. Other Fishing catalog now lists fishing related info New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this. Fish now have average weight and size. Make sure to boast if you catch a big one. Adds tgui mouse passthrough Screens Sprites: Fishing portal sprite by @ArcaneMusic Other sprites by @Mey-Ha-Zah Bad ones by me. (Could still use better fishing minigame backgrounds) Sounds: https://freesound.org/people/soundscalpel.com/sounds/110393/ https://freesound.org/people/soundslikewillem/sounds/343748/ |
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8440d20981 |
[MDB IGNORE] Reformats Access IDs for accessibility and futureproofing (#67002)
* [DRAFT] Reformats Access IDs for accessibility and futureproofing * replaced all the old defines and IDs everywhere * replaced ID integers with strings, cleaned up a couple tram helpers * replaces req_access_txt with req_access and fixes a few of my mistakes Co-authored-by: san7890 <the@san7890.com> |