## About The Pull Request
Skyrat gun removal pr somehow made a typo from FLARE to FLAE
## Why It's Good For The Game
Flae
## Proof Of Testing
no
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Fixed a typo in the .38 flare ammo, no longer will it be Flae ammo.
/🆑
## About The Pull Request
First, boring stuff.
The "Modsuit equipment" techweb node has been split into two nodes, with
the additional node containing the more civilian MODules (And the new
plating), and costing 20 points.
A new "Perfumer" MODule has been added(not printable anywhere, but in
the new suit by default) that just cleans you.
The MODsuit being added has been added to the LawDrobe's premium
section, for 300 credits.
Now, the real addition.
This adds a MODsuit that is a modular suit, that is to say, a suit, tie,
shoes and glasses. The glasses aren't actually real flash-proof
sunglasses by default, but the welding protection module can be added.
The suit is obviously not space-proof, and offers no protection to
anything but biohazards. The suit has 10 complexity max, due to the fact
that most modules don't have a point on it. This is subject to change.
The pre-made one also has the stamp and paper dispenser MODules
pre-installed, which are both now activateable via the neck slot.
The suit control unit is the tie.
## Why It's Good For The Game
Have you ever been called to court, but you didn't have a nice suit, so
the judge holds you in contempt and sends you to jail? Well, never
again. Gone are the days that you cause two innocent boys to almost be
executed for a crime they didn't commit simply because you don't have a
nice suit. With the Moonraker Conglomerate's newest export in your
hands, you'll never be the less formal one ever again. No matter the
occasion, you're never more than a few moments away from
self-representing.
Video of the fit:
https://github.com/user-attachments/assets/44d08ca8-9ae1-4887-81e6-cec11792132e
It's the same look as a suit jacket, white tie, sunglasses and laceup
shoes. You must get a matching jumpsuit of your own.
I think it's neat, and it's a damn shame that there's not a single
MODsuit that isn't just head gloves suit shoes. All these MODules which
are activateable from head, mask or glasses, and no suits that allow it.
Missed opportunity, I'd say.
Also, lawyer buff. Need I say more?
## Changelog
🆑
add: Added a modular SUIT, a deployable, one-piece three-piece suit.
Purchasable from the LawDrobe.
balance: The MODsuit equipment techweb node has been split in two, with
an offshoot for civilian MODules.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This PR removes Defibrillators from being printable in the techlathe.
Which means the Compact belt becomes CMO exclusive item.
And adds a objective for spies to steal compact belt because it feeds it
into the black market, which other antags can maybe buy and emagg it to
turn it into a reasonable weapon
This pr also makes it so the baseline of roundstarting defibs is 4
## Why It's Good For The Game
Years ago we made defibrillators never printable, and there was no way
to get them unless it was trough cargo, and later we added it to the
techlathe which immediatly voided the cargo crate.
Medical starts with 4 defibrillators medbay usually uses 2, and then the
other 2 go to medical borgs (and theres not really ever a real reason to
print out another since you got plenty).
We also have spefific upgrade modules for medical cyborgs which is
voided by just printing a defib and inserting it into the medical borgs.
TL;DR order it from cargo either 1 using your departmental budget, 2
using your free ordering console, or 3 just from cargo
## Changelog
🆑 ezel
add: Compact Defibrillator is now a Spy objective
balance: Compact Defib is CMO exclusive again
balance: you can no longer print Defibrillators in techlathe (purchase
them via cargo if needed)
sprite: CMO compact defib now looks unique from other ones
map: catwalk defibs trimmed to 4 instead of 6
map: metastation defib added from 3 to 4
map: wawastation defib added from 3 to 4
map: tramstation defib added from 3 to 4
map: nebulastation defibs trimmed from 6 to 4
/🆑
## About The Pull Request
It's the same as every other combat mech, but the category was just
completely empty for some reason. Probably an oversight?
Atomized from #94190
## Why It's Good For The Game
bugfix
## Changelog
🆑
fix: Exosuit fabricator UI now shows the Savannah-Ivanov's supported
equipment
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
I'm working on a pubby update for the map depot for admins to run, and
thought I should throw this here. Removes a varedit from Pubby and makes
the monastery telescreen replaceable by making it researchable and
printable through the service techfab.
