90 Commits
Author SHA1 Message Date
shayoki 739a897e5f merging with current 2025-12-14 03:25:39 -06:00
AlexisandGitHub 1c3db82004 Removes the Imperial/Naval Hats and Jumpsuits (#4981)
## About The Pull Request
Does as the title suggests. I am pretty impartial to these existing, so
long as they get a resprite, and get proper digitigrade leg sprites
before they make a return. If anyone is super attached to the hats, let
me know in the comments, and I'll remove them from this PR. I only
included them with this due to it feeling silly to only have the hats
without the uniforms.
## Why It's Good For The Game
I am normally a firm believer in "Improve. Don't remove." but these
sprites lack digitigrade sprites and their own sprites have clearly not
been touched up in quite some time leads me to believe they are being
unmaintained and would best be removed for the time being.
## Proof Of Testing
It compiled. If CI passes it should work.
## Changelog
🆑
del: Removed the imperial/naval hats and jumpsuits.
/🆑
2025-12-09 11:10:50 -08:00
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
Thunder12345andGitHub ae9183c32c Repaths green "captain" suits to not be real captain clothing (#94014)
## About The Pull Request

Repaths the green captain suit and its skirt version to be costumes
instead of real captain clothing, as this is in line with how they're
used and makes them not have the armour of real captain clothing.

Deleted an unused identical copy of the same suit.

Fixes #93972

## Why It's Good For The Game

These are costumes and it's inconsistent for them to have armour values.

## Changelog
🆑
fix: The captain suit costume (green suit) no longer has the same armour
as real captain outfits.
/🆑
2025-11-26 13:40:41 +11:00
200d6b52d2 Commencing Virtuous Mission: MGS 3 Stealth Suits (#4747)
## About The Pull Request

<img width="195" height="177" alt="image"
src="https://github.com/user-attachments/assets/af6505b9-1036-41d0-98c7-04df08cb01ed"
/>

## Why It's Good For The Game

I love Metal Gear Solid 3. I'm not a very emotional person. But Metal
Gear Solid 3's ending, Snake's debriefing specifically brings me to
tears whenever I think about it.

With MGS Delta releasing, I thought about it again. So I commissioned
Crumpaloo, and took ~~another Doppler~~, (correction, the bandana is by
~~Alterist~~ Kuro020, how have I got credit wrong three times, of TGMC)
sprite to bring the legendary soldiers together. The Mother of Special
Forces and the Man Who Sold the World.

Armored varients are in the Syndi/Sec drobe while unarmored variants are
in the Autodrobe.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑 TheSelfish, Crumpaloo, Alterist and Hideo Kojima
add: Sing. Sing a song. Straight from Soviet Russia, don the iconic
gears of the Legendary Soldiers, Naked Snake and The Boss. Unarmored
variants in a Hacked Autodrobe, Armored in a hacked Security Drobe and
Syndidrobe respectively.
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2025-10-23 03:08:49 +03:00
CursorandGitHub 1f342e1a21 Shifts some stuff around in the Autodrobe (#4829)
## About The Pull Request

Title. I just moved the Clown stuff from the main part to the bit with
the rest of the Clown stuff.
## Why It's Good For The Game

Org.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
code: Clown stuff is properly grouped in the Autodrobe.
/🆑
2025-10-22 03:06:53 +03:00
RoxyandGitHub 436f766c3b Modular vending machine code cleanup (#4791)
## About The Pull Request

This is a general clean up of some of our modular vending machine code,
highlights are:
- Merges the skyrat `modular_vending` folder into our own
- Eliminates the `skyrat_products`, `skyrat_product_categories`,
`skyrat_contraband`, and `skyrat_premium` vars, merge their stuff into
the bubber equivalents
- Changes the handling for modular autodrobe additions to just add them
to the global list because the autodrobe uses global lists for some
reason, this fixes #4758
- Change a `+=` to `|=` to prevent duplicate entries in vending machines
causing both to appear out of stock
- Fix a duplicate recolor button in the vending machine TGUI

