920 Commits

Author SHA1 Message Date
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
MrMelbert 72f76caea0 Spy loot tweaks (#94189)
## About The Pull Request

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

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

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

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

5. Modified the antag info panel text slightly. 

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

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

## Why It's Good For The Game

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

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

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

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

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

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

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

6. No reason to use the indexed list. 

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

## Changelog

🆑 Melbert
balance: Ammo will no longer show up in the Spy loot pool until a weapon
that uses said ammo has been claimed. Some ammo for weapons easily
obtainable on station (shotgun shot) are not limited by this
restriction. Also, there's a rare chance ammo will show up anyways just
to keep people on their toes.
balance: Claiming a weapon will refresh ammo in the loot pool that has
already been claimed or cycled out.
balance: Bounty rewards that no Spy claimed have a chance to re-enter
the loot pool after a bounty refresh, rather than being lost for the
remainder of the round.
balance: When higher tier Spy bounties empty their loot pools, they will
attempt to draw from lower tier pools before defaulting to telecrystals.
balance: Spies no longer are rewarded with gun cases for bounties;
rather just the gun itself
spellcheck: Modified the Spy antag info text
/🆑
2025-12-06 13:42:32 +11:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
Leland Kemble 97164a090e Turns some instances of ", this" into ". This" (#94043) 2025-11-21 17:33:19 +01:00
FalloutFalcon 5eeb3e4d53 makes xenobio stuff use interact_with_atom (#93918)
## About The Pull Request
Makes slime potions, injector, and cookies use item_interaction.
generizices behavoir that potions typed under
`obj/item/slimepotion/slime/` only affect slimes, moves the handful of
potions that did not do that out of that type.
removed a random type casting for slime cookies to verify there human
before it checks for `TRAIT_AGEUSIA` as there is no reason other mobs
wouldn't be able to taste it.
do to the refactor you wont "bash" a lot of items if the interaction
fails.

## Why It's Good For The Game
<img width="439" height="68" alt="image"
src="https://github.com/user-attachments/assets/f398fb6c-8cbd-4092-9a64-8cccce87f8b6"
/>
2025-11-20 19:06:23 -06:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
SmArtKar 3ddab8f729 Fixes luxury paywall laserguns dropping their pins when spawned, refactors them to item_interaction (#93863)
## About The Pull Request

Closes #93839
Also made them use item_interaction while I'm at it

## Changelog
🆑
fix: Luxury paywall lasers no longer drop their pins when spawned
/🆑
2025-11-12 03:26:44 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
necromanceranne 0234874f65 Krav Maga > Kaza Ruk: Tail sweep criminals (#93773) 2025-11-04 19:41:41 -05:00
necromanceranne 410cebd7d1 Sleeping Carp: Unarmored Defense Edition (#93466)
## About The Pull Request

Reworks Sleeping Carp significantly.

### Returning Moves: Stomach Knee and Wrist Wrench

Stomach Knee, much like the previous incarnation, causes the victim to
be winded and stunned, though this version only briefly stuns the
victim. It also deals stamina damage and silences the victim for five
seconds. It is performed by a Grab Punch combo. Named Kraken Wrack.

Wrist Wrench, much like the previous incarnation, disarms the victim of
their held items. It also potentially dislocates or breaks their arm, as
it rolls with a very high wound chance. It is performed by a Harm Grab
combo. Stole Gnashing Teeth's name.

### Gnashing Teeth (as it was) is gone

This move didn't do very much at all other than being a harmful punch
with more damage. Throwing a bunch of normal punches won't result in
anything now.

### Harm Punches are no longer have special overrides, but Sleeping Carp
does grant perfect accuracy.

Rather than use a bespoke override, Sleeping Carp now merely uses your
normal unarmed punch for its standard normal punch. However, rather than
leave things to chance, Sleeping Carp grants you perfect accuracy with
those standard punches.

### Grabs are treated as one stage higher

Now that martial arts can directly interact with grab state, as well as
some prior changes to how effective compared to actual grab state is
determined, I've reintroduced Sleeping Carp's stickier grabbing by
making it so that they elevate the effective grab state by one stage.

This is not instant aggro-grabbing like they used to have. This just
makes it so that if they try to resist out of a passive grab, they may
fail as though it was an aggressive grab, but it won't stun them until
it is elevated to a proper aggressive grab.