Also re-adds the pubby map wall item, using the new map item outlines.
## Why It's Good For The Game
Repairability for a map that seems to be ran frequently by admins
(judging by it getting actual issue reports), this has no effect
otherwise.
## About The Pull Request
This removes printable soup pots
## Why It's Good For The Game
<img width="915" height="378" alt="image"
src="https://github.com/user-attachments/assets/827f193b-56bb-4046-8ffe-eb0c9dfa0626"
/>
Just get it from the vendor or order restocking units.
## Changelog
🆑 ezel
balance: You can no longer print soup pots
/🆑
## About The Pull Request
- Gives Janiborgs the Experimental Broom round-start.
- Comments out the wirebrush upgrade. (It's already there round-start
already?)
- Gives Janiborgs Cable, RLD, RTD, and Decal Painter upgrades.
## Why It's Good For The Game
Allows janiborgs to fix lights and maint-mice wires later in the round.
Upgrades them from their shitty-tiles to modern-tiles so they can
actually make the kitchen look classy after someone blows it up. Gives
them the ability to touch up areas with decals as well, because most
engineers are just gonna slap down the pipes/wires and call it a day.
## Proof Of Testing
<img width="461" height="398" alt="image"
src="https://github.com/user-attachments/assets/75ffe907-f4ec-4d81-aefa-f43d458f17a3"
/>
<img width="599" height="160" alt="image"
src="https://github.com/user-attachments/assets/d8307015-6980-4138-8556-bc8a72f1264c"
/>
<img width="563" height="203" alt="image"
src="https://github.com/user-attachments/assets/d5c0b210-3826-4f28-8555-1c19a57a9ee1"
/>
</details>
## Changelog
🆑
add: RLD, RTD, Decal Painter, and Cable upgrades for janiborgs.
del: wirebrush upgrade, because it's already roundstart.
qol: added brooms to janiborgs roundstart
/🆑
## About The Pull Request
- Closes#93497
'Vend a trays' are not subtypes of machines but structures i.e. their
path is `/obj/structure/displaycase/forsale`. You can't create
structures with machine circuit boards so they runtime like hell
You can still create an Vend a tray by
- Creating a "display case chassis" with 5 wood
- Inserting a card reader in it
It's just this broken way of designing the tray has to go
## Changelog
🆑
del: Removes circuit board recipe for vend a tray. Use 5 wood to create
a "display case chassis" and insert a card reader to create the tray
instead
/🆑
## About The Pull Request
So it dawned on me for awhile, we did get true strike and I got to use
it way more, not necessarily after it is available as speedloader but
I've used it for atleast a bit, realized just buying the match mag was
better anyway.
so, true strike sucks for actually bouncing and killing people. and
while 15 damage is nothing to scoff at because any damage is better than
doing no damage at all. It's already well outclassed by it's actual
roundstart counterpart. This fix that, the truestrike ammo is researched
fairly late into the round. Giving it AP make it more useful
## Why It's Good For The Game
I think it make senses we'd want a researched ammo type more effective
than something you can just. Buy? It's not like we don't have tech laser
that are more effective than buckshot for raw damage. This is similar to
that idea
## Changelog
🆑
add: True Strike is also now AP, making detective more scary and BR-38
much more effective against highly armoured target
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
It's colourable, trait can be used for more. Shaded vamp funny.
- [x] Port basic stuff.
- [x] Weather stuff.
- [x] Vampire stuff.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 Absolucy, Constellado, theselfish, Arturlang
add: Umbrellas are now gags colourable!
add: Umbrellas protect vampires from the sun.
/🆑
## About The Pull Request
This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...
<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>
### This PR:
* Makes all noteable vendors constructable, if you have the canister.
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint.
### Spawner weights
The random canister spawner from maintenance has a:
* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.
## Why It's Good For The Game
One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.
## Changelog
🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
Working Umbrellas, printed with Plastic and Iron, at autolathes.
## Why It's Good For The Game
I'm unsure as to why we didn't have these to begin with for species that
can't stand in rain such as slimes.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/e9702747-0092-4d86-bf91-6c3429c656fc
</details>
## Changelog
🆑
add: Added umbrellas for Rimpoint at Autolathes and Service Protolathes
which block rain reagants.
