129 Commits

Author SHA1 Message Date
Manatee b535552bd3 Cybernetic Reshuffling (#5271)
## About The Pull Request
Moves combat cybernetics to the combat cybernetic techweb node, and
section in the fab.
## Why It's Good For The Game
Things that are illegal, dont look illegal, and thats bad. This makes
the combat implants visible and undeniable.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="616" height="204" alt="image"
src="https://github.com/user-attachments/assets/9cc5ae4f-7c2a-487b-b586-4264ddaa2bc0"
/>

<img width="617" height="151" alt="image"
src="https://github.com/user-attachments/assets/761a05b1-6542-43cf-b330-4de47f8dc812"
/>

<img width="447" height="322" alt="image"
src="https://github.com/user-attachments/assets/6add6153-de4a-480e-8339-62246a25a239"
/>

</details>

## Changelog
🆑
fix: Combat implants are in the combat implant section. Where you would
think they would be.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-02-25 20:35:50 +01:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
MrMelbert 72f76caea0 Spy loot tweaks (#94189)
## About The Pull Request

1. Ammo will no longer show as a loot option until a weapon that uses
said ammo has been claimed. Some ammo, particularly shotgun ammo has
unique status bypassing this, since you could reasonably acquire a
shotgun from the armory, a bartender, or cargo. There is also a 10%
chance that some ammo will show up anyways, to keep people on their
toes.

2. If you claim another weapon of an already claimed ammo type, the ammo
in the pool will be refreshed, meaning obtainable once again.

3. Unclaimed items have a 40% chance of being re-added to the loot pool.
This is on top of the 80% chance for an item to not be removed from the
pool when selecting loot.

4. When hard bounties empty out their loot pool, they will instead draw
from the medium loot pool. Likewise medium bounties will draw from the
easy pool when they run out.

5. Modified the antag info panel text slightly. 

6. Made more appropriate use of `SStraitor.uplink_items`, and checks for
abstract items more thoroughly.

7. Some weapons no longer come in gun cases for Spies

## Why It's Good For The Game

1. Initially the thought was Spies would just have dud bounties on
occasion. They could take the time to lie low or work on their plans
rather than prowl for loot. Alternatively, an aggressive spy would go
after them *just in case* they got the correct gun, or a passive spy
would go after them for the ability to later bribe someone carrying the
correct gun.

However, in practice it seems people largely just don't like having dud
bounties, as it hurts the pacing. Someone who is on a roll doesn't want
to sit there and do nothing.

Ghommie tried to implement this earlier but I disagreed with the
implementation, so here we are.

2. It would be pretty unappealing to go after a gun after realizing all
the gun's ammo has been looted already.

3. I noticed in testing pools would drain themselves pretty fast. This
serves as a bit of a stop-gap, and prevents items that rolled on
particularly difficult targets from being lost forever. Now you can roll
the dice and hope that it shows up again.

4. Might as well reward people with non-junk items if they manage to
drain a tier's loot pool, especially since the top tier pool is pretty
small.

5. People were oft confused about the wording of the text, thinking
they'd get banned.

6. No reason to use the indexed list. 

7. Having a gun case thrust into your hands is not very inconspicuous 

## Changelog

🆑 Melbert
balance: Ammo will no longer show up in the Spy loot pool until a weapon
that uses said ammo has been claimed. Some ammo for weapons easily
obtainable on station (shotgun shot) are not limited by this
restriction. Also, there's a rare chance ammo will show up anyways just
to keep people on their toes.
balance: Claiming a weapon will refresh ammo in the loot pool that has
already been claimed or cycled out.
balance: Bounty rewards that no Spy claimed have a chance to re-enter
the loot pool after a bounty refresh, rather than being lost for the
remainder of the round.
balance: When higher tier Spy bounties empty their loot pools, they will
attempt to draw from lower tier pools before defaulting to telecrystals.
balance: Spies no longer are rewarded with gun cases for bounties;
rather just the gun itself
spellcheck: Modified the Spy antag info text
/🆑
2025-12-06 13:42:32 +11:00
Leland Kemble 49d2f1f3c9 Adds the Modular Suit (Or Portable Suit) (#93776)
## 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>
2025-12-02 17:42:15 -07:00
Nick 595b9c00b3 Removes Defibrillators from being printable, and adds cmo compact defib as a spy objective. (#94182)
## 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
/🆑
2025-12-01 00:17:21 -05:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
John Willard 92fb372a8c Adds the monastery monitor (#94160)
## 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.
2025-11-29 11:33:33 -07:00
Nick 387645d546 Removes soup pot from technode (#94166)
## 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
/🆑
2025-11-27 21:45:52 -08:00
Sir Winters b0ca137649 Janiborg Modifications (#4912)
## 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
/🆑
2025-11-26 04:35:05 +01:00
Aliceee2ch 6d85eb30dc Moves "adv. parts" and "adv. surgery" from required to discount experiments. (#93917)
## About The Pull Request