## Why It's Good For The Game

Less duplicate code and bugs, the autodrobe one in particular was funny
because what was happening is the category lists of items were global
lists, and the modular code for adding our own stuff to categories just
`+=` adds it, and that runs every time an autodrobe is created on the
map, so each time the same stuff was being added to the same list and
bloating it to several hundred

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="425" height="559" alt="image"
src="https://github.com/user-attachments/assets/e9ab16ed-3c7c-4061-90d5-dc27a7d8a40e"
/>

</details>

## Changelog
🆑
fix: fixed the autodrobe being mostly out of stock and broken
fix: fixed certain vending machines having duplicate items that broke
fix: fixed a bug with the recolor button in vending machines appearing
twice
code: merged modular skyrat vending machine code into our folder
/🆑
2025-10-08 14:28:49 -04:00
KrysonismandGitHub 075de00420 Chekov's Canister! Adds missing resupply canisters, makes them constructable & spawn in maint,. (#93028)
## About The Pull Request

This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...

<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>

### This PR:

* Makes all noteable vendors constructable, if you have the canister. 
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint. 

### Spawner weights

The random canister spawner from maintenance has a:

* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.

## Why It's Good For The Game

One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.

## Changelog

🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
2025-10-02 20:12:46 +02:00
RoxyandGitHub 87ebbba36a Refactor custom vending machine brand selection (#92205)
## About The Pull Request

The list of options you could choose from when screwdrivering a custom
vending machine circuit board was hard-coded and also contained copy
pastes of every vending machine name (some of which were outdated). It
was yucky
- Add a new var on `/obj/machinery/vending` called `allow_custom`,
defaults to FALSE and determines whether that type shows up as an option
when screwdrivering a custom vending machine board, I've went through
and made assignments for it mirror what was in the old static list i.e.
this won't introduce any new options
- Change the hard-coded static list to be built on Initialize,
populating with every subtype that has `allow_custom` set to TRUE
- Eliminate a second static list that was just the inverse of the first
one (first one was typepath = name and this one was just name =
typepath)
- Changed an `istype` check to `==` because old behavior meant subtypes
of a given vending machine would have their type set to the supertype if
that was also a valid custom vending machine option

## Why It's Good For The Game

Cleaner code, no needing to maintain two separate entries for the name
of a vending machine, eligibility for a machine to be used in custom
vending machines is now a var on the type instead of in a random file
pertaining to circuit boards

## Changelog
🆑
refactor: refactored custom vending machine brand code, a new var on
/obj/machinery/vending called allow_custom now determines whether the
machine can be chosen when screwdrivering the circuit board
/🆑
2025-07-30 01:11:24 +10:00
OrionTheFoxandGitHub d6d7e3b5cc Update the Paramedic Jacket to match the uniform colors, gives Paramedics black workboots (Tactical Work Boots) to replace their pastel-blue shoes (#91902) 2025-07-04 14:37:41 -04:00
2427db409e Maid Uniform Resprited and GAGsified (#91885)
## About The Pull Request

Resprites the maid uniform and maid headband using GAGs.
Combines maid neckpiece, gloves, and corset into the main outfit.
Removes standalone maid neckpiece, gloves, and corset.
Adds maid uniform and headband inhands.

stock option in black
custom colors as example

![dreamseeker_rz3t2ZDTyr](https://github.com/user-attachments/assets/e3505b4f-5d81-47e2-a470-c5453de80d6d)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the maid uniform and headband using GAGs
del: removes standalone maid neckpiece, gloves, and corset
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-06-29 19:42:46 -07:00
TwaticusandGitHub 8d08fc6c53 Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request

Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.

stock options
blue, red, teal, tan. long sleeve/short sleeve

![dreamseeker_SZEV1Ql3XP](https://github.com/user-attachments/assets/5e183af5-816d-454c-b20b-353d849f3c91)

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

![dreamseeker_ECcQewtUaI](https://github.com/user-attachments/assets/defb90a2-0c78-4119-a7b6-2f830b82b23e)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
2025-06-28 21:43:28 -07:00
feb474550f Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request

Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).