/🆑
---------
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
## About The Pull Request
Adds a few new items and upgrades for different cyborg modules or
reworks some of them.
<p align="center">
<img width="608" height="199" alt="image"
src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296"
/>
</p>
pic unrelated :)
### Main changes:
### Medical model
**Medical cyborg** gets chembag by default and a new bluespace syringe
upgrade!
<p align="center">
<img width="267" height="83" alt="image"
src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54"
/>
</p>
### Engineering model
**Engineering cyborg** recieved a few new features. Now you can put your
regular RPED inside of a cyborg, but mind that it has way less storage,
than RPED upgrade from robotics. Robotics RPED upgrade were renamed into
expanded RPED and now cost the same amount of material to produce it as
BS RPED.
<p align="center">
<img width="198" height="117" alt="image"
src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc"
/>
</p>
Worth to mention adding decal painter with own sprite (yes it uses cell
instead of regular toner)
<p align="center">
<img width="827" height="498" alt="image"
src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8"
/>
</p>
<p align="left">
Circuit manipulator was renamed to engineering apparatus, as its can no
longer hold only circuits. Additionally, it can also hold tubes/bulbs
now.
</p>
### Mining model
**Mining cyborg** now has mesons removed and remade into a new toggle
button, you dont need to use one of your modules just to be able to see
through darkness of lavaland caves.
<p align="center">
<img width="248" height="173" alt="image"
src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3"
/>
</p>
**Mining cyborg** got a new shield module. It helps you fighting
lavaland fauna (..or annoying humans, if youre evil) in low pressure by
absorbing 50% of incoming damage when activated. Takes some amount of
your charge per absorbed hit.
Example:

## Why It's Good For The Game
I feel big lack of some cyborg modules or even features. This PR is
supposed to fix missing gap, aswell as rebalance some of existing
models.
## Changelog
🆑
qol: Added new helpful modules, such as decal painter for engineering
and chembag for medical borg.
add: Added miner cyborg shield module. In lavaland (low) pressure, it
protects you from 50% of incoming damage in exchange of your cell
charge.
add: Added BS syringe upgrade for medical cyborg.
/🆑
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/79691
A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.
Many reviews from the previous PR have been addressed in this PR.
<hr>
<details>
<summary>Details</summary>
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.
Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.
Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.
Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.
Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.
Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.
It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.
Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.
Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).
Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.
Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.
In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
</details>
<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>
<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>
Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game
1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
# code/datums/quirks/negative_quirks/allergic.dm
# code/game/objects/items/devices/scanners/health_analyzer.dm
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/79691
A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.
Many reviews from the previous PR have been addressed in this PR.
<hr>
<details>
<summary>Details</summary>
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.
Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.
Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.
Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.
Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.
Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.
It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.
Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.
Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).
Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.
Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.
In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
</details>
<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>
<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>
Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game
1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
##### Code bounty for holinka4ever
Adds a furnace equippable to the back slot, which when active (it is a
lamp), will form a bubble of space protection, affecting the user and
people nearby, and will last 5 minutes before it dissipates and needs to
be re-formed. This item requires a pyroclastic anomaly core to activate,
while the bubble itself can only be formed in pressurized environments.
It's researchable in the Anomaly technology node.
The downsides of the item is it requires 2 hands to hold, can't be
inserted into storage items (as it's bulky), can only be equipped to the
bag slot, and has slowdown while on, which only affects you when you're
in gravity anyways.
## Why It's Good For The Game
The pyro anomaly is currently one of the more useless anomaly cores, not
even getting a unique reactive armour variation. This hopefully gives it
some purpose as a good tool to keep people alive in a spaced area at a
good cost to the user. This is an item that shouldn't be overpowered,
but also isn't just a selfish tool- when someone's crafting this item
it's specifically aiming to help people, which I think is a benefit.
## Changelog
🆑 JohnFulpWillard, sprites by PopLop
add: Added a new pyroclastic anomaly locked item, the Space Furnace.
Grants space immunity to people nearby while active.
/🆑
## About The Pull Request
yeah
## Changelog
🆑
fix: Fixed oversight from "Material tab for the autolathe" PR. You can
now eject BS crystals, allien alloy and mythril from autolathe.