title says pretty much all

## Why It's Good For The Game

To begin with i'll say, that we should gatekeep advanced and more
powerful nodes from being researched, rather than we do with those 2
nodes. While having medbay/engineering/other jobs like bitrunning to
rely on science might sound like an interesting idea - it just doesnt
really work well. I faced quite a lot of rounds, where station stuck
with t2/basic surgeries, only because coroner/sci are too lazy to do the
basics, resulting in completely unrelated to sci crewmembers doing
experiments instead.

Yes, i've seen also a lot of highpop rounds with staffed science
department just fucking off for the next 50 minutes, rather than doing
something, that takes you like 30-60 seconds of your round and benefits
whole station, and honestly? I can understand them, not many people want
to do the same job routine from round to round, even if its quite easy.

Attempts to bring player intearctions with code are usually not ending
well, with these features becoming a nuisance rather than something
interesting. (see: removed Vend Shortages station trait). This PR is
aimed to turn experiments to a nice bonuses for faster researches
instead of keeping them as another required everyround routine.

## Changelog

🆑
balance: Adv. parts and adv. surgery experiments are now discounts,
instead of requirements.
/🆑
2025-11-16 22:40:01 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
Fghj240 31f9d1bcb6 Adds cybernetic cat ears (#93518)
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-10-30 23:13:21 +11:00
SyncIt21 002aef897f [MDB Ignore] Removes circuit board recipe for vend a tray (#93517)
## 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
/🆑
2025-10-29 23:19:02 +01:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
Ghom e5be2d0f91 Sensors can now be printed, removed and installed on jumpsuits. HANDCRAFTED jumpsuits no longer have sensors by default (also mild crafting refactor) (#93121)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 11:43:38 +02:00
Roxy e2f813e182 Merge branch 'master' into upstream-15-10-2025 2025-10-17 22:19:34 -04:00
Cursor 5055fbe77d Ports colourable Umbrellas from Monkey, makes the rain hiding a trait (#4803)
## 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.
/🆑
2025-10-16 16:06:41 -07:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Fghj240 dac24540ec A new type of cybernetic ear, volume-adjusting ears. Also changes the stats of the basic and regular cybernetic ears for consistency (#93362) 2025-10-11 09:10:53 +11:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
Krysonism 075de00420 Chekov's Canister! Adds missing resupply canisters, makes them constructable & spawn in maint,. (#93028)
## 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.
/🆑
2025-10-02 20:12:46 +02:00
xPokee 75557c2c79 Merge remote-tracking branch 'upstream/master' into upstream-sync 2025-09-18 08:57:11 -04:00
Tojo 0ae0fced62 Umbrellas for Rimpoint | A funny name for a funny PR (#4682)
## 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>
2025-09-18 02:24:00 +03:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
Aliceee2ch 0918437d53 BORGENING! Borg changes and QOLs (#92303)
## 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:
![2025-07-30
15-05-38](https://github.com/user-attachments/assets/0337a3b2-b9ef-4e27-a464-e3bc0a6a77d8)

## 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.

/🆑
2025-09-16 04:12:27 -07:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
nikothedude ee99d0e5b0 Asthma quirk, inhalers - Electric Boogaloo (#92747)
## 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
2025-09-09 23:24:54 -04:00
nikothedude fadbf16e1b Asthma quirk, inhalers - Electric Boogaloo (#92747)
## 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>
2025-09-08 13:31:21 +12:00
John Willard f8186a7db3 Adds a furnace that grants space protection to nearby people (#92342)
## 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.
/🆑
2025-09-07 21:04:47 -04:00
throwawayuseless 6bc67d2bc6 Emitter: The Emitting (#92327)
## 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>
2025-08-19 22:35:55 -04:00
StaringGasMask f7d6a97cb8 Removes the Justice mech (#92486)
## 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.
/🆑
2025-08-19 22:30:36 -04:00
throwawayuseless 2a7921d436 Emitter: The Emitting (#92327)
## 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>
2025-08-13 07:42:53 +10:00
StaringGasMask e0740e1ea0 Removes the Justice mech (#92486)
## 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.
/🆑
2025-08-11 20:28:55 +02:00
moocowswag b7dab59e5e Adds modular shield gates and makes modular shields less useless indoors (#91251)
## 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>
2025-07-30 17:37:37 -04:00
moocowswag e49aa65687 Adds modular shield gates and makes modular shields less useless indoors (#91251)
## 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>
2025-07-27 01:37:17 +02:00
EnterTheJake d738cbb296 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 20:29:31 -04:00
MrMelbert b5a53845d9 Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)
1. Decal painter has been refactored. Decals to paint are now datums.