This just removes all the old unused req_access lists that reside on the
various vending machines.

## Why It's Good For The Game

Less chance of cargo culting something that serves no purpose anymore.

## Changelog

Nothing player facing I should hope

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-10 14:41:42 +00:00
MrMelbertandGitHub 1b19505cc1 Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724)
## About The Pull Request

Adds a copy of the famous 1995 musical "Space Station 13: The Musical"
to contraband of the autodrobe

It's a "skillchip" that forces you to sing while implanted and active

(these messages were typed normally)


![image](https://github.com/user-attachments/assets/127a4418-0863-41c1-91ba-adc21438ca9b)


![image](https://github.com/user-attachments/assets/a9da1c4f-1337-4f76-93ac-82922fe153b9)


![image](https://github.com/user-attachments/assets/b5da247a-b8c4-48f9-8a8b-41dcbfc63ca0)

## Why It's Good For The Game

Makes it easier for entertainers to put on their own version of that
historic musical

## Changelog

🆑 Melbert
add: Adds a copy of the famous 1995 musical "Space Station 13: The
Musical" to contraband of the autodrobe
/🆑
2024-08-14 13:27:11 +02:00
necromanceranneandGitHub 4f18b05e37 {NO GBP} Restores some lost items in the autodrobe (#85168)
## About The Pull Request

I added extra quantities of items in
https://github.com/tgstation/tgstation/pull/85098 but I actually borked
the original branch I was working on that pr with, so I just copypasted
my changes over and...well, some mistakes were made and this particular
category got the wrong items copypasted in.

## Why It's Good For The Game

This is an accident on my part and I'm fixing it.

## Changelog
🆑
fix: Restores some of the items accidentally lost in the autodrobe.
/🆑
2024-07-24 11:58:00 +00:00
necromanceranneandGitHub 819eb60c22 Increases the quantity of available stocked items in the clothesvend and autodrobe (#85098)
## About The Pull Request

Various items, both in the common, contraband and premium sections, in
both the clothesvend and autodrobe have been increased in roundstart
available stock.

## Why It's Good For The Game

One of the best bits of roleplay that I sometimes see is when a group of
people choose to wear matching outfits and run around as a gang. It's
great, it's fun and it is exactly what the old Families game mode was
trying to encourage, but organically rather than a game mode.

I really enjoy seeing people make little gangs, but a core issue with
this is that some items are just too scarce for a whole group to get
access too.

By increasing the baseline amount of available items, hopefully this
enables more of this interesting social dynamic.

(I was paid a copy of bad rats in order to ensure there are more copies
of the jabroni outfit.)

## Changelog
🆑
qol: There is a larger stock of roundstart clothing availalbe in the
clothing vendors. Now you can get your entire gang in matching outfits!
/🆑
2024-07-21 01:05:45 -04:00
129c61b77e Experimentor Strange Object Tweaks (#84982)
## About The Pull Request

De-costumed highlander skirts

Fixed bioscramble function not working for strange objects unless
dropped

Fixed the disguiser cardboard ID not overlaying propery

## Why It's Good For The Game

Guys I think I'm not good at testing (why doesnt range() work like that)

Please stop using a COSTUME subtype for NOT COSTUMES.

