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mayfools
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ea0c979e66 | upstream-2406b | ||
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449812e60a |
[MIRROR] Dehardcoded modsuit fixes (#27886)
Dehardcoded modsuit fixes Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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3dbe0ce79c |
[MIRROR] unhardcodes modsuit parts (#27777)
* unhardcodes modsuit parts * Fixes * Fix custom skins * Should be now --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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c43cef7e8c |
[MIRROR] Mining armor and suit storage cleanup/generalization/modernization (#27962)
* Mining armor and suit storage cleanup/generalization/modernization (#83437) ## About The Pull Request ### Suit Storage Makes the suit storage of the various suits consistent across one another. Now, all the mining suits use a single list which is easier to maintain. **The affected suit list is as follows;** Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks, Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining MODsuits, H.E.C.K. Suit. **The list of holdable items is as follows;** Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners / Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags, Air Tanks, Spears, special monster organs like Regenerative Cores, Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk Miners drop), Grappling Guns and Climbing Hooks. ~~It probably doesn't matter too terribly much because you know only air tanks are going in that slot 95% of the time~~ ### Bone Armor and Goliath Cloaks Bone armor and goliath cloaks both have the same armor values, environmental protections and coverage as the explorer suit (bone armor includes the feet due to the sprite physically covering the feet, which is not a terribly significant balancing point but worth mentioning). They use the armor plate component to improve the parts of bone armor. However, they use bone talismans instead of goliath hide to be upgraded. Goliath cloaks come fully upgraded. You'll see why in a second. Their recipes are slightly different. Goliath cloaks take nine hides (I'm so sorry this is for consistency I promise you can't use the upgrade system with something that deletes its own armor values like this) and three sinew. Bone armor takes three goliath hides and 6 bone. ### Berserker Armor Berserker armor can now be improved to the same armor value as drake armor by using a full suit on both the body and the helmet of the berserker armor. (Each drake makes two suits, so you need to use up both suits). Instead of an armor boost, rage now halves incoming brute damage. Fuck you, Bubblegum! ### Minor Mining MODsuit Tweak and other armor value changes The base value for the armor is now 20, rather than 15, so that when it reaches max ash accretion it has equivalent armor to a fully upgraded explorer suit. This is only a value difference of 5, but it always annoyed me seeing it. All the above mentioned suits also now have a value of about 10 wound armor. This is because miners do actually experience wounding on lavaland. Some of the armors had this wound armor. Some didn't. Now they all do. I don't believe this to have been a deliberate design choice, but rather, an oversight. Iunno, someone who keeps track of this please tell me otherwise. Upgraded suits get a prefix to show they are upgraded. Now, never doubt whether the miner you are fighting is in a baseline explorer suit or a riot suit level improved explorer suit ever again! ### Berserker Armor actually covers up clothing/hair underneath properly and other minor stuff This is why I started this PR by the way. This one fix. I expand the scope of my horizons so broadly when I really sit down and PR, don't I? H.E.C.K. and Berserker helmets can be used for internals. ## Why It's Good For The Game There is a great deal of inconsistency with regards to the various lavaland armor you can find and use. Some armors were wildly inferior to others and only really having value for aesthetic. Some just seemed to have oversights that didn't seem quite right. And most importantly, the actual storage list for mining suits in general were not only inconsistent in of themselves, but were also not being updated as time goes on. Bringing them all into line allows for miners to have a bit of freedom of choice when it comes to appearance, without it becoming a balancing sticking point nor a detriment to their effectiveness. It is also much easier to maintain one list than six or seven lists. Assuming that the baseline of the explorer suit is a-okay for someone to possess, goliath cloaks and bone armor should now feel more like fashionable choices rather than, in some cases, being either a worse or better choice to take (its bone armor, bone armor is the best of these, its really good generalist armor). I don't care what effect it has on the ashlander economy. Neither should you. The minor tweaks and fixes are just stuff that annoyed me for autism reasons or were oversights due to changes to the items in question or the game around it. I doubt anyone but me cares very much about these minor differences, but I like consistency. ## Changelog 🆑 balance: The various mining related suits now have consistent suit storage. Try putting a knife into your explorer suit's suit storage today! balance: Bone armor work similarly to explorer suits, with similar armor values and options to upgrade their parts. However, they use bone talismans instead of goliath hides to upgrade. Magic? Just believing really strongly that the drake is hitting you slightly less hard because of the talismans? You be the judge. balance: Goliath cloaks come fully upgraded. However... balance: The recipes for bone armor and goliath cloaks are slightly different. Particularly goliath cloaks, which need a lot more dead goliaths to make. Sorry. balance: Mining MODsuits achieve at maximum ash accretion the same amount of melee armor as an upgraded explorer suit. balance: These various suits also consistently have wound armor. fix: Berserker armor properly hides underclothing and hair. balance: Berserker armor pieces can absorb drake armor to gain their enhanced protection. Become the warrior of Khorne you've always wanted to be. balance: Berserker rage now halves brute damage rather than just adding Melee Armor to you and your squishy body. qol: Berserker and H.E.C.K. helmets can be used for internals. /🆑 * Mining armor and suit storage cleanup/generalization/modernization * There we go. * Guess I missed this one --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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c1c43711f3 |
Mining armor and suit storage cleanup/generalization/modernization (#83437)
## About The Pull Request ### Suit Storage Makes the suit storage of the various suits consistent across one another. Now, all the mining suits use a single list which is easier to maintain. **The affected suit list is as follows;** Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks, Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining MODsuits, H.E.C.K. Suit. **The list of holdable items is as follows;** Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners / Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags, Air Tanks, Spears, special monster organs like Regenerative Cores, Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk Miners drop), Grappling Guns and Climbing Hooks. ~~It probably doesn't matter too terribly much because you know only air tanks are going in that slot 95% of the time~~ ### Bone Armor and Goliath Cloaks Bone armor and goliath cloaks both have the same armor values, environmental protections and coverage as the explorer suit (bone armor includes the feet due to the sprite physically covering the feet, which is not a terribly significant balancing point but worth mentioning). They use the armor plate component to improve the parts of bone armor. However, they use bone talismans instead of goliath hide to be upgraded. Goliath cloaks come fully upgraded. You'll see why in a second. Their recipes are slightly different. Goliath cloaks take nine hides (I'm so sorry this is for consistency I promise you can't use the upgrade system with something that deletes its own armor values like this) and three sinew. Bone armor takes three goliath hides and 6 bone. ### Berserker Armor Berserker armor can now be improved to the same armor value as drake armor by using a full suit on both the body and the helmet of the berserker armor. (Each drake makes two suits, so you need to use up both suits). Instead of an armor boost, rage now halves incoming brute damage. Fuck you, Bubblegum! ### Minor Mining MODsuit Tweak and other armor value changes The base value for the armor is now 20, rather than 15, so that when it reaches max ash accretion it has