### What you wear is important for determining the effectiveness of your
Attack Dodging (and attack dodging is broader)

Sleeping Carp's projectile dodging and now attack dodging is based on
whether or not you're 'on theme'. That is, if you are wearing nautical
themed clothing and other factors.

At a baseline, Sleeping Carp has perfect projectile dodging and no
melee/unarmed avoidance.

To improve your chances, you need to;

- Wear martial arts or carp themed clothing on your head. (20% if one is
present, but it only counts one)
- Wear martial arts or carp themed clothing on your chest (20% if one is
present, but only counts one)
- Wear appropriate footwear, like sandals. (20%)
- Be a literal carp. (75% flat)
- Mutate yourself into a carp person. (20%)

However, your chances of avoidance diminishes if:
- You wear armored clothing on your head and chest. (based on Melee
armor)
- While lying on the floor (30%)

Holding objects diminishes your chances as well, This is based on the
weight of the object, and whether or not the object is wielded. Normal
sized objects, for instance, are -30%, and would be -60% if wielded.

It will not diminish your chances if:
- The object is Small or smaller.
- The object is an abstract object or hand grafted object and it doesn't
have block chance.
- The object is in the exceptions list.
	- **The exception list is as follows:**
	-  Nunchaku (this is spies exclusive)
	- Bo Staff (the unobtainable one)
	- Monk's Staff (the chaplain's null rod)
	- Bamboo staff
	- Cane (like, walking cane)
	- Knives
	- Bolas
	- Toolboxes
	- Spears
	- Shortswords (the ones from the medieval pirates)
	- Nullblade (it's a shortsword)
	- Extendohands (because lol)
	- Mops
	- Push Brooms
	- Baseball Bats
	- Claw Hammers
	- Carp plushies.

<details>
  <summary>A list of appropriate clothing</summary>

Headwear

- Strange Bandana (which come in the kit)
- Maid headband
- Fancy Hairpin
- Carp Mask
- Carp-skinned Fedora
- Carp Costume Hood (this comes with the costume)
- Carp Costume Spacesuit Helmet (as above)

Chestwear

- Martial Gi (which come in the kit)
- Carpskin Suit
- Carp Costume
- Carp Spacesuit
- Maid Outfit
- Kimono
- Yakuta
- Trenchcoats
- Geisha Outfit
- [Swag Outfit](https://www.youtube.com/watch?v=l6DmoPlq3S4)
- Eastern Monk's Outfit (the chaplain outfit)
- Buttoned down line of clothes
- Blazer jacket
- Lawyer jackets


Footwear
- Sandals (which come in the kit)
- Swag Shoes
- Laceup Shoes
  
</details>

As an example of being OFF theme, being in a full security outfit would
reduce your avoidance chance by a whopping 80%.

You avoid attacks while in combat mode, much like projectile deflection
does on live. You can only get up to a 75% chance melee/unarmed
avoidance.

## Why It's Good For The Game

> Returning Moves

People quite liked some of the older moves, and there weren't as many
dials around at the time to make them particularly more interesting when
I first removed them. We were aiming for an out and out stun removal as
a whole codebase, but largely we're ended up still being comfortable
with minor stuns here and there. Stomach Knee can be one of them.

Wrist Wrench was something I realized I could reintroduce with literal
limb breaking thanks to wound changes. Arm dislocations/breakages are
surprisingly rare as a wound type, and since it is an attack on a
specific arm, not quite as good for bringing someone to death, but quite
good for leaving someone with a maiming wound they now need to fix to
keep pursuing you. Highly useful for those stubborn stun immune targets,
who Sleeping Carp struggles to fight. As in, they can't really fight
them.

> Grab Stage

A bit of my work and a bit of Melbert's has resulted in this being a lot
more reasonable to reintroduce as a benefit. The original instant
aggro-grabbing was definitely very oppressive, since it was a
pseudo-hardstun that lead into a hardstun. Now this is a bit softer by
comparison, and surprisingly quite important. I think the loss of good
grabbing ended up filtering a lot of folk somewhat hard.

> Removal of the override

I was really taken with Spider Bite using baseline punches as the
groundwork for the martial art and I wanted to work into that. Not only
does it mean becoming a carp person is actually a great idea beyond the
avoidance mechanic, but also for your actual basic punches improving. It
just in general feels like it opens up possibilities in the game world
to experiment and the design of martial arts in general. We should make
more martial arts work like this.