## Changelog

🆑

fix: Fixed sometimes obtaining the nodrop highlander kilt with relics
fix: Fixed bioscramble function not working for strange objects unless
dropped
fix: Fixed the disguiser cardboard ID not overlaying properly
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-18 23:58:12 +00:00
xXPawnStarrXxandGitHub b686f99723 Request GaGsification - Gis (#82040)
## About The Pull Request
This GAGsification is a request from Fitz Sholl, using their wonderful
sprites to breathe some new life into a mostly forgotten outfit.
EDIT: I increased the available amount from 1 to 4. Meaning that a
robust Sensei can have a class of three

![image](https://github.com/tgstation/tgstation/assets/53197594/f52f4021-49a9-4ac6-880f-860735766afe)

~~there's also a second version which is a rendition of the prexisting
one which I couldn't bring myself to delete completely, DBZ was a
massive part of my childhood and will never leave me.~~


![image](https://github.com/tgstation/tgstation/assets/53197594/111c88ff-280e-4e9f-8aa5-114cb9d73bf1)
## Why It's Good For The Game
As Bruce Lee was reported saying, "Be like water, water can flow, or
water can crash" What does that mean? I don't know exactly, but it's
cool as hell, look like water while handing out an absolute savage
beating? You can now.
## Changelog
🆑
image: modified gi sprites, making them more customisable.
/🆑
2024-03-17 21:46:27 +01:00
ValuedEmployeeandGitHub 00305c6d6d New clown shoes: Moffers (#81796)
## About The Pull Request

Adds a new set of clown shoes to the autodrobe under the contraband list
that are moth themed. The shoes look like little moth heads on the ends
and make moth screaming noises when you take a step. It came to me in a
dream and I made this PR in an hour so please be nice to me.


## Why It's Good For The Game

Buying meown shoes has been a staple for certain fun loving players and
clowns alike on TG. Adding an extra pair of basically the moth version
of them can add extra gimmick shenanigans for clowns to baffle onlookers
and elicit a giggle from local assistants. Since autodrobes must be
hacked to gain these moffer slippers, with an inventory amount of 1
maximum per autodrobe, they should be somewhat of a rarity that adds a
little spice to a round.



https://github.com/tgstation/tgstation/assets/105574010/5099d088-d760-4b2a-823a-03bf9b342da9

![Screenshot 2024-03-02
160533](https://github.com/tgstation/tgstation/assets/105574010/5bff7747-72d3-45dc-8994-64a001320d8b)
![Screenshot 2024-03-02
170927](https://github.com/tgstation/tgstation/assets/105574010/d691af0c-9d19-4a78-993a-213ee6bb37dd)

Most importantly: Moth

## Changelog

🆑
add: Added new clown shoes "moffers"
add: Added moffers to the contraband list of the autodrobe
/🆑
2024-03-04 13:35:13 +01:00
119c9abeed adds a propeller hat, rainbow bowtie, and a swirl lollipop (#80034)
## About The Pull Request
Says it on the tin, adds a propeller hat and large rainbow bowtie which
can both be bought from the costume vendor. It also adds a comically
large swirl lollipop which can be bought from the premium section of the
snack vendors.

Propeller hats makes you happy by giving you a small positive moodlet
because they fill you with whimsical joy.

spinning propeller hat and bowtie showcase


https://github.com/tgstation/tgstation/assets/58376695/5617026e-6e43-4505-9911-b9ca1325e0f1


![image](https://github.com/tgstation/tgstation/assets/58376695/17030730-01ad-4b4e-894a-051d43a70f29)

comically large lollipop

![image](https://github.com/tgstation/tgstation/assets/58376695/6d235971-5323-47b2-8cf8-0015fbc8509b)
## Why It's Good For The Game
All of these things are iconic, funny, and I don't know why we don't
already have them.

![striders](https://github.com/tgstation/tgstation/assets/58376695/185ad63b-8221-4050-9897-9df8cde5d1fd)
## Changelog
🆑
add: adds propeller hats, rainbow bowties, and swirl lollipops
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-05 11:58:42 -07:00
cdef5147a6 No Nunsense (#78616)
## About The Pull Request

(EDITED: Added the suit to chaplain vendor and edited the suit sprite
slightly, naming it religious habit instead of nun robe.
On the nun modesty scale of 1 being a streetwalker in a veil and 10
being mother superior Inviolata the battleship, the old nun suit was a
10, the new outfit pre-edit a 5, and post edit a 7, plus gender neutral
so opening up for more characters. Overall a worthy tradeoff.)