equivalent armor to a fully upgraded explorer suit. This is only a value difference of 5, but it always annoyed me seeing it. All the above mentioned suits also now have a value of about 10 wound armor. This is because miners do actually experience wounding on lavaland. Some of the armors had this wound armor. Some didn't. Now they all do. I don't believe this to have been a deliberate design choice, but rather, an oversight. Iunno, someone who keeps track of this please tell me otherwise. Upgraded suits get a prefix to show they are upgraded. Now, never doubt whether the miner you are fighting is in a baseline explorer suit or a riot suit level improved explorer suit ever again! ### Berserker Armor actually covers up clothing/hair underneath properly and other minor stuff This is why I started this PR by the way. This one fix. I expand the scope of my horizons so broadly when I really sit down and PR, don't I? H.E.C.K. and Berserker helmets can be used for internals. ## Why It's Good For The Game There is a great deal of inconsistency with regards to the various lavaland armor you can find and use. Some armors were wildly inferior to others and only really having value for aesthetic. Some just seemed to have oversights that didn't seem quite right. And most importantly, the actual storage list for mining suits in general were not only inconsistent in of themselves, but were also not being updated as time goes on. Bringing them all into line allows for miners to have a bit of freedom of choice when it comes to appearance, without it becoming a balancing sticking point nor a detriment to their effectiveness. It is also much easier to maintain one list than six or seven lists. Assuming that the baseline of the explorer suit is a-okay for someone to possess, goliath cloaks and bone armor should now feel more like fashionable choices rather than, in some cases, being either a worse or better choice to take (its bone armor, bone armor is the best of these, its really good generalist armor). I don't care what effect it has on the ashlander economy. Neither should you. The minor tweaks and fixes are just stuff that annoyed me for autism reasons or were oversights due to changes to the items in question or the game around it. I doubt anyone but me cares very much about these minor differences, but I like consistency. ## Changelog 🆑 balance: The various mining related suits now have consistent suit storage. Try putting a knife into your explorer suit's suit storage today! balance: Bone armor work similarly to explorer suits, with similar armor values and options to upgrade their parts. However, they use bone talismans instead of goliath hides to upgrade. Magic? Just believing really strongly that the drake is hitting you slightly less hard because of the talismans? You be the judge. balance: Goliath cloaks come fully upgraded. However... balance: The recipes for bone armor and goliath cloaks are slightly different. Particularly goliath cloaks, which need a lot more dead goliaths to make. Sorry. balance: Mining MODsuits achieve at maximum ash accretion the same amount of melee armor as an upgraded explorer suit. balance: These various suits also consistently have wound armor. fix: Berserker armor properly hides underclothing and hair. balance: Berserker armor pieces can absorb drake armor to gain their enhanced protection. Become the warrior of Khorne you've always wanted to be. balance: Berserker rage now halves brute damage rather than just adding Melee Armor to you and your squishy body. qol: Berserker and H.E.C.K. helmets can be used for internals. /🆑 |
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2e3a90293d |
Dehardcoded modsuit fixes (#83425)
## About The Pull Request Patches up some things that were lacking post #82905 - Some missing (un)seal messages - a missed direct use of the mod_parts list EDIT: Also fixes the modsuit painter, and makes sure modsuits can still be set to use custom dmi files via `MOD_ICON_OVERRIDE`/`MOD_WORN_ICON_OVERRIDE` Fixes #83442 ## Changelog 🆑 fix: some missing modsuit (un)sealing messages should no longer be missing fix: MOD circuit adapter core deployed parts output should work again fix: Modsuit painter works again /🆑 |
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49dccad3a0 |
unhardcodes modsuit parts (#82905)
## About The Pull Request see #70061 but i almost finished it, i only need to go through every single module and assign it a fitting part ## Changelog 🆑 refactor: modsuits have been refactored if you see bugs report them fix: admin cargo tech modsuit outfit now works correctly /🆑 --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts * Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530) Most people should not be using this define * New Battle Arcade (#81810) Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> * Change setting item weight class to a setter to patch some weight class related shenanigans (#82494) ## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 * Material datum color update, plus touching up some material items (knight armor, tiles) (#82500) ## About The Pull Request Tries to bring the material datum colors in closer approximation to the stacks they're attached too. I literally used the colors on the stacks. some might need to be lighter or darker, but for the most part they'll look...closer to their actual material hues.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  In addition to the tiles, I've also updated the knight armor and helmet to look closer to the much higher quality plate armor already in the game. ## Why It's Good For The Game It bothered me that the material datum coloring was inconsistent with the actual colors used for the material stacks. When they were updated, and even before they were updated, material datum stuff just never looked _right_. I wanted to change that so that it looks just right. I did not like the old material knight armor whatsoever. It was a dithered mess, and seemed to already use parts of the standard plate armor but with all the actual shading removed or replaced with the wrong colors. This fixes that so that the armor is actually readable for what it is. ## Changelog 🆑 image: Updates the colors of various material datum to bring them closer in-line with their actual material stacks image: Improves the sprites for the material knight armor and helmet. /🆑 * LateInitialize is not allowed to call parent anymore (#82540) ## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 * Fix table top deconstruction (#82508) ## About The Pull Request Edited: updated changelog, read comments for changes in implementation details So previously, tables would let you use a wrench to fully deconstruct them, or a screwdriver to take off only their top. This, however, broke in two different ways in #82280, when their deconstruction logic got changed. First off, deconstructed tables would only drop the materials for their top and not their frame. For this, the primary culprit seems to be on line 307: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 * [NO GBP] Reagent grinders display reagents on examination (#82535) ## About The Pull Request - Fixes #82531 Somehow omitted this during the general maintenance thing ## Changelog 🆑 fix: Reagent grinders display reagents of its beaker on examination /🆑 * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447) ## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. * Adds anosmia quirk (#82206) ## About The Pull Request Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss of the ability to detect one or more smells. I tried to find all smells action and (most likely) update all of them, unfortunately I can't change descriptions for this quirk. ## Why It's Good For The Game Some characters will be able to not feel smells That affect: * Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them * Bakery and cooking * Changeling ability to feel other changelings by smell * Some unimportant spans * Explosions Part I - Directional Explosions (#82429) ## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 * Add balloon alerts to plunging (#82559) ## About The Pull Request Makes all plunging actions (pretty much anything using `plunger_act`) have a visible balloon alert. ## Why It's Good For The Game Makes sense that others would easily notice you plunging the shit out of something. Also, more people might finally learn that you can plunge the vent clogs instead of welding them. ## Changelog 🆑 qol: Added balloon alerts whenever you start plunging something (i.e ) /🆑 * Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572) ## About The Pull Request As of https://github.com/tgstation/tgstation/pull/82540 this runtime was happening,  `/turf/open/openspace/icemoon/` can be changed to `/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before `Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD` getting returned on