> Avoidance

My original rework had one glaring flaw that continues to haunt it to
this day. Defense stacking on Sleeping Carp is ridiculous. Layering
defense upon defense makes the one particular immunity it grants,
projectile immunity, all the more oppressive. Hiding behind high block
and high armor makes you a menace.

The end result is that more people utilize Sleeping Carp not for the
martial art part, but for the projectile immunity part, usually using
something else instead like a baton.

This rubs me the wrong way. You would think and hope that the reason
people take the martial art is to be a goofy martial artist in space.

So, I'm implementing an idea I knew I could never pull off in the
framework at the time.

I'm implementing Unarmored Defense, bitch.

(I was totally also not inspired by Payday 2 in any fashion, nope, not
at all)

I like the idea of forcing a choice between the goofy outfit that gives
you bonuses over just getting the biggest armor you can find and
turtling like a motherfucker. And I want people to focus on the martial
arts and benefit from the martial arts when you're specifically unarmed.

Maybe right now some of the restrictions are a little severe, so if
anyone has any opinions, lemme know.

## Changelog
🆑
balance: Completely reworks Sleeping Carp, again.
balance: The return of Stomach Knee (Kraken Wrack) and Wrist Wrench
(Gnashing Teeth). Time is a flat circle.
balance: Sleeping Carp has better grabs (no instant aggro grabs)
balance: Sleeping Carp integrates normal unarmed punch by not overriding
your normal punches.
balance: Sleeping Carp's deflection weakens if you wear armored headwear
and body armor, or while carrying objects. However, by wearing martial
arts (or carp) themed outfits, you can improve your defenses instead,
allowing you to not just dodge bullets, but also incoming melee attacks.
balance: Some objects are exempt, like staff weapons (such as mops or
the monk's staff), short blades (like knives and shortswords), club-like
(baseball bats and toolboxes), or thematic (like extendo hands and carp
plushies)
balance: You can also get these improvements by being a literal carp or
being a carp person.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-11-02 16:35:09 +00:00
Cursor 38badb48d1 Re-enables Clown Banana Shoes (#4875)
## About The Pull Request

Another Skyrat I died removal getting put into a giant woodchipper
labelled 'fun'. Everytime you revert a Skyrat change, Xyel's blood
pressure goes up.

## Why It's Good For The Game

Why was this removed?

## Proof Of Testing

it work

## Changelog
🆑
add: Clown Banana Shoes are buyable in the uplink again.
/🆑
2025-11-01 23:58:42 +02:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
Leland Kemble b83274fec0 Gets rid of lie in contractor kit uplink purchase description (#93400)
## About The Pull Request

It says there's three random items, but that isn't true anymore.
Also, some messed-up spacing.

## Why It's Good For The Game

The syndicate's evil and all, but lying might be a bit too much

## Changelog
🆑

spellcheck: Removed lie about free stuff from contractor kit uplink
description

/🆑
2025-10-12 05:36:10 +02:00
Xander3359 7e3caa6eca Adds a safety to uplink discounts, preventing the amount of sales from exceeding the amount of categories. (#93202) 2025-10-08 11:21:38 +11:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
Hatterhat c0f8e7bb5c Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.

To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).

Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.

Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.

Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).

## Why It's Good For The Game

The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.

More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.

## Changelog

🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-20 08:10:35 +10:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
Leland Kemble 731b8245b4 Prevents station MODules from providing illegal tech(or being contraband) (#92932)
## About The Pull Request

Removes the illegal tech and contraband flags from the MOD injector
module and the MOD holster module, preventing these station-buildable
MODules from tripping contraband scans or providing the illegal
technology techweb node.

## Why It's Good For The Game

fixes #92929

## Changelog
🆑

fix: Station MODules no longer provide illegal technology

/🆑
2025-09-12 00:45:10 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
nevimer c9956892db Merge remote-tracking branch 'origin/master' into pupstream-08-19-keepsha
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
#	code/_globalvars/lists/flavor_misc.dm
2025-09-03 21:03:51 -04:00
MrMelbert 59f8de91dc Adds 5 Bond-tier gadgets to the Spy's reward pool (#92481)
## About The Pull Request

1. Penbang

A flashbang disguised as a pen. Clicking the pen arms the flashbang and
has no other visual or audio tell besides the pen clicking.
The fuse's length is based on the angle the pen cap is twisted. 
Works as a normal pen otherwise.

2. Camera Flash

A camera with a high power flash. 
Clicking on an adjacent target will flash them, ie, as a handheld flash.
Works as a normal camera otherwise - no tell.