2. Tile sprayer has been deleted, and merged with the decal painter.

3. A bunch of map decals previously un-paintable are now paintable.

4. Some preset map colors are now available for selection

Including:

- All sidings (Colored, Plating, Wood)
- Missing tile decals (Full tile, checkered tile)
   - And the missing tile decal colors (Dark colors)
- Missing warning decals (Loading area)

![image](https://github.com/user-attachments/assets/dc67f913-1e3e-42a4-8bec-1cf65381b5fb)

1. Makes it drastically easier to add more decals in the future.

2. The split always felt needless to me. I always printed one, ran to my
construction site, opened up the UI - only to realize I printed the
wrong one.

3. Allows for much greater potential while building

4. Makes it easier to match mapped in decals

(This code is commissioned, but I also wanted it, soooo)

🆑 Melbert
refactor: Refactored the decal painter, report any missing decals or
ones that come out weird.
del: Tile sprayer is dead. Its functionality has been merged with the
decal painter.
qol: A bunch of decals have been added to the decal painter. Style to
your heart's content.
/🆑
2025-07-19 20:29:22 -04:00
EnterTheJake ec0a685866 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 14:14:58 +10:00
MrMelbert d291e45e30 Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)
## About The Pull Request

1. Decal painter has been refactored. Decals to paint are now datums.

2. Tile sprayer has been deleted, and merged with the decal painter. 

3. A bunch of map decals previously un-paintable are now paintable.

4. Some preset map colors are now available for selection

Including:

- All sidings (Colored, Plating, Wood)
- Missing tile decals (Full tile, checkered tile)
   - And the missing tile decal colors (Dark colors)
- Missing warning decals (Loading area)


![image](https://github.com/user-attachments/assets/dc67f913-1e3e-42a4-8bec-1cf65381b5fb)

## Why It's Good For The Game

1. Makes it drastically easier to add more decals in the future.

2. The split always felt needless to me. I always printed one, ran to my
construction site, opened up the UI - only to realize I printed the
wrong one.

3. Allows for much greater potential while building

4. Makes it easier to match mapped in decals

(This code is commissioned, but I also wanted it, soooo)

## Changelog

🆑 Melbert
refactor: Refactored the decal painter, report any missing decals or
ones that come out weird.
del: Tile sprayer is dead. Its functionality has been merged with the
decal painter.
qol: A bunch of decals have been added to the decal painter. Style to
your heart's content.
/🆑
2025-07-12 22:58:56 +02:00
necromanceranne 5573612a43 Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request


![image](https://github.com/user-attachments/assets/1332d28c-8d5f-41b7-a614-b74027210145)

Adds the .38 Flare. It does 20 damage. This round highlights the target
for 2 minutes, and projectiles hitting the target always hit the limb
that the shooter was aiming at. Your shot has effectively perfect limb
accuracy, no matter how far the bullet needs to travel. This also
affects other projectiles hitting the target that aren't the .38 Flare.

To indicate whether or not a round in a magazine is either lead or
laser, I've borrowed the implementation of ammo overlays from the C-20r
toy magazines Now each bullet in the speedloaders for .38 can be a
distinct type visibly. Might be interesting if anyone wants to add
additional unique appearances for some of the other .38 rounds.

Reduces the overall cost of a lot of the ammunition in the sec and
autolathe, such as loose bullets. Also reduces the material quantity
within bullet casings.

## Why It's Good For The Game

> .38 Flare

By popular demand, I've come up with a new idea. And that idea...is an
anti-bullet deviation tool. Most players are probably not conscious of
bullet deviation. But if you're familiar with the mechanic, it's why
sometimes your shots may hit into an arm or a leg even though you were
aiming at the head.

The way this works is that over the course of a bullets flight, it
increases in inaccuracy and the pobability of drifting into a limb. From
my last estimate, shooting somewhere around 5 tiles away will usually
result in bullet drift.