/🆑
## About The Pull Request
Fixes#92188
1. The Accounting console now has a new UI
<img width="757" height="486" alt="image"
src="https://github.com/user-attachments/assets/0c6ce73f-ae1c-4a54-b6ba-bcc3b3232d13"
/>
2. The Accounting console can now dish out advances on paychecks, giving
you for full paycheck early. You can give up to 3 advances. This of
course means your next paycheck is not paid out when relevant.
3. The Accounting console can now change paycheck sizes of crewmembers -
up to 1.5x and down to 0.5x.
## Why It's Good For The Game
- Gives the HoP some more duties, now being able to dish out money on
request, reward good behavior, or punish bad behavior.
## Changelog
🆑 Melbert
add: Accounting Console: New UI!
add: Accounting Console: Now can give advances to crewmembers
add: Accounting Console: Can now give pay raises or pay cuts
add: Accounting Console: Now only printable in the security lathe
add: Accounting Console: A spare board is now now found in secure tech
storage.
fix: Fix vending machines adding payments to audit log twice.
fix: Non-crewmembers are no longer shown in the accounting console
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest
Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver
Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)
Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above
Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)
Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.
## Why It's Good For The Game
Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.
Find this out as in lay it out on paper.
EDIT 1: Adding the first part
# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.
Next, the delay.
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.
Without further ado,
## The case of the ammo types and workbench
The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:
1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.
2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.
# The weapons, why should they go, one by one.
### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.
What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.
The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.
It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.
But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.
**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>
**Penetrator**
NT's answer to armour!
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.
**Magnesium**
Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,
**Ripper**
Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.
- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same
### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.
in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.
No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Removes the Justice mech from the game, including its sprites and some
of the associated code.
Leaves some sprites, effects and sounds in case anyone wants to reuse
them for something else.
If the maintainers prefer that the mech should remain in the game, but
as an admin-only spawn, I will do so.
## Why It's Good For The Game
This mech has been under fire recently because of it being way too
overtuned, which I think has mainly to do with trying to cram a lot of
unusual things for a mech, such as stealth and melee focus, into the
same package.
Aditionally, I don't really like the flavor at all, being a blatant
reference to another unrelated game. If both the ralsei plush and jevil
mask have been removed, I feel like a similar standard should be applied
here.
Finally, this opens up the posibility for someone else to try a new idea
on some of the concepts present on Justice's current iteration, such as
making a melee-focused mech.
## Changelog
🆑
del: The Justice mech has been removed.
/🆑
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Removes the Justice mech from the game, including its sprites and some
of the associated code.
Leaves some sprites, effects and sounds in case anyone wants to reuse
them for something else.
If the maintainers prefer that the mech should remain in the game, but
as an admin-only spawn, I will do so.
## Why It's Good For The Game
This mech has been under fire recently because of it being way too
overtuned, which I think has mainly to do with trying to cram a lot of
unusual things for a mech, such as stealth and melee focus, into the
same package.
Aditionally, I don't really like the flavor at all, being a blatant
reference to another unrelated game. If both the ralsei plush and jevil
mask have been removed, I feel like a similar standard should be applied
here.
Finally, this opens up the posibility for someone else to try a new idea
on some of the concepts present on Justice's current iteration, such as
making a melee-focused mech.
## Changelog
🆑
del: The Justice mech has been removed.