3. Dagger Boot

A pair of jackboots with a blade embedded in them.
Makes your kicks sharp, meaning they will cause bleeding.
Looks like normal jackboots otherwise, though has a tell on
double-examine

4. Monster Cube Box

A box containing 5 monster cubes, which spawn into a random monster when
wet.
Monsters include Migos, Carps, Bears, Spiders, Wolves...

5. Spider Bite Scroll

A martial art focused around kicks and grabs. 
- Punches against standing, staggered targets will instead kick them,
applying the bonus accuracy and damage that you'd expect from a kick.
(Also combos with the dagger boots)
- All kicks have a chance to disarm the target's active weapon. Chance
increases per sequential kick.
- Grants you the innate ability to tackle. This form of tackling has a
very high skill modifier, meaning you are very likely to get a positive
outcome (or at least, not fail). You also get up fast from it.
- Your grabs are 20% harder to escape from and deal an additional 10
stam damage on fail.

## Why It's Good For The Game

1, 2, 3: Just some random flavorful items, giving them some more toys to
use to complete bounties.

4: Shenanigans, for people who just wanna do "funny thing" instead of
focusing on big loot.

5: I figured it would fill a fun niche: Spies are commonly depicted as
martial artists, and the only martial arts they can obtain is Krav Maga
(it's not unique to Spies) and Sleeping Carp (it's not unique to Spies).
This gives them their own thing that people may look forward to
acquiring and playing around with.
As for the design of it, I wanted to add something that synergizes with
one of the other other items, so in the field if you notice both of them
pop up you really want to go for both.
The rest of the design I just filled in as vaguely useful and flavorful
tools a spy might want for kidnapping or detaining people: Better grabs,
tackling, and disarms.
Then I just went with the flavor of it being something the Spider Clan
used to teach to their Spies / Ninjas, kinda like an analog to the real
life Ninjutsu. (Maybe we can give it to Space Ninjas as well later...
since it doesn't especially benefit Ninjas in any way.)

## Changelog

🆑 Melbert
add: Adds 5 rewards to the Spy item pool: Penbang, Camera Flash,
Dagger-Boot, Monster Cube Box, and the Spider Bite martial art
/🆑
2025-08-26 10:22:11 +10:00
Ssalty 61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
EnterTheJake a49a238a8c Lowers the TC price of the Suppressor (#92547)
## About The Pull Request

TC price on the suppressor has been lowered from 3 to 1 TC.

## Why It's Good For The Game

The suppressor is an incredibly niche utility item that's dependant on
another purchase to see any use, the Makarov.

While the Makarov is a pretty solid choice for a sidearm, I don't think
its only attachment should cost more than some of our grenade bundles.

## Changelog

🆑
balance: Uplink price on the suppressor has been lowered from 3 to 1 TC.
/🆑
2025-08-19 22:39:40 -04:00
throwawayuseless 6bc67d2bc6 Emitter: The Emitting (#92327)
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-08-19 22:35:55 -04:00
EnterTheJake fae1ec49c7 Lowers the TC price of the Suppressor (#92547)
## About The Pull Request

TC price on the suppressor has been lowered from 3 to 1 TC.

## Why It's Good For The Game

The suppressor is an incredibly niche utility item that's dependant on
another purchase to see any use, the Makarov.

While the Makarov is a pretty solid choice for a sidearm, I don't think
its only attachment should cost more than some of our grenade bundles.

## Changelog

🆑
balance: Uplink price on the suppressor has been lowered from 3 to 1 TC.
/🆑
2025-08-15 00:11:23 +10:00
throwawayuseless 2a7921d436 Emitter: The Emitting (#92327)
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-08-13 07:42:53 +10:00
necromanceranne 163c03a3a7 fixes the pathing for the nuclear operative syndicate bomb uplink entries (#92361)
## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/92359
2025-08-04 20:53:33 -04:00
necromanceranne fa08c9c826 fixes the pathing for the nuclear operative syndicate bomb uplink entries (#92361)
## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/92359
2025-07-30 21:54:09 -05:00
Nick db79a90784 [DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
I would be very intrested to get this atleast testmerged, but anyhow.

This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen

What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.

Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this

Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.

This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)

🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
2025-07-30 17:37:20 -04:00
Nick e97a69a782 [DMN]Reduces the amount of Public medkits in general, Changes Nanomed wall vendors, into emergency wall vendors (#92134)
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.