Adds new Chaplain outfit to Autodrobe & Chaplain vendor

## Why It's Good For The Game

Alternative drip for chaplains (nuns) that looks better on some
character due to
* Slimmer
* More black
* Blacks blue shaded not red so better compliment color for some
accessories / skin colors

Why not replace old nun suit? I like the old one too, but its chonky and
lots of white areas so don't always fit.
Why autodrobe? Bit more options for religious costumes in there doesn't
hurt.


![Nunsense](https://github.com/tgstation/tgstation/assets/110836368/6f0f3846-527d-4f08-bf42-2268db351c16)

![habit](https://github.com/tgstation/tgstation/assets/110836368/e35b03d0-260e-40ea-9e0a-461e2761dcac)
(the lower image is post-edit)

## Changelog
🆑
image: new chaplain outfit
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-30 22:11:07 +02:00
ec74f8700f Adds green jester shoes for the green jester outfit. (#77721)
## About The Pull Request

I went back and did a few fixes for GBP to do this.
This adds a set of green jester shoes to the game and to the autodrobe,
since for some reason, while we HAVE jester shoes in the game, it's only
for the alternative set of yellow jester clothes. These shoes don't
waddle but they do jingle a bit.
## Why It's Good For The Game

There are 0 good shoes that go with the green jester outfit since it's
lacking an entire third of the costume for some inconceivable reason.
Here are some shoes that go with it and jingle.
## Changelog
🆑
add: Adds green jester shoes that jingle to the autodrobe!
/🆑

---------

Co-authored-by: oilysnake <63020759+oilysnake@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-21 17:42:32 +02:00
OrionTheFoxandGitHub 47718914e4 More Suits resprites (Bonus: Chef/Bartender updates!) (#77558)
## About The Pull Request
Finally, my ultimate goal:
All Lawyer suits are now under suits.dmi. Having some suits in suits.dmi
and some in civilian.dmi was just really really weird and confusing.

Also updated some more Service stuff, specifically the Chef and
Bartender. Their uniform is the generic Service Buttondown, and their
other gear has been updated. The Bartender, notably, now has a new item,
the bowtie!

Full changelog:
- Adds Bowtie (and yes, it's in relevant vendors)
- Adds a greyscale Formal Jacket (the lawyer jackets but greyscaled)
- Removes `/obj/item/clothing/under/rank/civilian/chef` and
`/obj/item/clothing/under/rank/civilian/bartender`; replaces them with
`/obj/item/clothing/under/costume/buttondown/slacks/service`
- **Moves all Lawyer suit sprites to the suits.dmi**
- Converted `/obj/item/clothing/under/rank/civilian/lawyer/bluesuit` to
use the same GAGS configs as the buttondown (path unchanged)
- Resprited all Lawyer suits (except galaxy ones)
- Resprited the Lawyer jackets to match (including a currently unused
GAGS-palette one)
- Resprited the Chef Apron-Jacket and Hat
- Resprited the Botanist Overalls (and made them Greyscale)
- Updated the shirt on the Cook Jorts to be more up-to-date instead of
being new pants on a super crusty old shirt sprite.
- Puts stuff into vendors

## Why It's Good For The Game
Sprote updates yahoo!

Chef/Bartender showed their age, and essentially had the same uniform.
Now they look much more at home.

![image](https://github.com/tgstation/tgstation/assets/76465278/c4c317c3-e62a-41d3-87fe-bb38c2a46552)
GAGS Suit jacket yippee!

![image](https://github.com/tgstation/tgstation/assets/76465278/a1eaf9a9-58c9-44ef-b967-fdc62311afbd)
This jacket was put into to the Bartender's vendor for the sake of
allowing them their own gimmicks, such as this:

![image](https://github.com/tgstation/tgstation/assets/76465278/eb42e93b-9442-4cd4-891f-091a74aaccbf)
New greyscale overalls wahooo! Since they're greyscaled they're also in
the clothesmate for anybody who really wants them.