a turf that does not have an implementation of that proc. This should fix that. ## Why It's Good For The Game Fixes CI error * Blueprints tgui (#82565) Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 * General maintenance for chem master (#82002) **1. Qol** - Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions - Analyzing reagents is now a client side feature & not a back end mode, meaning one person can see details of a reagent while the other can print stuff and do other operations so it's a non blocking operation. This also means 2 players can see information of 2 different reagents in their own screens, With that the overlay for analysis mode has been removed - You cannot do any tool acts on machines while printing. Balloon alerts will be displayed warning you of that. - The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. It can be enabled/disabled via a CheckBox **2. Code Improvements** - Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther functionality is implemented as params in the `transfer_reagent()` proc directly - Removed all variables relating to analyzing reagents like `reagent_analysis_mode`, `has_container_suggestion` etc. all memory savings - `printable_containers` now stores static values that can be shared across many chem masters - Updates only overlays and not the whole icon during operations for efficiency **3. Fixes** - You can hit the chem master with the screwdriver, wrench, crowbar & beaker when in combat mode - You cannot insert hologram items into the chem master - Deconstructing a condiment master will give you the circuit board already pre-programmed with that option selected so you don't need to use a screwdriver to re program it - `printing_amount` is now the maximum number of containers that can be printed at a time. Presently this number with upgraded parts would print out empty containers especially for patches. This is because `volume_per_item` does not take into consideration this var. Also this var would not give control to the player on exactly how many containers to print as whatever amount the player entered would be multiplied with this value producing a lot of waste & worse empty containers. Now this var determines exactly how many containers you can print and is imposed on the client side UI as well **4. Refactors (UI performance)** - Beaker data is compressed into a single entity & sent to the UI. This is set to null if no beaker is loaded thus saving data sent - Reuses Beaker props from chem synthesizer to reduce code - reagent REF replaced with direct type converted to text and later converted with `text2path()` cause its much faster 🆑 qol: Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions qol: Analyzing reagents no longer blocks other players from doing other operations. Multiple players can analyze different reagents on the same machine qol: You cannot do any tool acts on the machine while printing to prevent any side effects. qol: The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. The feature can be enabled/disabled via a check box code: removed defines for reagent transfer, vars for reagent analyzis to save memory. Autodoc for other vars & procs fix: You can hit the chem master with tools like screwdriver, crowbar, wrench & beaker in combat mode fix: You cannot insert hologram items into the chem master fix: Deconstructing a condiment master will give you the circuit board already pre-programmed with that option fix: You now print the exact amount of containers requested even with upgraded parts without creating empty containers. Max printable containers is 13 with tier 4 parts able to print 50 containers. refactor: Optimized client side UI code & chem master as a whole. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Wraps `lowertext()` to ensure proper stringification. (#82442) Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. * Clowns can now make balloon... toys. And also mallets and hats. (#82288) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> * Quick spellcheck 'steall' (#82560) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. * Fix * merge conflicts * Revert "Monkeys now use height offset (and monkey tail works) (#81598)" This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a. * fix * Fixed lateinitialize * This should cut it * Oh right * There? * Damn, here? * There * [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82572 I tried to fix this but there was an unaccounted race condition which just caused a separate runtime...  Since the type is being changed mid-execution `replacement_turf` will become out of scope. My bad--this should fix it now for good. --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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e64331f678 |
Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  ## Why It's Good For The Game Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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b7f4873e1c |
[MIRROR] Adds a collar bomb to the black market. (#26907)
* Adds a collar bomb to the black market. (#81898) ## About The Pull Request Originally part of the other blackmarket PR, but it seemed a tad awkward to have it mandatorily installed on mobs rescued from the holding facility. But yeah, this PR adds a neck item that causes the wearer's death with a 5 seconds countdown when triggered, which can be bought from the market uplinks. The box comes with a yellow button to trigger it, but it can also hold a signaler (which the wearer cannot tamper) if you wish to use assemblies. Take note that, upon being worn, the item cannot be removed by any mean beside beheading iirc (so HARS should counter it), and fire/acid if you have a ton of patience because of its high armor values. ## Why It's Good For The Game More mean and evilish stuff to populate the black market with. ## Changelog 🆑 add: Added a collar bomb to the black market. add: Added a possible kit to the special syndie bundle B, which also has uses these collars. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Adds a collar bomb to the black market. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
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8c6f4180ae |
Adds a collar bomb to the black market. (#81898)
## About The Pull Request Originally part of the other blackmarket PR, but it seemed a tad awkward to have it mandatorily installed on mobs rescued from the holding facility. But yeah, this PR adds a neck item that causes the wearer's death with a 5 seconds countdown when triggered, which can be bought from the market uplinks. The box comes with a yellow button to trigger it, but it can also hold a signaler (which the wearer cannot tamper) if you wish to use assemblies. Take note that, upon being worn, the item cannot be removed by any mean beside beheading iirc (so HARS should counter it), and fire/acid if you have a ton of patience because of its high armor values. ## Why It's Good For The Game More mean and evilish stuff to populate the black market with. ## Changelog 🆑 add: Added a collar bomb to the black market. add: Added a possible kit to the special syndie bundle B, which also has uses these collars. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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a0d0f8a7cd |
[MIRROR] Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#26633)
* Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. Any instance that would check either for riot armor or riot helmets instead checks for the new traits. People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * oh well --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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3f4cdfcde0 |
[MIRROR] buff corporate modsuit (#26626)
* buff corporate modsuit (#81525) buffs the corporate modsuit's armor also expands the other-description on it because flavor mmm yum yum munch * buff corporate modsuit --------- Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com> |
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a074f8e7ce |
Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns (#81365)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request ### Riot Armor and Helmets (including SWAT armor and plate armor; partially includes Syndicate modsuits and other suits with a module) TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now **plate armor**. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?) Anyone with this trait is now unable to be knocked down by; - Pure RNG on blunt objects attacks to the chest (Probability is otherwise altered by melee armor already) - Unarmed punches, both RNG and deterministic - Bodies thrown at them. Instead, dealing stamina damage and causing them to become staggered. A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active. The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that) Anyone with this trait is protected against: - Bottle smashes to the head. - RNG Blunt force trauma to the head by blunt objects (Probability is otherwise altered by melee armor already) - Partially protects against getting your spine snapped during a bad tackle (this used to be a check ONLY for the riot helmet or hardhat) ### Bottle Smash The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not. ### Misc Changes Any instance that would check either for riot armor or riot helmets instead checks for the new traits. ## Why It's Good For The Game People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. [There was a whole thread here about it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with regards to unarmed combat. If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...) For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment. Rather than using flat values that are _clearly_ meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed. Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists. balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws. balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head. balance: Bottlesmash knockdowns are less reliable in general. add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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705e6a5af6 |
buff corporate modsuit (#81525)
buffs the corporate modsuit's armor also expands the other-description on it because flavor mmm yum yum munch |
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0d0c901be2 |
[MIRROR] Disarm refactor, plus shoving people with shields [MDB IGNORE] (#26144)
* Disarm refactor, plus shoving people with shields * wew --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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68677dc721 |
Disarm refactor, plus shoving people with shields (#80123)
## About The Pull Request I wanted to add the ability to shove people with shields by right-clicking your target, just like how it works barehanded. This also required a solid refactor of disarm code, effectively bringing down the core of it to `mob/living` from `mob/living/carbon` or `mob/living/carbon/human`. This also means you can shove simple mobs inside closets, bins and on tables. Xenos and borgs are pretty much immune to regular disarms, but using a shield will work (borgs and royal xenos are immune to the knockdown). The riot shield armor has been balanced. It now tanks melee attacks pretty well, but will break against bullets in just about 2 to 4 hits depending on the bullet damage. I've always found the lack of sturdiness of the riot shields for what they're supposed to be good for a bit detrimental. Because I've refactored an item flag into a trait, I've had to add a new MOD module that grants protection from shove knockdown and staggering; found pre-installed in the administrative MODsuit, but I've also added it to the black market to make it cooler. You can bash people with the strobe shield on combat mode. ## Why It's Good For The Game Currently, shields are simply items that take a held slot in return of some block chance without being anything special, save for the strobe shield's integrated flash I guess, but are also a botherance as most crumple under the duress of less than half a dozen attacks. Meanwhile swords and other weapons with blok chance just don't care. TL;DR, I want them a bit more remarkable, and flexible as a tool. Of course, this ended up in a larger refactor because the right-click / disarm code was inconsistent. ## Changelog 🆑 add: Shields (and pillows) can be used to shove people around the same way barehanded right-clicking does. Xenos and borgs can actually be moved this way. add: Added a new MODsuit module, the bulwark module, which prevents knockdown and staggering from shoving, and getting pushed away by thrown objects. Inbuilt for the safeguard MODsuit, but one might also it in the black market. refactor: Disarming has been refactored. You can now shove simple critters onto tables and into bins and closets balance: Shields now take their own armor values and the armor penetration of the attack they blocked when damaged. This means shields are a bit sturdier now. balance: Riot shields can tank a lot more damage against melee weapons, but less against bullets. qol: strobe shields can now be used to bash people while combat mode is on. /🆑 |
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11e109c37c |
[MIRROR] You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage [MDB IGNORE] (#24691)
* You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage (#79311) ## About The Pull Request What it says on the tin. ## Why It's Good For The Game A) This messes with hotkey muscle memory quite significantly. Unless you have something in suit storage when you go to put a magazine back into your other storage (like your belt), you may accidentally place it into your suit storage. B) This may be why people think magnetic holsters are bad/don't work. Operatives sometimes hotswap half clips, and what might happen during a particularly intense combat is that they inadvertently put the magazine they just pulled from their gun into their suit storage because they're hotkeying; denying them their magnetic holster's major upside. Snapping their guns back into their storage and away from prying assistant hands. C) It serves no tactical purpose to put a bullet into your suit storage over the gun itself. Priority should always be to the belt storage. ## Changelog 🆑 qol: To avoid poor magazine discipline, most combat-ready personnel have instructed _not_ to put magazines into the gun loops on their armor vests. /🆑 * You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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1de8fe0ddb |
You cannot store ammo casings (individual bullets) and ammo boxes (like magazines) in your suit storage (#79311)
## About The Pull Request What it says on the tin. ## Why It's Good For The Game A) This messes with hotkey muscle memory quite significantly. Unless you have something in suit storage when you go to put a magazine back into your other storage (like your belt), you may accidentally place it into your suit storage. B) This may be why people think magnetic holsters are bad/don't work. Operatives sometimes hotswap half clips, and what might happen during a particularly intense combat is that they inadvertently put the magazine they just pulled from their gun into their suit storage because they're hotkeying; denying them their magnetic holster's major upside. Snapping their guns back into their storage and away from prying assistant hands. C) It serves no tactical purpose to put a bullet into your suit storage over the gun itself. Priority should always be to the belt storage. ## Changelog 🆑 qol: To avoid poor magazine discipline, most combat-ready personnel have instructed _not_ to put magazines into the gun loops on their armor vests. /🆑 |
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55135555a0 |
[MIRROR] Nuclear Operative Jump Jets [MDB IGNORE] (#23659)
* Nuclear Operative Jump Jets (#78088) ## About The Pull Request This PR gives operative MODsuits access to "jump jets". This is an activated module (starts pinned) with a 30 second cooldown which removes your personal gravity for 5 seconds and (if possible) pushes you upwards by one z level. In combination with your regular jetpack this allows you to fly over gaps, and (most importantly) out of pits such as you may inadvertently find yourself wandering into on Icebox. I have a few other changes I want to make specifically targetted at the experience of Icebox station destruction causing people to fall several z levels and get trapped, but this is the first one. You have to stand still for 1 second to activate the jump jet. This is because jetpack movement without gravity is actually usually faster than an operative will walk, and I don't want them to just toggle it as a sprint button while running around. If people find other tactical uses for this though I think that's cool. This module currently isn't available to crew on the tech web, although maybe someone could add it later if they wanted to. It's not quite so useful if you don't _also_ have a jetpack though. I bumped the available complexity of the suits I attached it to up by the complexity cost of this module so it's not taking up previously available space. ## Why It's Good For The Game It's funny when the whole ops team falls in a hole after an explosion they caused and gets stuck in there fighting Snow Legions but they should probably have some method for dealing with that. It also lets them pop back up from the tram hole, a risky proposition because any flying mob hit by the tram dies almost instantly. ## Changelog 🆑 add: Operative MODsuits now have an attached "jump jet" which sends you upwards and allows you to use your jetpack under gravity for a few seconds, perfect for navigating the pits and valleys of Icebox Station. /🆑 * Nuclear Operative Jump Jets --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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172f65989e |