While affected by the flare shot, that does not happen. You shoot at the
head, you hit the head.

To put it into perspective; you could consider bullet deviation a form
of damage loss (its a bit more complicated than this and there are
instances where it is positive), and this projectile eliminates that
problem for everyone shooting the target.

> Ammo cost

Some of these were pretty excessive for the cost, and a notable example
of this include the .357 loose casings, .310 Surplus loose casings, and
most shotgun shells. These should go down to roughly below 3/5th of a
sheet of metal when printed from a fully upgraded lathe.

Meanwhile, a single bullet casing was like a sheet of metal each, which
didn't seem right to me. So they're now by default one fifth of a sheet
of metal on recycle.

## Changelog
🆑
add: .38 Flare, a laser bullet! Available in both .38 speedloader and
BR-38 magazine once Advanced Beam Weaponry is researched.
add: .38 Flare highlights the target in an outline and makes sure your
bullets never accidentally hit any limb except the one you are aiming
at. Never accidentally hit someone in the arm when you were going for a
headshot.
balance: Reduces the printing costs of several ammunition types from the
autolathe and security lathe. Reduces the overall material contents of
said printed ammo/magazines. If you find a material dupe, let a coder
know.
/🆑

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 18:04:51 -04:00
OrionTheFox dd00941e32 Makes the Organ Jar printable, lowers it chemical capacity and makes it pour large amounts at once (#92003)
## About The Pull Request

A note to start: the coroner's mail goodie is untouched. They still get
their brain-in-a-jar, prefilled with formaldehyde and with the
ghostrole-brain.

**First part is fairly simple. It's printable now.**

![image](https://github.com/user-attachments/assets/e11d0845-9002-4707-8b12-80ab0f0ede65)

**Balance is hopefully also simple...**
Originally it could store 150u, which just made it an improvement over
most of the other basic beakers... but it shouldn't even be useful in
chemistry, it's rather unshapely for that!

So the balance is as follows:
- It stores 120u of chemicals, printable roundstart.
_Identical to the X-Large Beaker - even in cost, needing some plastic
(which makes it shatter-proof. i guess.)_
- The unwieldy lip means it can only pour in large amounts (20, 40, 60,
120)
_It's not ideal for mixing in chemistry... This will **hopefully**
discourage using it where it'd look out-of-place.
Why juggle big numbers when you can use easier to handle, equivalent
X-Large Beaker?_
 
If players so choose they **can**, of course, still mix their spacedrugs
soaking in a bottle with a Felinid Liver. It's just not a preferred
shift-start beaker.

_Also it's a /beaker subtype now because I wanted to inherit some
things, like the pickup/drop sounds.
This technically means it works as a component in machines, but since
it's equal to an X-Large beaker that doesn't really mean anything. Just
a funny interaction._
## Why It's Good For The Game

I can finally torment my patients without having to hope the Mail Gods
deem me (or the department Coroner) worthy.
The idea of gifting them their inflamed appendix in a preserved jar
makes me happy.


![image](https://github.com/user-attachments/assets/fc0bc9db-28dd-4a13-a3b7-47c51389759f)
## Changelog
🆑
add: Medical (and Science) can now print Organ Jars from their
protolathes! Their shatter-proofing requires some plastic, though.
balance: Organ Jar capacity lowered to 120u, and they can only pour in
large quantities (have you ever tried pouring out of a jar with a lip
like that? Disaster. Such a mess.).
/🆑
2025-07-11 18:04:49 -04:00
theOOZ 98bb7a9d72 Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request

Adds a remote which can be printed with sufficient research, or
auto-linked by mapping the remote ontop of a nav console. Once linked it
can send off or call the shuttle towards a home and away destination.
These destinations can be changed with alt+rmb.

## Why It's Good For The Game

Let people send and call their shuttle without being at the nav
computer. Really useful for antags that arrive on a shuttle, so their
shuttle can be safe in deepspace while they fuck about onstation.
(Should pirates have this?)


![hsu5dytbs7561](https://github.com/user-attachments/assets/a0b968c5-a567-4891-b1d4-9029ad0a41d8)

## Changelog
🆑 theOOZ, kittysmooch
add: Adds the shuttle remote item unlocked with shuttle engineering
research, it lets you remote control the whiteship or custom shuttles.
/🆑
2025-07-11 17:49:23 -04:00
necromanceranne 8f15d0ea2c Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request


![image](https://github.com/user-attachments/assets/1332d28c-8d5f-41b7-a614-b74027210145)

Adds the .38 Flare. It does 20 damage. This round highlights the target
for 2 minutes, and projectiles hitting the target always hit the limb
that the shooter was aiming at. Your shot has effectively perfect limb
accuracy, no matter how far the bullet needs to travel. This also
affects other projectiles hitting the target that aren't the .38 Flare.

