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mayfools
129 Commits
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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> |
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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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 /🆑 |
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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> |
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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 /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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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. |
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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 /🆑 |
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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 /🆑 |
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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. /🆑 |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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31f9d1bcb6 |
Adds cybernetic cat ears (#93518)
Co-authored-by: Fghj240 <fakeemail@notrealemail.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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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 /🆑 |
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e28e9fbdba | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 | ||
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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> |
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e2f813e182 | Merge branch 'master' into upstream-15-10-2025 | ||
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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. /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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dac24540ec | A new type of cybernetic ear, volume-adjusting ears. Also changes the stats of the basic and regular cybernetic ears for consistency (#93362) | ||
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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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. /🆑 |
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75557c2c79 | Merge remote-tracking branch 'upstream/master' into upstream-sync | ||
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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> |
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9b282a850e | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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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:  ## 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. /🆑 |
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939f2fc9ac | Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync | ||
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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 |
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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> |
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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. /🆑 |
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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> |
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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. /🆑 |
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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> |
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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. /🆑 |
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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> |
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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> |
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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> |
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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)  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. /🆑 |
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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> |
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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)  ## 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. /🆑 |
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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  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> |
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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.**  **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.  ## 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.). /🆑 |
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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?)  ## Changelog 🆑 theOOZ, kittysmooch add: Adds the shuttle remote item unlocked with shuttle engineering research, it lets you remote control the whiteship or custom shuttles. /🆑 |
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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  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> |
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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.**  **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.  ## 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.). /🆑 |
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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?)  ## Changelog 🆑 theOOZ, kittysmooch add: Adds the shuttle remote item unlocked with shuttle engineering research, it lets you remote control the whiteship or custom shuttles. /🆑 |
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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> |
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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> |
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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> |
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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> |
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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> |