Nuclear Operative Jump Jets (#78088)
## About The Pull Request This PR gives operative MODsuits access to "jump jets". This is an activated module (starts pinned) with a 30 second cooldown which removes your personal gravity for 5 seconds and (if possible) pushes you upwards by one z level. In combination with your regular jetpack this allows you to fly over gaps, and (most importantly) out of pits such as you may inadvertently find yourself wandering into on Icebox. I have a few other changes I want to make specifically targetted at the experience of Icebox station destruction causing people to fall several z levels and get trapped, but this is the first one. You have to stand still for 1 second to activate the jump jet. This is because jetpack movement without gravity is actually usually faster than an operative will walk, and I don't want them to just toggle it as a sprint button while running around. If people find other tactical uses for this though I think that's cool. This module currently isn't available to crew on the tech web, although maybe someone could add it later if they wanted to. It's not quite so useful if you don't _also_ have a jetpack though. I bumped the available complexity of the suits I attached it to up by the complexity cost of this module so it's not taking up previously available space. ## Why It's Good For The Game It's funny when the whole ops team falls in a hole after an explosion they caused and gets stuck in there fighting Snow Legions but they should probably have some method for dealing with that. It also lets them pop back up from the tram hole, a risky proposition because any flying mob hit by the tram dies almost instantly. ## Changelog 🆑 add: Operative MODsuits now have an attached "jump jet" which sends you upwards and allows you to use your jetpack under gravity for a few seconds, perfect for navigating the pits and valleys of Icebox Station. /🆑 |
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68f4deff40 |
[MIRROR] MODLink System (+ NWTLMM) [MDB IGNORE] (#23199)
* MODLink System (+ NWTLMM) (#77639) ## About The Pull Request A pact made with `@ Kapu1178` Small changes you should not care about: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module Admins can now Shear matrices of objects in Modify Transform Multitool buffers have been a little refactored to use a setter proc that saves them from causing hard dels Cooler stuff: A revival and remake of [Nobody Wants To Learn Matrix Math](https://github.com/tgstation/tgstation/pull/59103), this time with additional tooling for quick matrix calculations.  The MODLink system, available through every MODsuit and MODLink scryers (a neck item obtainable from advanced modsuit research or charliestation) Let's you make a holographic call with any other MODLink user, where you can chat in realtime and see what's up with em   ## Why It's Good For The Game Adds a fun way for the crew to communicate with each other that can be done in real-time with relative privacy compared to radio. ## Changelog 🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato) fix: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit fix: The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module admin: Admins can now Shear matrices of objects in Modify Transform admin: Admins now have access to Test Matrices in the VV dropdown, an all-in-one tool for editing transforms. add: MODLink system, available through scryers (from RnD and Charlie Station) and through MODsuits. Lets you call people with holographs! /🆑 * MODLink System (+ NWTLMM) --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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b77c1c85ea |
MODLink System (+ NWTLMM) (#77639)
## About The Pull Request A pact made with `@Kapu1178` Small changes you should not care about: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module Admins can now Shear matrices of objects in Modify Transform Multitool buffers have been a little refactored to use a setter proc that saves them from causing hard dels Cooler stuff: A revival and remake of [Nobody Wants To Learn Matrix Math](https://github.com/tgstation/tgstation/pull/59103), this time with additional tooling for quick matrix calculations.  The MODLink system, available through every MODsuit and MODLink scryers (a neck item obtainable from advanced modsuit research or charliestation) Let's you make a holographic call with any other MODLink user, where you can chat in realtime and see what's up with em   ## Why It's Good For The Game Adds a fun way for the crew to communicate with each other that can be done in real-time with relative privacy compared to radio. ## Changelog 🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato) fix: RD MODsuit outfit (admin only) no longer has a beret that blocks the activation of the suit fix: The beret used by death squad officers no longer is blocked from being put on a hat stabilizer module admin: Admins can now Shear matrices of objects in Modify Transform admin: Admins now have access to Test Matrices in the VV dropdown, an all-in-one tool for editing transforms. add: MODLink system, available through scryers (from RnD and Charlie Station) and through MODsuits. Lets you call people with holographs! /🆑 |
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0e1a0fd697 |
[MIRROR] makes syndie modsuits not be irrevocably destroyed merely by being on fire [MDB IGNORE] (#23191)
* makes syndie modsuits not be irrevocably destroyed merely by being on fire (#77694) ## About The Pull Request gives them FIRE_PROOF resistance flag like every modsuit has that flag anyway ## Why It's Good For The Game dropping your entire modsuits contents while fighting bad fixes #77690 ## Changelog 🆑 fix: you can no longer destroy syndicate modsuits by just being on fire /🆑 * makes syndie modsuits not be irrevocably destroyed merely by being on fire --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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164c75f1df |
makes syndie modsuits not be irrevocably destroyed merely by being on fire (#77694)
## About The Pull Request gives them FIRE_PROOF resistance flag like every modsuit has that flag anyway ## Why It's Good For The Game dropping your entire modsuits contents while fighting bad fixes #77690 ## Changelog 🆑 fix: you can no longer destroy syndicate modsuits by just being on fire /🆑 |
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3ea0f05168 |
[MIRROR] kinesis changes + smaller misc modsuit stuff [MDB IGNORE] (#22846)
* kinesis changes + smaller misc modsuit stuff (#77241) ## About The Pull Request renames plasmaman helmet exempt flag to stackable helmet exempt. hat stabilizer now cares about this instead of letting you stack eva helmets on top of modsuit helmets improves some code that dripped in quality when i was on break kinesis has some tweaks previously it used to stun for a set amount of time - i think this is because the creator couldnt figure out how to stop movement while being held? this is changed, now as long as youre holding someone they are immobilized you can cancel your kinesis without throwing or moving out of range by using right click on the click catcher adds an admin version of kinesis just for the admin suit. it can grab (almost) ANYTHING and config menu lets you enable phasing, which makes it so the atom you grabbed phases through everything. pick up that can. ## Why It's Good For The Game its fun ## Changelog 🆑 balance: hat stabilizer module can now hold what plasmaman helmets can hold qol: kinesis module can be stopped without launching an object with right click balance: kinesis module stuns last until the kinesis stops add: admin suit has a version of kinesis that can pick up anything at any range and can be configured to make grabbed mobs phase through walls :) /🆑 * kinesis changes + smaller misc modsuit stuff * modular adjustments --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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ba6c2ffa4c |
kinesis changes + smaller misc modsuit stuff (#77241)