To indicate whether or not a round in a magazine is either lead or
laser, I've borrowed the implementation of ammo overlays from the C-20r
toy magazines Now each bullet in the speedloaders for .38 can be a
distinct type visibly. Might be interesting if anyone wants to add
additional unique appearances for some of the other .38 rounds.

Reduces the overall cost of a lot of the ammunition in the sec and
autolathe, such as loose bullets. Also reduces the material quantity
within bullet casings.

## Why It's Good For The Game

> .38 Flare

By popular demand, I've come up with a new idea. And that idea...is an
anti-bullet deviation tool. Most players are probably not conscious of
bullet deviation. But if you're familiar with the mechanic, it's why
sometimes your shots may hit into an arm or a leg even though you were
aiming at the head.

The way this works is that over the course of a bullets flight, it
increases in inaccuracy and the pobability of drifting into a limb. From
my last estimate, shooting somewhere around 5 tiles away will usually
result in bullet drift.

While affected by the flare shot, that does not happen. You shoot at the
head, you hit the head.

To put it into perspective; you could consider bullet deviation a form
of damage loss (its a bit more complicated than this and there are
instances where it is positive), and this projectile eliminates that
problem for everyone shooting the target.

> Ammo cost

Some of these were pretty excessive for the cost, and a notable example
of this include the .357 loose casings, .310 Surplus loose casings, and
most shotgun shells. These should go down to roughly below 3/5th of a
sheet of metal when printed from a fully upgraded lathe.

Meanwhile, a single bullet casing was like a sheet of metal each, which
didn't seem right to me. So they're now by default one fifth of a sheet
of metal on recycle.

## Changelog
🆑
add: .38 Flare, a laser bullet! Available in both .38 speedloader and
BR-38 magazine once Advanced Beam Weaponry is researched.
add: .38 Flare highlights the target in an outline and makes sure your
bullets never accidentally hit any limb except the one you are aiming
at. Never accidentally hit someone in the arm when you were going for a
headshot.
balance: Reduces the printing costs of several ammunition types from the
autolathe and security lathe. Reduces the overall material contents of
said printed ammo/magazines. If you find a material dupe, let a coder
know.
/🆑

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-09 17:11:23 +00:00
OrionTheFox 1cd78246b4 Makes the Organ Jar printable, lowers it chemical capacity and makes it pour large amounts at once (#92003)
## About The Pull Request

A note to start: the coroner's mail goodie is untouched. They still get
their brain-in-a-jar, prefilled with formaldehyde and with the
ghostrole-brain.

**First part is fairly simple. It's printable now.**

![image](https://github.com/user-attachments/assets/e11d0845-9002-4707-8b12-80ab0f0ede65)

**Balance is hopefully also simple...**
Originally it could store 150u, which just made it an improvement over
most of the other basic beakers... but it shouldn't even be useful in
chemistry, it's rather unshapely for that!

So the balance is as follows:
- It stores 120u of chemicals, printable roundstart.
_Identical to the X-Large Beaker - even in cost, needing some plastic
(which makes it shatter-proof. i guess.)_
- The unwieldy lip means it can only pour in large amounts (20, 40, 60,
120)
_It's not ideal for mixing in chemistry... This will **hopefully**
discourage using it where it'd look out-of-place.
Why juggle big numbers when you can use easier to handle, equivalent
X-Large Beaker?_
 
If players so choose they **can**, of course, still mix their spacedrugs
soaking in a bottle with a Felinid Liver. It's just not a preferred
shift-start beaker.

_Also it's a /beaker subtype now because I wanted to inherit some
things, like the pickup/drop sounds.
This technically means it works as a component in machines, but since
it's equal to an X-Large beaker that doesn't really mean anything. Just
a funny interaction._
## Why It's Good For The Game

I can finally torment my patients without having to hope the Mail Gods
deem me (or the department Coroner) worthy.
The idea of gifting them their inflamed appendix in a preserved jar
makes me happy.