/🆑
## About The Pull Request
- Closes#92210
1) Bit Forge can be deconstructed with a screwdriver & crowbar like a
normal machine
2) Adds examines & screentips for netpod, bitforge(icon for panel open
state added) & quantum server on how to deconstruct them. New icon state
for when bitforge has its panel open is shown below
<img width="210" height="103" alt="Screenshot (497)"
src="https://github.com/user-attachments/assets/bb44c78d-1f0e-468f-9a79-ebc5800edd09"
/>
3) Moved bitrunning machine designs into files that exist to hold that
type of code
## Changelog
🆑
code: moved designs & circuitboards for bitrunning into their correct
files
qol: adds examines & screentips for bitrunning netpod, bitforge & server
on how to deconstruct them
fix: bitforge can be deconstructed with a screwdriver & crowbar
/🆑
(cherry picked from commit bb38209bb4)
## About The Pull Request
- Closes#92210
1) Bit Forge can be deconstructed with a screwdriver & crowbar like a
normal machine
2) Adds examines & screentips for netpod, bitforge(icon for panel open
state added) & quantum server on how to deconstruct them. New icon state
for when bitforge has its panel open is shown below
<img width="210" height="103" alt="Screenshot (497)"
src="https://github.com/user-attachments/assets/bb44c78d-1f0e-468f-9a79-ebc5800edd09"
/>
3) Moved bitrunning machine designs into files that exist to hold that
type of code
## Changelog
🆑
code: moved designs & circuitboards for bitrunning into their correct
files
qol: adds examines & screentips for bitrunning netpod, bitforge & server
on how to deconstruct them
fix: bitforge can be deconstructed with a screwdriver & crowbar
/🆑
## About The Pull Request
Previously .38 truestrike speedloader was not printable, I only noticed
this while I was fixing a few typo for the BR-38 magazine
## Why It's Good For The Game
Now you can use a worse version of match ammo.
also fix good
## Changelog
🆑
fix: .38 Truestrike speedloader not being printable
spellcheck: .38 Truestrike Magazine no longer have the extra E and
Flareshot now no longer lose the R
/🆑
## About The Pull Request
Previously .38 truestrike speedloader was not printable, I only noticed
this while I was fixing a few typo for the BR-38 magazine
## Why It's Good For The Game
Now you can use a worse version of match ammo.
also fix good
## Changelog
🆑
fix: .38 Truestrike speedloader not being printable
spellcheck: .38 Truestrike Magazine no longer have the extra E and
Flareshot now no longer lose the R
/🆑
## About The Pull Request
This PR makes simple adjustments of the construction_time for the
designs of these items; power cells no longer have an increased time to
print per-item, taking the standard item print time (though, relevantly,
they do not get the *0.2 modifier for stock parts that other stock parts
get). As well, megacells have had their print time slashed in half, from
10 seconds to 5 seconds. These are all with respect for the default
print time that most items have, which is 3.2 seconds.
## Why It's Good For The Game
Cells having such a massive print time is a painful experience for
everyone involved either directly or indirectly. Any construction
project that may fathomably involve cells such as machines, mechs,
cyborgs, new rooms, or upgrading things like SMES or APCs is rendered
into a session of meditative patience. Not to mention that, with current
fabricator design, you can casually sabotage science or engineering by
queuing up 50 cells to print.
On top of the time to print, there is still the time to charge the cell,
as cells start empty. For megacells this causes little issue, typically,
but for standard power cells, the eternity you waited to print 5 cells
is now compounded with standing there spending the round time and your
free time waiting for the number to go up, assuming there is any power
in the network to spare, and assuming the charger is upgraded enough for
the cell tier you printed to charge within your children's lifetime.
This changes that. Megacells, due to their higher potential for
influencing the round ( rigging them then sticking them in a shorted APC
for instance, mech construction) still have a slightly increased time to
print over a standard item, and the power cells are treated as standard
items for printing, due their own broad utility. With this change I'm
hoping to encourage building and upgrading things that involve power
cells, rather than punishing players with oppressive queues at the
lathe. Maybe someday, people will join as engineers to participate as
engineers, instead of for the soft all-access, but that is outside the
scope of this PR.
## Changelog
🆑 Bisar
qol: Power cells and megacells now take much less time to print.
balance: Power cells now take the base-item time-to-print ( 10 seconds
-> 3.2 seconds ), WITHOUT the stock-item print speed increase.
balance: Megacells now take 5 seconds to print ( 10 seconds -> 5
seconds), WITHOUT the stock-item print speed increase.
/🆑
## About The Pull Request
Adds modular shield gates and puts them in holographics research (This
is the final machine to be added to holographics, if anymore are added
they will be put into a brand new adv holographics tech)
It can be rotated with screwdriver (to open panel) and wrench
It has NO ui (its meant to be used with either a remote signaler or
modular shield console in another PR)
It takes NO penalty from generating tiles indoors
It projects a field until either its max range has been reached or it
comes across a closed turf or shield that blocks it.