## About The Pull Request renames plasmaman helmet exempt flag to stackable helmet exempt. hat stabilizer now cares about this instead of letting you stack eva helmets on top of modsuit helmets improves some code that dripped in quality when i was on break kinesis has some tweaks previously it used to stun for a set amount of time - i think this is because the creator couldnt figure out how to stop movement while being held? this is changed, now as long as youre holding someone they are immobilized you can cancel your kinesis without throwing or moving out of range by using right click on the click catcher adds an admin version of kinesis just for the admin suit. it can grab (almost) ANYTHING and config menu lets you enable phasing, which makes it so the atom you grabbed phases through everything. pick up that can. ## Why It's Good For The Game its fun ## Changelog 🆑 balance: hat stabilizer module can now hold what plasmaman helmets can hold qol: kinesis module can be stopped without launching an object with right click balance: kinesis module stuns last until the kinesis stops add: admin suit has a version of kinesis that can pick up anything at any range and can be configured to make grabbed mobs phase through walls :) /🆑 |
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2fef750da0 |
[MIRROR] fixes interdyne MODsuit typoes [MDB IGNORE] (#22794)
* fixes interdyne MODsuit typoes (#77227) ## About The Pull Request Fixes multiple typoes in the interdyne MODsuit's description. ## Why It's Good For The Game typoes and bad grammar are bad ## Changelog 🆑 spellcheck: fixed the interdyne modsuit's typoes /🆑 * fixes interdyne MODsuit typoes --------- Co-authored-by: Vincent983 <124026007+Vincent983@users.noreply.github.com> |
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b895fc9242 |
fixes interdyne MODsuit typoes (#77227)
## About The Pull Request Fixes multiple typoes in the interdyne MODsuit's description. ## Why It's Good For The Game typoes and bad grammar are bad ## Changelog 🆑 spellcheck: fixed the interdyne modsuit's typoes /🆑 |
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3660cfd6b8 |
[MIRROR] Adds Interdyne Modsuits [MDB IGNORE] (#22307)
* Adds Interdyne Modsuits (#76236) ## About The Pull Request Adds separate, Interdyne-brand Modsuits for Intrudyne pirates. Incredibly fast and more techy, including among other things an organ thrower module (which is, based on flavour text, Interdyne tech). To balance this, they discharge dramatically fast, encouraging fast get-in get-out approach. Sprite itself is mostly a combination of medical and syndicate suits, with labcoat bits for extra stylishness and evil feel. The colour pallete was enterily borrowed from Interdyne Pharmaceutics container sprite and Interdyne-produced E-surgery tools.    Lorewise, I borrowed a random idea from cyberpunk lore video I once watched and is now blurred for me now, upon seeing retrieval suits. Originally made by conjuction of Cybersun and Intrudyne, combining mechanics with supersoldier treatment for speed, allegadely for rapid response and retrieval off corpses. [By the way, it would be funny if someone coded an event where after cap's death on Revs or Cult, a bunch of guys in these suits would show up with sole goal of recovering the body and escaping with it (plus maybe some side syndicate objective)] Aaanyway, obviously, the rapid speed plays into a lot of Intrudyne-related tactics for the shady side of things as well. Much like a scalpel, their attacks are supposed to be fast, clean and precise. ## Why It's Good For The Game Consistency thing, mostly. It doesn't make much sense that a medical corp would use their competitors tools when they could develop a counter. Also ties with organ thrower module, why would they have made it, if they didn't have modsuits for it? ## Changelog 🆑 add: Added Interdyne ModSuits for Interdyne pirates. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Adds Interdyne Modsuits --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
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56e3a5e0db |
[MIRROR] MOD Complexity rebalance [MDB IGNORE] (#22226)
* MOD Complexity rebalance (#76077) ## About The Pull Request Reduced the cost of a lot of MODules. Pathfinder 2 -> 1 Tether 3 -> 1 Temperature Regulator 2 -> 1 DNA lock 2 -> 1 Health analyzer 2 -> 1 Sonar 2 -> 1 Microwave beam 2 -> 1 Drill 2 -> 1 All visors (including NV and thermals) 2 -> 1 Circuit Adapter 2 -> 1 The Mining MODsuit has had its complexity increased to 15 and now starts with the eating apparatus module, with a total base complexity of 10/15 now. The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. ## Why It's Good For The Game > Reduced the cost of a lot of MODules. There's lots of cute little MODules here, and they are all despite their 'small' cost far too expensive for them to ever be used. The small little cost adds up, when you consider that two 2-complexity modules cost FOUR, which is more than most good modules (that are 3), especially when storage modules take up 3 complexity already. Think about it like genetics, imagine if geladikinesis cost 40 instability. It'd be pointless and just make it not used. > Pathfinder 2 -> 1 Pathfinder is a little buggy, a bit janky, and still just a commodity, so this might let captains keep it for themselves more often when they're kitting out their MOD. > Tether 3 -> 1 Tether costing 3 complexity is ABSURD. That's as much as the actual ion jetpacks, and that's for something which you can replace completely with a fire extinguisher, not even including the tiny 4 tiles tethering range. > Temperature Regulator 2 -> 1 This is vital for spacewalking, I really don't know why it's this expensive. Hell it should be the norm, but whatevs. > DNA lock 2 -> 1 Nobody's ever going to use this if it can just be EMPed and broken... especially when it costs 2 complexity, which is the same cost as defibs, surgical processor, holster, criminal capture.. > Health analyzer 2 -> 1 This is just a health analyzer. A small item that you're paying for the privilege of being able to have it in your janksuit. It really shouldn't cost 2 complexity, nobody ever takes this. > Sonar 2 -> 1 I don't think there's much of a reason for sonar to be 2 complexity. You might think it's nuts, but sonar really isn't that useful as it's a windup with a screen-only range. Making it 1 might let it be seen ingame at some point. > Microwave beam 2 -> 1 Despite the cool name this just fries food. I don't think that should be expensive! > Drill 2 -> 1 The drill module is mostly redundant when by the time you get it, chances are you have a plasma cutter already which is usually better, if not as space-efficient. There's also the dumb issue with drilling into gibtonite which instantly blows it up. > All visors (including NV and thermals) 2 -> 1 Similarly to the health analyzer, chances are if you HAVE the module you don't actually *need* it as you're already.. that job. Additionally, and this is also part of the reason for the NV, thermal, and even the health analyzer modules, is that traitors/nukies now have to balance MOD economy alongside TC count, and I can't tell you just how frustrating it is to buy something and be told I don't have enough complexity to put it into the MODsuit. I already spent the damn TC! > Circuit Adapter 2 -> 1 This thing seems pretty useless. All it can really do is open and close your modsuit, which like, wow okay. No need for it to be expensive. > The Mining MODsuit has had its complexity increased to 15 and now starts with the eating apparatus module, with a total base complexity of 10/13 now. The complexity increase is because for some reason the MODsuit is already filled to the brim by default, which means that actually interacting with robotics in any way is thoroughly disincentivized as you'd need to take so many modules out to do so that it makes the purchase and interaction pointless. Now you CAN go and ask robotics for anything you need, though there isn't much a miner would want and value enough to trek across the station, for now. Also, it starts with the eating apparatus because it really looked like it should! The flavor text even talks about miners, it's strange for that to be there if miners won't use it. It'll also encourage it to actually be bought more by allowing you to eat through it. > The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. 1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it completely kills the damn thing, even for the charlie station crew! You can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which is a nice middleground between 'fast' suits like the medical and security ones, and the 'slow' ones like civilian, engineering, science. ## Changelog 🆑 balance: Reduced the complexity cost of a lot of MODules. balance: Pathfinder 2 -> 1 balance: Tether 3 -> 2 balance: Temperature Regulator 2 -> 1 balance: DNA lock 2 -> 1 balance: Health analyzer 2 -> 1 balance: Sonar 2 -> 1 balance: Microwave beam 2 -> 1 balance: Drill 2 -> 1 balance: All visors (including NV and thermals) 2 -> 1 balance: Circuit Adapter 2 -> 1 balance: The Mining MODsuit has had its complexity increased to 13 and now starts with the eating apparatus module, with a total base complexity of 10/13 now. balance: The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. spellcheck: Fixed a type on the energy net module. /🆑 * MOD Complexity rebalance --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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97ec5ed1a0 |