![image](https://github.com/user-attachments/assets/fc0bc9db-28dd-4a13-a3b7-47c51389759f)
## Changelog
🆑
add: Medical (and Science) can now print Organ Jars from their
protolathes! Their shatter-proofing requires some plastic, though.
balance: Organ Jar capacity lowered to 120u, and they can only pour in
large quantities (have you ever tried pouring out of a jar with a lip
like that? Disaster. Such a mess.).
/🆑
2025-07-09 14:11:07 +02:00
theOOZ 2a5768ef10 Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request

Adds a remote which can be printed with sufficient research, or
auto-linked by mapping the remote ontop of a nav console. Once linked it
can send off or call the shuttle towards a home and away destination.
These destinations can be changed with alt+rmb.

## Why It's Good For The Game

Let people send and call their shuttle without being at the nav
computer. Really useful for antags that arrive on a shuttle, so their
shuttle can be safe in deepspace while they fuck about onstation.
(Should pirates have this?)


![hsu5dytbs7561](https://github.com/user-attachments/assets/a0b968c5-a567-4891-b1d4-9029ad0a41d8)

## Changelog
🆑 theOOZ, kittysmooch
add: Adds the shuttle remote item unlocked with shuttle engineering
research, it lets you remote control the whiteship or custom shuttles.
/🆑
2025-07-07 04:01:57 +10:00
moocowswag a4d5c97f63 Adds Modular shield consoles, boards, and tech, lets monkeys mash their keyboards (#91189)
## About The Pull Request
(had to cut off the video cause of github file size limit)


https://github.com/user-attachments/assets/f6a51d28-dc35-41ad-93ac-099c48215013


Adds modular shield generator consoles to the game, boards are available
through holographics tech

Simply multitool buffer a generator and then use the buffer on a
console.

The console can see the current shield health status of every generator
that is linked to it and can toggle the generators on
and off, but cannot change radius or any other settings.

The console can also rename generators for convenience



And should a monkey manage to slip past your defenses via ventcrawl it
will be able to randomly toggle your shields.


https://github.com/user-attachments/assets/94435d15-e52f-45c7-a2e6-135228e7bc08


## Why It's Good For The Game

Helps engineers keep track of their generators for primarily PVE content
(mainly when they are trying to protect the station against meteors)
## Changelog
🆑
add: You can now remotely monitor and control modular shield generators
using modular shield generator consoles.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-21 22:26:31 -04:00
throwawayuseless df3df27e1d Diagnosis: The Diagnosing (#91361)
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:

- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!

Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-21 22:26:28 -04:00
moocowswag c2e0d21c7a Adds Modular shield consoles, boards, and tech, lets monkeys mash their keyboards (#91189)
## About The Pull Request
(had to cut off the video cause of github file size limit)


https://github.com/user-attachments/assets/f6a51d28-dc35-41ad-93ac-099c48215013


Adds modular shield generator consoles to the game, boards are available
through holographics tech

Simply multitool buffer a generator and then use the buffer on a
console.

The console can see the current shield health status of every generator
that is linked to it and can toggle the generators on
and off, but cannot change radius or any other settings.

The console can also rename generators for convenience



And should a monkey manage to slip past your defenses via ventcrawl it
will be able to randomly toggle your shields.


https://github.com/user-attachments/assets/94435d15-e52f-45c7-a2e6-135228e7bc08


## Why It's Good For The Game

Helps engineers keep track of their generators for primarily PVE content
(mainly when they are trying to protect the station against meteors)
## Changelog
🆑
add: You can now remotely monitor and control modular shield generators
using modular shield generator consoles.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-06-19 14:16:47 +00:00
throwawayuseless f02819360b Diagnosis: The Diagnosing (#91361)
## About The Pull Request
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:

- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!

## Why It's Good For The Game
Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
## Changelog
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-19 09:36:02 +02:00
jimmyl c12d2189e0 atmospherics shield generator (#91055)
## About The Pull Request

(old video)


https://github.com/user-attachments/assets/4b04c372-05a2-4bab-b4a4-1b2c965061e5

unlocked by holographics research
put two facing eachother and turn one on to make a field that blocks
atmos, if not obstructed by wall
fields cannot be broken or clicked but the generators may (theyre
relatively weak)
requires external airlock access or apc access
uses area power, environmental channel
may be locked
may be screwed open to access wiring, has 1 wire that just toggles it

changes tiny fans on stations to use those

## Why It's Good For The Game

a better and rebuildable alternative to magic tiny fans 

## Changelog
🆑
add: atmospherics shield generator, unlocked by Holographics research
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-06-15 15:54:08 -04:00