Regeneration rate is still based on how many tiles it projected vs the
maximum theoretical range it can project at, meaning relays are still
useful.
Infact its very inefficient at longer ranges (which is why it's called a
gate and not a directional generator, because you will most likely use
it like a gate)
its screwdrivered in the video thats why the connections are broken..
https://github.com/user-attachments/assets/4536dd5c-a515-43fc-9186-bbd2fc21b703
Makes hulks deal 30 + shield regeneration rate instead of 100+ (remember
shields don't have any armor or damage deflection)
Has shields block clicks on things under them (mandatory for the shield
gate)
Shields now react better to explosions and atmos (they used to not block
either with barely any interaction)
HALVES the bubble shield generator's max radius when set to project
tiles in doors (similar to regen)
Doubles capacity and regen (if used indoors this is not a large buff
because max radius impacts the regen calculation)
## Why It's Good For The Game
Allows engineers to use up excess power to further manipulate their
environment to produce complicated doorways, walls, and containment
fields that are nonharmful but still meaningful as breaching them is an
easy fix.
Modular shield generators are meant to be progressive content that
engineers can mess with throughout an ENTIRE round, giving them a
generator subtype that give them a bit more fine control with how to use
them seems essential.
Alot of people have asked me why the generator is so weak and told me
its trash, ive kept it weak because it affects a large area, outside in
space thats not a big deal, but inside the station its incredibly
powerful to just drop a 300 health bullet sponge wherever you want it by
ramping up the radius and blocking someone from entering/exiting a room
(this is similar to closing a door behind someone as ai except you're
completely surrounding them with that one door.)
This is deceptively powerful and by nerfing the radius indoors it's much
harder to abuse, which means that shield can now be somewhat stronger
without being oppressive.
## Changelog
🆑
add: Modular shield gates which project a shield in a line and does not
suffer indoor penalties.
balance: Modular shields now better interact with and block atmos and
explosions and melee for what they are protecting, hulks are able to
take one down eventually no matter what.
balance: Modular shields now suffer a severe range penalty when
generating indoors but are more potent in their capacity to endure
damage.
image: modular shield gate sprites
/🆑
---------
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
## About The Pull Request
This PR makes simple adjustments of the construction_time for the
designs of these items; power cells no longer have an increased time to
print per-item, taking the standard item print time (though, relevantly,
they do not get the *0.2 modifier for stock parts that other stock parts
get). As well, megacells have had their print time slashed in half, from
10 seconds to 5 seconds. These are all with respect for the default
print time that most items have, which is 3.2 seconds.
## Why It's Good For The Game
Cells having such a massive print time is a painful experience for
everyone involved either directly or indirectly. Any construction
project that may fathomably involve cells such as machines, mechs,
cyborgs, new rooms, or upgrading things like SMES or APCs is rendered
into a session of meditative patience. Not to mention that, with current
fabricator design, you can casually sabotage science or engineering by
queuing up 50 cells to print.
On top of the time to print, there is still the time to charge the cell,
as cells start empty. For megacells this causes little issue, typically,
but for standard power cells, the eternity you waited to print 5 cells
is now compounded with standing there spending the round time and your
free time waiting for the number to go up, assuming there is any power
in the network to spare, and assuming the charger is upgraded enough for
the cell tier you printed to charge within your children's lifetime.
This changes that. Megacells, due to their higher potential for
influencing the round ( rigging them then sticking them in a shorted APC
for instance, mech construction) still have a slightly increased time to
print over a standard item, and the power cells are treated as standard
items for printing, due their own broad utility. With this change I'm
hoping to encourage building and upgrading things that involve power
cells, rather than punishing players with oppressive queues at the
lathe. Maybe someday, people will join as engineers to participate as
engineers, instead of for the soft all-access, but that is outside the
scope of this PR.
## Changelog
🆑 Bisar
qol: Power cells and megacells now take much less time to print.
balance: Power cells now take the base-item time-to-print ( 10 seconds
-> 3.2 seconds ), WITHOUT the stock-item print speed increase.
balance: Megacells now take 5 seconds to print ( 10 seconds -> 5
seconds), WITHOUT the stock-item print speed increase.
/🆑