Adds Interdyne Modsuits (#76236)
## About The Pull Request Adds separate, Interdyne-brand Modsuits for Intrudyne pirates. Incredibly fast and more techy, including among other things an organ thrower module (which is, based on flavour text, Interdyne tech). To balance this, they discharge dramatically fast, encouraging fast get-in get-out approach. Sprite itself is mostly a combination of medical and syndicate suits, with labcoat bits for extra stylishness and evil feel. The colour pallete was enterily borrowed from Interdyne Pharmaceutics container sprite and Interdyne-produced E-surgery tools.    Lorewise, I borrowed a random idea from cyberpunk lore video I once watched and is now blurred for me now, upon seeing retrieval suits. Originally made by conjuction of Cybersun and Intrudyne, combining mechanics with supersoldier treatment for speed, allegadely for rapid response and retrieval off corpses. [By the way, it would be funny if someone coded an event where after cap's death on Revs or Cult, a bunch of guys in these suits would show up with sole goal of recovering the body and escaping with it (plus maybe some side syndicate objective)] Aaanyway, obviously, the rapid speed plays into a lot of Intrudyne-related tactics for the shady side of things as well. Much like a scalpel, their attacks are supposed to be fast, clean and precise. ## Why It's Good For The Game Consistency thing, mostly. It doesn't make much sense that a medical corp would use their competitors tools when they could develop a counter. Also ties with organ thrower module, why would they have made it, if they didn't have modsuits for it? ## Changelog 🆑 add: Added Interdyne ModSuits for Interdyne pirates. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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0d4804cfca |
MOD Complexity rebalance (#76077)
## About The Pull Request Reduced the cost of a lot of MODules. Pathfinder 2 -> 1 Tether 3 -> 1 Temperature Regulator 2 -> 1 DNA lock 2 -> 1 Health analyzer 2 -> 1 Sonar 2 -> 1 Microwave beam 2 -> 1 Drill 2 -> 1 All visors (including NV and thermals) 2 -> 1 Circuit Adapter 2 -> 1 The Mining MODsuit has had its complexity increased to 15 and now starts with the eating apparatus module, with a total base complexity of 10/15 now. The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. ## Why It's Good For The Game > Reduced the cost of a lot of MODules. There's lots of cute little MODules here, and they are all despite their 'small' cost far too expensive for them to ever be used. The small little cost adds up, when you consider that two 2-complexity modules cost FOUR, which is more than most good modules (that are 3), especially when storage modules take up 3 complexity already. Think about it like genetics, imagine if geladikinesis cost 40 instability. It'd be pointless and just make it not used. > Pathfinder 2 -> 1 Pathfinder is a little buggy, a bit janky, and still just a commodity, so this might let captains keep it for themselves more often when they're kitting out their MOD. > Tether 3 -> 1 Tether costing 3 complexity is ABSURD. That's as much as the actual ion jetpacks, and that's for something which you can replace completely with a fire extinguisher, not even including the tiny 4 tiles tethering range. > Temperature Regulator 2 -> 1 This is vital for spacewalking, I really don't know why it's this expensive. Hell it should be the norm, but whatevs. > DNA lock 2 -> 1 Nobody's ever going to use this if it can just be EMPed and broken... especially when it costs 2 complexity, which is the same cost as defibs, surgical processor, holster, criminal capture.. > Health analyzer 2 -> 1 This is just a health analyzer. A small item that you're paying for the privilege of being able to have it in your janksuit. It really shouldn't cost 2 complexity, nobody ever takes this. > Sonar 2 -> 1 I don't think there's much of a reason for sonar to be 2 complexity. You might think it's nuts, but sonar really isn't that useful as it's a windup with a screen-only range. Making it 1 might let it be seen ingame at some point. > Microwave beam 2 -> 1 Despite the cool name this just fries food. I don't think that should be expensive! > Drill 2 -> 1 The drill module is mostly redundant when by the time you get it, chances are you have a plasma cutter already which is usually better, if not as space-efficient. There's also the dumb issue with drilling into gibtonite which instantly blows it up. > All visors (including NV and thermals) 2 -> 1 Similarly to the health analyzer, chances are if you HAVE the module you don't actually *need* it as you're already.. that job. Additionally, and this is also part of the reason for the NV, thermal, and even the health analyzer modules, is that traitors/nukies now have to balance MOD economy alongside TC count, and I can't tell you just how frustrating it is to buy something and be told I don't have enough complexity to put it into the MODsuit. I already spent the damn TC! > Circuit Adapter 2 -> 1 This thing seems pretty useless. All it can really do is open and close your modsuit, which like, wow okay. No need for it to be expensive. > The Mining MODsuit has had its complexity increased to 15 and now starts with the eating apparatus module, with a total base complexity of 10/13 now. The complexity increase is because for some reason the MODsuit is already filled to the brim by default, which means that actually interacting with robotics in any way is thoroughly disincentivized as you'd need to take so many modules out to do so that it makes the purchase and interaction pointless. Now you CAN go and ask robotics for anything you need, though there isn't much a miner would want and value enough to trek across the station, for now. Also, it starts with the eating apparatus because it really looked like it should! The flavor text even talks about miners, it's strange for that to be there if miners won't use it. It'll also encourage it to actually be bought more by allowing you to eat through it. > The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. 1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it completely kills the damn thing, even for the charlie station crew! You can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which is a nice middleground between 'fast' suits like the medical and security ones, and the 'slow' ones like civilian, engineering, science. ## Changelog 🆑 balance: Reduced the complexity cost of a lot of MODules. balance: Pathfinder 2 -> 1 balance: Tether 3 -> 2 balance: Temperature Regulator 2 -> 1 balance: DNA lock 2 -> 1 balance: Health analyzer 2 -> 1 balance: Sonar 2 -> 1 balance: Microwave beam 2 -> 1 balance: Drill 2 -> 1 balance: All visors (including NV and thermals) 2 -> 1 balance: Circuit Adapter 2 -> 1 balance: The Mining MODsuit has had its complexity increased to 13 and now starts with the eating apparatus module, with a total base complexity of 10/13 now. balance: The Prototype MODsuit's active slowdown has been decreased from 1.5 (!) to 1. spellcheck: Fixed a type on the energy net module. /🆑 |
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fc6430e41c |
[MIRROR] The Debug and Admin MODsuits now take a lot less time to (de)activate. [MDB IGNORE] (#22028)
* The Debug and Admin MODsuits now take a lot less time to (de)activate. (#76261) ## About The Pull Request Read the title. An equivalent 'activation_step_time' variable has been added to the mod theme datum to accomplish that. ## Why It's Good For The Game Why do we have to wait over 10 seconds for a debug suit to activate or deactivate on top of everything else that comes with coding, programming, bugfixing etc? It now takes about 2 seconds to do so, which should be enough to notice the effects of modules such as the springlock anyway. The admin one takes 0.5 seconds, as it's by all means a better debug suit. ## Changelog 🆑 admin: The Debug and Admin MODsuits now take a lot less time to (de)activate. 2 and 0.5 seconds respectively, compared to the default of 10s. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * The Debug and Admin MODsuits now take a lot less time to (de)activate. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
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f2fc2fbd30 |
The Debug and Admin MODsuits now take a lot less time to (de)activate. (#76261)
## About The Pull Request Read the title. An equivalent 'activation_step_time' variable has been added to the mod theme datum to accomplish that. ## Why It's Good For The Game Why do we have to wait over 10 seconds for a debug suit to activate or deactivate on top of everything else that comes with coding, programming, bugfixing etc? It now takes about 2 seconds to do so, which should be enough to notice the effects of modules such as the springlock anyway. The admin one takes 0.5 seconds, as it's by all means a better debug suit. ## Changelog 🆑 admin: The Debug and Admin MODsuits now take a lot less time to (de)activate. 2 and 0.5 seconds respectively, compared to the default of 10s. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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86aec08be8 |
[MIRROR] Test tubes and racks [MDB IGNORE] (#21400)