This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen

What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.

Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this

## Why It's Good For The Game

Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.

This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)

## Changelog

🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
2025-07-19 20:54:00 -07:00
EnterTheJake d738cbb296 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

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

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

- Jetpack modules have had their power drain reduced considerably.

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

- Sec armor plates are now a cargo import.

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

- Fixes Nukie suits not having T4 flash protection.


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

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

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

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

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

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

**Jetpack power drain buff**

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

**Cap,Sec,Hos MODs buffs**

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

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

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

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

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

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

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

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

**Uplink MODules Price reduction**

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

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

**Shock absorption into the inf suit**

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


**Night Visor MOD changes**

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

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

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

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

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

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

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

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

## Changelog

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

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 20:29:31 -04:00
Da Cool Boss 915c41497e Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) 2025-07-19 20:29:27 -04:00
SmArtKar 972a97200e Fixes frag grenade entry in the uplink containing full bags of C4 (#92138)
## About The Pull Request

Didn't notice this when merging #91793

## Changelog
🆑
fix: Fixed frag grenade entry in the uplink containing full bags of C4
/🆑
2025-07-19 20:29:27 -04:00
necromanceranne c51c19aae7 Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) 2025-07-19 20:29:24 -04:00
EnterTheJake ec0a685866 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

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

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

- Jetpack modules have had their power drain reduced considerably.

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

- Sec armor plates are now a cargo import.

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

- Fixes Nukie suits not having T4 flash protection.


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

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

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

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

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

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

**Jetpack power drain buff**

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

**Cap,Sec,Hos MODs buffs**

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

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

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

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

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

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

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

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

**Uplink MODules Price reduction**

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

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

**Shock absorption into the inf suit**

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


**Night Visor MOD changes**

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

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

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

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

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

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

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

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

## Changelog

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

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 14:14:58 +10:00
Da Cool Boss af45bab672 Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) 2025-07-15 18:50:35 -06:00
SmArtKar 087fe3aa87 Fixes frag grenade entry in the uplink containing full bags of C4 (#92138)
## About The Pull Request

Didn't notice this when merging #91793

## Changelog
🆑
fix: Fixed frag grenade entry in the uplink containing full bags of C4
/🆑
2025-07-16 10:17:10 +10:00
necromanceranne 455bf20488 Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) 2025-07-14 04:17:56 +00:00
Redbert a8ce6e7c3a Removes buy limit on traitor discounts (#91969)
## About The Pull Request

Removes the buy limit on items in traitor uplink discount tab.

Purchase limits are kept on a few problematic items
A purchase limit was added to powersink

## Why It's Good For The Game

Traitor is a great role for doing interesting things. I'm loving the
removal of progtot as it has encouraged players to think of interesting
things to do instead of purely game. I want to further encourage
interesting things by removing the buy limit on the discounts for
traitor uplink.
Unfortunately this does add a bit of power to traitors through certain
discounts like syndicate bomb, but it doesn't add too much. Apart from a
few niche items, what is a traitor going to do with 7 syndicate modsuits
or 4 revolvers? One purchase generally gives them enough power to
succeed.
I'm hoping this encourages more traitors to team up or do something
funny with 20 e-daggers.

also enables general griefsky

## Changelog

🆑
balance: Removes buy limit on traitor discounts
balance: Purchase limit was added to powersink
/🆑
2025-07-11 17:59:02 -04:00
Redbert 2405133a4f Removes buy limit on traitor discounts (#91969)
## About The Pull Request

Removes the buy limit on items in traitor uplink discount tab.

Purchase limits are kept on a few problematic items
A purchase limit was added to powersink

## Why It's Good For The Game

Traitor is a great role for doing interesting things. I'm loving the
removal of progtot as it has encouraged players to think of interesting
things to do instead of purely game. I want to further encourage
interesting things by removing the buy limit on the discounts for
traitor uplink.
Unfortunately this does add a bit of power to traitors through certain
discounts like syndicate bomb, but it doesn't add too much. Apart from a
few niche items, what is a traitor going to do with 7 syndicate modsuits
or 4 revolvers? One purchase generally gives them enough power to
succeed.
I'm hoping this encourages more traitors to team up or do something
funny with 20 e-daggers.

