## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Adds a unit test that checks that all designs are accessible through
some source, be it techweb, disks, or innate designs. Certain designs,
like pocket extinguishers, entertainment screens, etc, that have been
present in autolathes but not in the techweb despite having PROTOLATHE
flag assigned have been put into protolathes (where it made sense,
otherwise the flag was removed).
An important change is that restaurant portals are now printable, and
thus can be constructed and deconstructed. Indestructible portals have
been a major gripe of mine for a while, and I don't see a solid reason
for keeping them indestructible if they can easily be printed from the
service protolathe.
Closes#90212
## Why It's Good For The Game
Initial argument for keeping portals unbreakable was to prevent people
from griefing the chef/bartender, but by that logic we can make most
machinery unbreakable too. I don't think that having an unbreakable
portal is good if its locking us out from allowing chefs/bartenders to
reorder or even outright reposition their lunchroom/bar.
## Changelog
🆑
balance: Restaurant portals can now be printed, constructed and
deconstructed. They're also no longer completely invulnerable.
/🆑
## About The Pull Request
The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.
- Clarke no longer requires gold bars to be built.
- HP bumped from 200 to 250, melee armor bumped from 20 to 40.
- Clarke Ore storage module can now collect boulders and smelt them
internally.
- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.
- Mech Pkas now do more damage and have the AOE upgrade preinstalled.
- Mech drills are now a utility module rather than a weapon.
- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems
- Fixed Mech sleepers not granting life support.
- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.
## Why It's Good For The Game
Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.
The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.
This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.
**Arcmining Clarke and Improved Combat functionality**
The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.
Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o
The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.
The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.
I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.
Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.
Lastly The drill modules have been reworked to be utility modules
instead of weapons.
Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.
**New Clarke Exclusive Internal Module: Mining Sleeper**

Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.
**Tech Node Changes**
This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.
There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.
These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.
The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.
ROCK AND STONE!
## Changelog
🆑
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
The idea was born from a small conversation about bepis nodes having low
visibility, which somehow degressed into the idea of announcing
researched nodes to the channels of the interested departments thru the
announcement system machine, which is what I'm doing here, while also
adding documentation, defines and purging some, not all, instances of
camel cases from announcement_system.dm.
Oh, by the by, like the arrival and new head arrival messages, it can be
customized or disabled by interacting with the announcement system.
## Why It's Good For The Game
I think it's helpful to let players know when the research of their dept
is researched, and I think it's kinda interesting to announce bepis tech
on common like it's some hot stuff while it actually isn't just because
it's often missed out and miscellaneous.
## Changelog
🆑
add: Automated announcement systems now announce researched nodes to
their respective departments. You can stop this by either disabling the
announcement systems or by using a multitool on the circuitboard of the
console you're researching nodes from.
/🆑
## About The Pull Request
More techweb feedback processing.
1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter
## Why It's Good For The Game
Balancing the tree out according to the player's behaviour.
## Changelog
🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑
## About The Pull Request
Swaps 'advanced medbay equipment' and 'cryostasis' on the medbay tech
tree, adjusting the required experiments and prerequisites as necessary.
## Why It's Good For The Game
Items like health analyzers, pinpointers, defibs and medical beds are
lower tech, commonly used items and should come before advanced cryo
technology, not the other way around.
## Changelog
🆑 LT3
balance: Advanced Medbay Equipment research node lowered to tier 3
balance: Advanced Medbay Equipment now requires haloperidol scan
experiment
balance: Haloperidol and cryostylane experiments can be performed
roundstart
balance: Cryostasis research node raised to tier 4
balance: Cryostasis now has Fusion instead of Controlled Plasma as a
prerequisite
balance: Cryostasis cryostylane scan is now a discount experiment
balance: Crystallizer moved from Controlled Plasma to Fusion
/🆑
## About The Pull Request
More QoL tweaks and rebalance towards easier unlocking of high tier
nodes by doing discount experiments.
## Why It's Good For The Game
More ways to unlock desired nodes.
## Changelog
🆑
balance: Techweb: High yield explosive is now a discount experiment for
Exotic Ammo node, giving more free points
balance: Techweb: Replaced the botany/xenobio discount experiments with
a new mutant scan experiment for the Gene Engineering node
balance: Techweb: Damaged mech scan is a discount experiment for tier 4
Mech Energy Guns node, giving twice more free points
balance: Techweb: Added a new anomaly scan experiment that gives full
discount for the Advanced Anomaly Shells, also moving the node to tier 5
balance: Techweb: Moved mech RCD to the Experimental Tools node
balance: Techweb: Moved handcuffs to T2 security node, leaving only
zipties in T1
balance: Techweb: Non-human Autopsy is a discount experiment instead of
a required one now
balance: Techweb: Parts scan experiments require 6 machines instead of 4
del: Techweb: Removed the New Toys node moving contents to sec and
medbay trees
qol: Made air horn craftable from a spraycan and a bikehorn
qol: Techweb: Better wording on the slime scan experiment
/🆑
## About The Pull Request
Made portable atmospheric machines buildable as any other machines.