* Test tubes and racks * fixes --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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2d54693913 |
Test tubes and racks (#75179)
## About The Pull Request  Bottles have varied volumes - some of them hold 30, some 50, while having the same sprite. And the size is comparable with small beaker, so it was a bit weird that it can hold only 30 units. Now the default bottle volume is 50, consistently. Test tubes are the new 30u container that replaces bottles created in chem master (but not condi master) and pandemic. For better management of test tubes, this PR also adds a rack that can be crafted from 1 wooden plank. The rack stores up to 10 test tubes and can pick them up and drop quickly similar to how the pill bottle works with pills.  ## Why It's Good For The Game Consistent volume for the bottle sprite instead of some being 30, some 50. Essential attribute for chemical lab, good company for Chem Separator. ## Changelog 🆑 MTandi, coiledlamb add: Added test tubes and racks for them balance: All 30u bottles now have 50u volume and chem master/pandemic spawn tubes instead of bottles /🆑 |
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eb9d835e97 |
[MIRROR] Allows PKAs to be attached to mining MODsuits [MDB IGNORE] (#20460)
* Allows PKAs to be attached to mining MODsuits (#74601) ## About The Pull Request like the title says, this PR allows miners to attach their funny little proto-kinetic accelerator to their hard-earned modsuit ## Why It's Good For The Game this is probably an oversight, but if not, it's a really weird design choice. if you can attach a crusher to it, there's no reason you wouldn't be able to attach a PKA. a very dumb inconvenience imo ## Changelog 🆑 balance: PKAs can now be attached to mining MODsuits. /🆑 * Allows PKAs to be attached to mining MODsuits --------- Co-authored-by: Vile Beggar <edmir995@gmail.com> |
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b2eb04f151 |
Allows PKAs to be attached to mining MODsuits (#74601)
## About The Pull Request like the title says, this PR allows miners to attach their funny little proto-kinetic accelerator to their hard-earned modsuit ## Why It's Good For The Game this is probably an oversight, but if not, it's a really weird design choice. if you can attach a crusher to it, there's no reason you wouldn't be able to attach a PKA. a very dumb inconvenience imo ## Changelog 🆑 balance: PKAs can now be attached to mining MODsuits. /🆑 |
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011fefdd81 |
[MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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147f3a296c |
[MIRROR] some modsuits now have some modules pinned by default [MDB IGNORE] (#18384)
* some modsuits now have some modules pinned by default (#72258) ## About The Pull Request cleans up some modsuit code i dont like about their modules removes mod theme blacklists, they are unused and weve not needed them at all so far adds support for premade suits to have modules they pin by default the default pins currently are: advanced suit: jetpack loader suit: clamp, magnet, hydraulic arms mining suit: sphere transformation safeguard suit: jetpack magnate suit: advanced jetpack traitor suit: armor booster, jetpack elite traitor suit: armor booster, advanced jetpack nukie suit: armor booster, advanced jetpack elite nukie suit: armor booster, advanced jetpack spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower prototype suit: tether, kinesis apocryphal suit: jetpack chrono suit: timestopper, rewinder, timeline jumper, kinesis plus, timeline eradication ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall, adrenaline boost, energy net ## Why It's Good For The Game quickens some stuff up ## Changelog 🆑 qol: some modsuits now have some modules pinned by default /🆑 * some modsuits now have some modules pinned by default * SR modsuits * word Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> |
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0151eb46b9 |
some modsuits now have some modules pinned by default (#72258)
## About The Pull Request cleans up some modsuit code i dont like about their modules removes mod theme blacklists, they are unused and weve not needed them at all so far adds support for premade suits to have modules they pin by default the default pins currently are: advanced suit: jetpack loader suit: clamp, magnet, hydraulic arms mining suit: sphere transformation safeguard suit: jetpack magnate suit: advanced jetpack traitor suit: armor booster, jetpack elite traitor suit: armor booster, advanced jetpack nukie suit: armor booster, advanced jetpack elite nukie suit: armor booster, advanced jetpack spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower prototype suit: tether, kinesis apocryphal suit: jetpack chrono suit: timestopper, rewinder, timeline jumper, kinesis plus, timeline eradication ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall, adrenaline boost, energy net ## Why It's Good For The Game quickens some stuff up ## Changelog 🆑 qol: some modsuits now have some modules pinned by default /🆑 |
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72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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54f7aad37c |
MOD Hardlight (Refactors how sprite accessories handle MODs) (#17372)
* initial test
* continued cleanup
* hide mutant part refactor
* slight oopsie
* ux
* more ux
* even more ux
* mask
* mod stuff
* almost done with the code
* 🤠
* fixes
* time for art
* fixes
* forgor
* optimize
* more optimizing
* better rendering
* hardlight tex
* another tex
* file name change
* oopsie with the names
* better colors
* transparency edit
* Revert "transparency edit"
This reverts commit 2c8700ec64e469283d685003997e1413fc4a2bce.
* technically TM ready
* review
thank you!
* small
* test
* Revert "test"
This reverts commit 6abda60fc3a82a19a43e323371afff0dd6cccc16.
* the lizard incident
* Revert "the lizard incident"
This reverts commit 5951a3b0eb324a73538f9ca95ef5caeedd10e0cf.
* updates the liz screenshot cuz apparently i fixed something
* art done
* is_hidden ear fix
* write it better
* extra streamlining
* adds two more mod_themes
* a fix and texture tweak
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6eaf3ef66e |
[MIRROR] Internals Bugfixes & Internals-Compatible Helmets [MDB IGNORE] (#17267)
* Internals Bugfixes & Internals-Compatible Helmets * Hotfix for Upstream Merge 70750 & Anesthetic Machine (#17296) * Remove Skyrat edit (PR #14452) * Remove MASK_EXTEND_RANGE clothing flag, bugfix mask adjustment on anesthetic machine, change to use open_internals and close_externals procs * Change vox spawner to use open_internals * Fixed bug allowing anesthetic machine to stay on when mask was adjusted * Automatic changelog generation for PR #17296 [ci skip] Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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0a81ea5bf9 |
Internals Bugfixes & Internals-Compatible Helmets (#70750)
* Core internals refactor. Add open/close_internals procs to /obj/item/tank. Add open/close_internals, can_breathe_internals, and invalid_internals procs to /mob/living/carbon. Fixed bug in human_stripping.dm preventing changing internals for breathing tube users. Fixed bug in /obj/item/tank/toggle_internals that was auto-adjusting non-internals masks. Fixed bug in slements/strippable that caused two mobs to breathe from the same internals. |
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f4c7941ab8 |
[MIRROR] [NO GBP] The infiltrator modsuit properly hides tails/extremely bulky jumpsuits [MDB IGNORE] (#17228)
* [NO GBP] The infiltrator modsuit properly hides tails/extremely bulky jumpsuits (#70858) The infiltrator suit hides tails. * [NO GBP] The infiltrator modsuit properly hides tails/extremely bulky jumpsuits Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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14da922bc7 |
[NO GBP] The infiltrator modsuit properly hides tails/extremely bulky jumpsuits (#70858)
The infiltrator suit hides tails. |
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f6a8081e86 |
[MIRROR] Infiltrator Suit Rework: MODsuit edition [MDB IGNORE] (#16721)
* Infiltrator Suit Rework: MODsuit edition * fix * fixes + TRAIT_UNKNOWN * on second thought just buy a chameleon kit lmao Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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a97c68a6df |
Infiltrator Suit Rework: MODsuit edition (#70303)
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you. |