also enables general griefsky

## Changelog

🆑
balance: Removes buy limit on traitor discounts
balance: Purchase limit was added to powersink
/🆑
2025-07-08 00:18:19 +02:00
necromanceranne 52b82b0e3a Updates the mech ammo duffel bags into two separate types for each kind of mech. Each with equivalent ammunition and the toolbelt. (#91711) 2025-06-21 22:36:03 -04:00
necromanceranne 791f3d043a Updates the mech ammo duffel bags into two separate types for each kind of mech. Each with equivalent ammunition and the toolbelt. (#91711) 2025-06-21 03:12:29 +02:00
Nick 7227ba792c Reduces Nukie Keycard Prices, and increases ordnance keycard to 30 Tc (#91201)
## About The Pull Request
Redo's https://github.com/tgstation/tgstation/pull/90697

Reduces all keys to 5 TC except from Ordnance key which is increased to
30 TC

## Why It's Good For The Game

Nukies using these rooms are cool and should be encouraged. I almost
never see them being used because they're way too expensive for what
they are!

Also increases ordnance keycard 30 TC with the new addition of the
electroyzer/cooling loop this allows nukies to make hydrogen bombs which
is one of the strongest bombs in the game

## Changelog
🆑 Ezel
balance: Chem/Xeno/Custodial Nukie Keycard lowered to 5
balance: Ordnance Nukie Keycard increased to 30
/🆑
2025-05-22 21:31:03 -04:00
Nick 285702417c Splits Syndicate surgery dufflebag into two items (#91107)
## About The Pull Request

This PR splits the syndicate surgery dufflebag into two items
Syndicate Surgery medkit which is just a compact medkit to hold all your
tools with some sedatives(for your evil surgery purposes)
Removes the Syndicate brand MMI from it limiting it to Robo/RD for their
traitor uplink.
Removes the straightjacket for Surgery this is pretty limiting you to
head surgery.

And the syndicate dufflebag in its own

The medkit being 3 TC due lost functionality of the duffblebag surgery
space but still being inventory effecient.
The dufflebag being 2 TC on its own for having the functionality to hold
bulky items

## Why It's Good For The Game

Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR
points more towards to this being a thing, and giving traitors more
convience when they buy a surgery kit they don't have just a bunch of
tools in a dufflebag thats hard to get rid of.

## Changelog
🆑
balance: Splits surgery dufflebag into two items the dufflebag itself
and the medkit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-22 21:31:03 -04:00
Nick 61ffd717ca Reduces Nukie Keycard Prices, and increases ordnance keycard to 30 Tc (#91201)
## About The Pull Request
Redo's https://github.com/tgstation/tgstation/pull/90697

Reduces all keys to 5 TC except from Ordnance key which is increased to
30 TC

## Why It's Good For The Game

Nukies using these rooms are cool and should be encouraged. I almost
never see them being used because they're way too expensive for what
they are!

Also increases ordnance keycard 30 TC with the new addition of the
electroyzer/cooling loop this allows nukies to make hydrogen bombs which
is one of the strongest bombs in the game

## Changelog
🆑 Ezel
balance: Chem/Xeno/Custodial Nukie Keycard lowered to 5
balance: Ordnance Nukie Keycard increased to 30
/🆑
2025-05-21 07:24:48 +10:00
Nick 3c065944a4 Splits Syndicate surgery dufflebag into two items (#91107)
## About The Pull Request

This PR splits the syndicate surgery dufflebag into two items
Syndicate Surgery medkit which is just a compact medkit to hold all your
tools with some sedatives(for your evil surgery purposes)
Removes the Syndicate brand MMI from it limiting it to Robo/RD for their
traitor uplink.
Removes the straightjacket for Surgery this is pretty limiting you to
head surgery.

And the syndicate dufflebag in its own

The medkit being 3 TC due lost functionality of the duffblebag surgery
space but still being inventory effecient.
The dufflebag being 2 TC on its own for having the functionality to hold
bulky items

## Why It's Good For The Game

Syndicate dufflebag got buffed to hold upto bulky 2 items and this PR
points more towards to this being a thing, and giving traitors more
convience when they buy a surgery kit they don't have just a bunch of
tools in a dufflebag thats hard to get rid of.

## Changelog
🆑
balance: Splits surgery dufflebag into two items the dufflebag itself
and the medkit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-21 07:19:44 +10:00
Nick 7728ca19e9 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-15 16:12:28 -04:00
Nick 03a935f939 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-13 18:44:11 -07:00
Lucy 251d23530e Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 19:20:12 -04:00
Lucy 37ec7f8054 Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 00:48:52 +00:00