## Why It's Good For The Game
These are simple machines that are limited by the map spawn amounts and
cargo orders for no good reason. While much more complex machinery can
be built.
Also allows for the construction of pipe scrubber introduced in #84187
## Changelog
🆑
qol: portable scubber, pump and pipe scrubber are buildable as any other
machines
/🆑
## About The Pull Request
There was a feedback that the new techweb made it harder to do science
on ghost roles, namely Charlie station crew.
This PR makes a few tweaks to oldstation to lower the bar on the
experiments:
- Added a pure N2O tank for easier BZ creation
- Added one diamond to the ai sat to create artificial BS crystal
- Added research console to ai sat with frontier app pre-installed
- Added a gas compressor to Beta station atmos area
Also moved the NTNet relay back to tcomms node as it requires tcomms
parts. And moved chem pack/blood pack from tier 1 to tier 0 per players`
request.
Also fixed the dissection experiments giving the old amount of bonus
points, before the recent point denomination.
Made a few other minor changes to the map.
## Why It's Good For The Game
Charlie is supposed to be friendly for the beginner players, yet the new
experiments are hard to do with the limited resources on Charlie.
## Changelog
🆑
qol: It is easier to do some required techweb experiments on Charlie
station now
fix: Fixed experimental dissection surgeries giving too many points
balance: Techweb: Moved NTNet relay back to tcomms node
balance: Techweb: Moved blood pack and chem pack to the starting node
/🆑
## About The Pull Request
1. Techweb strings are now defined in
`code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev
2. All places that used those strings have been updated with the
definitions as well.
3. `code/modules/research/ordnance/scipaper_partner.dm` had some old
boosted ids, they have been updated as well along
with their values.
## Why It's Good For The Game
fixes#84153
- I found this through a runtime, but basically the boosted nodes missed
unit test checks. Having them defined should in future ensure that any
changes to them alert the maintainers. This will help in furthur
modularizing the code.
- As for the nodes themselves, I have put the exact nodes as much as
possible so they dont differ much from previous gameplay and how they
worked. Researched nodes that used to give points to those experiments,
will continue to do so, but albeit at a slower rate. This is because the
research point generation rate overall now has been increased.
## Changelog
🆑 ShizCalev, SpaceLove
refactor: Techweb strings are defined now so to maintain modularity
balance: Research papers will have less overall point generation.
/🆑
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
## About The Pull Request
Reshuffles the tech tree nodes, adding reagent purity and cybernetic
organ scan experiments. The total point requirements barely changed.
Made the discount experiments unlock nodes for free, instead of
providing partial discounts, to provide more incentive to actually do
them.
Also devided all points by the amount generated per second, for
convenience. Now points correspond to seconds.
<details>
<summary>New tech tree</summary>
<img width="4320" alt="Tech New"
src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6">
</details>
## Why It's Good For The Game
- Breaks bloated general nodes into more specialized nodes, making the
tree more balanced
- Combines scattered nodes dedicated to a single design into specialized
nodes, reducing the number of nodes
- Reshuffles the unlocks within specialized tree to adjust progression
on some trees to follow the idead: Cheap nodes first, then nodes that
require experiments or nodes of neighbouring trees, then expensive nodes
with end-game tech.
- You no longer need a dissection experiment to unlock a microwave,
every experiment is relevant to the tree unlocked by it
- With specialized nodes, it is easier to pick a node for the new things
that people add
- Better foundation for potential per-department point system. It will
be easier to put it on top of a cleaner tree
- The nodes are separated in tiers, with progressively increasing costs,
so that early tech is cheap and easy to research with just points, but
later tech is more expensive, making the discount experiments for those
more likely to be performed.
## Changelog
🆑
balance: Reshuffled tech tree, making nodes more specialized
qol: Research points devided by the amount generated per second, so now
research points correspond to seconds
add: Introduced reagent purity scan experiments (required for Cryostasis
node)
add: Introduced synthetic organ scan experiment (required for top tier
cyber organs)
add: Added a variant of machinery scan experiment that accepts any
machines with upgraded parts (required for tier 3 parts)
del: Removed material scanning experiments from the tech tree
/🆑