![image](https://github.com/tgstation/tgstation/assets/76465278/c8aea289-d2d9-467d-949a-82563bccb2d3)
The Lawyer suits just used an entirely different type of shading and it
made them stick out weird... I'm not quite sure on reshaping their
jackets but figured it's better to start with this and update them if
requested.

![image](https://github.com/tgstation/tgstation/assets/76465278/9a74c3a3-a2b8-48d6-89f9-77d1e0fdd86a)

As for moving Lawyer suits to suits.dmi... I just don't like them being
split up. It makes it annoying to prevent duplicates or keep them all
updated.
## Changelog
🆑
add: Added the Bowtie! Bartenders start with one on, but they can also
be found in the Bardrobe, Autodrobe, and Clothesmate. No need to tie it
either, it's just a clip-on.
add: Added a Greyscale "Formal Jacket" of the style that most suits use,
for crew who want to make their own using the buttondown shirt.
del: Removed the generic Cook/Bartender uniforms and changed them to use
the Service buttondown w/ slacks.
image: updated the majority of Lawyer suit sprites, along with the
Cook's Apron-Jacket and Hat, and updated/greyscaled Botany's Overalls!
Also the Overalls are available in the clothesmate, and the Cook Jorts'
shirt is less crusty.
/🆑
2023-08-14 22:07:35 -04:00
siliconOpossumandGitHub 684039be36 Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite (#77404)
## About The Pull Request
I noticed some recent PRs were replacing some suits with the buttondown
+ slacks, which isn't a terrible idea, but these changes also removed
the suitskirt variants of these, as well as the buttondown not
supporting rolling up its sleeves
and more subjectively, I _really_ don't like the horizontal line on the
buttondown, makes you look fat, don't like it
so I decided to remedy these issues myself
<details>
<summary> Screenshots </summary>

Service suitskirt

![image](https://github.com/tgstation/tgstation/assets/138069572/ab79295b-7ef3-46db-a24c-4dc20d58cd96)
Rolled up sleeves

![image](https://github.com/tgstation/tgstation/assets/138069572/bc8ea25d-0e72-45cf-afc5-bcd23911ed04)
Rolled up sleeves sidesprite

![image](https://github.com/tgstation/tgstation/assets/138069572/78e85ae5-4f39-4885-a094-9b187b4b7186)
</details>
The skirt itself is a slightly modified version of the skirt from the
greyscale skirtleneck

I had to put it in the shorts_pants_shirts.dmi files for greyscale
config reasons, not sure if everything is named correctly or necessarily
in the right place here
## Why It's Good For The Game
Re-adding the removed suitskirts is more objectively a good thing, the
resprite is more subjective but honestly I was mostly motivated to make
this by my hatred for how the buttondown looked before so lol
I also noticed a minor bug that was implemented when the old black suit
was replaced with a variant of the slacks
## Changelog
🆑
add: Added greyscale suitskirt, available in clothesmates
add: You can now roll up the sleeves of greyscale buttondown shirts
qol: Re-added previously removed black suitskirt and the RD's tan
suitskirt, as pre-colored variants of the above
fix: Fixed only one buttondown with slacks being available in
clothesmates
image: Slightly adjusted greyscale buttondown sprite, you look less fat
now!
/🆑
2023-08-08 14:08:53 -06:00
OrionTheFoxandGitHub 025f4c4759 Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up
2023-08-01 09:11:13 +00:00
Youtubeboy139andGitHub 16ac04b486 Yar Har Fiddle Di Dee! (#76311)
## About The Pull Request

The space pirates have long since needed some love for their old,
weathered sprites so I took it upon myself to give them some proper
drip. I also fluffed the cutlass so it's not a banana with a hilt and
gave the sailor uniform some love as well since it was similar in design
to the pirate uniform just blue with brown pants.

Note the `hgpirate` sprites haven't been touched yet, I'm still trying
to get information on them.

EDIT: Blue bandana alt was removed do to `Init` errors

EDIT: `hgpirate` got a quick pass over with some minor sprite changes
and a new item for the `hgpiratecap`

## Proof of Testing

<details>
<summary>Screenshots</summary>
  
Bandanas in a Test Session
![Screenshot 2023-06-24
224722](https://github.com/tgstation/tgstation/assets/609886/d033e87e-306d-439a-8fd3-b46af8aefb9c)

Full Pirate Drip in a Test Session
![Screenshot 2023-06-24
224731](https://github.com/tgstation/tgstation/assets/609886/67af2bf6-a2ea-4031-8c6f-5e64ec7527ab)

Energy Cutlass in a Test Session
![Screenshot 2023-06-24
224830](https://github.com/tgstation/tgstation/assets/609886/0cbef500-79c0-4e73-a61f-057940ab4183)

Normal Cutlass in a Test Session
![Screenshot 2023-06-24
224933](https://github.com/tgstation/tgstation/assets/609886/f525ed23-5139-42a8-b2ae-6a6900690b26)

Pirate EVA suit in a Test Session
![Screenshot 2023-06-24
225121](https://github.com/tgstation/tgstation/assets/609886/6b687c26-ccb0-493b-8875-28174105bd0e)

Pirate EVA drip 1
![Screenshot 2023-06-24
012314](https://github.com/tgstation/tgstation/assets/609886/eb1de642-1af4-4056-9aa3-fbd9462fa216)

Pirate EVA drip 2
![Screenshot 2023-06-24
181951](https://github.com/tgstation/tgstation/assets/609886/3bd7e3d7-b2b8-43be-bb6a-87898f7dfa4f)

</details>

## Why It's Good For The Game

The sprites that the pirates use are old - these sprites are better than
what the pirates currently have.

https://www.youtube.com/watch?v=i8ju_10NkGY
## Changelog
🆑
add: Added new Pirate Boots
image: Added new Pirate Bandana sprites
image: Added new Pirate Hat sprites
image: Added new Pirate Uniform sprites
image: Added new Sailor Uniform sprites
image: Added new Pirate Coat sprites
image: Added new Pirate EVA gear sprites
image: Added new Cutlass sprites
image: Added new Energy Cutlass sprites
image: Added new `hgpirate` suit and hat sprites
/🆑
2023-06-26 21:14:11 -07:00
carlarctgandGitHub 111cb8eabe Fixes ducky shoes having clown shoe slowdown and being a clown shoe subtype (#75421)
## About The Pull Request


![image](https://user-images.githubusercontent.com/53100513/235573548-0326fea9-348a-4b04-ac04-f18f9d748bda.png)

![image](https://user-images.githubusercontent.com/53100513/235573577-37cc5b80-d011-4f49-9805-40ffffae9c0c.png)

This is unintended and so it's a fix!

Remade because i pushed to the wrong branch like a DUMBASS

## Why It's Good For The Game

More incentive to quack quack quack quack. Clown shoes have slowdown for
the clown, not for ducks. The subtype just inherited it.
## Changelog
🆑
fix: Fixes ducky shoes having clown shoe slowdown
/🆑
2023-05-22 18:58:37 -06:00
tralezabandGitHub 90c8d91742 Gives more berets to the station (#74820)
## About The Pull Request

Adds more berets to the vendors.

## Why It's Good For The Game


![image](https://user-images.githubusercontent.com/40974010/232664125-70890d3e-4a33-46ea-ba7b-4730cd6e6fca.png)

Well if sinful declares there's a beret drought we gotta do something
about it

## Changelog
🆑
add: Added new berets to the vendor
/🆑
2023-04-20 15:43:11 -04:00
tralezabandGitHub c3b78761d2 Adds Chuunibyou Spell + Granter (#74404)
## About The Pull Request

My April fools this year, though not going to call it one because some
people think it should just be actually merged.

### Chuunibyou Powers 🌟

Wizard gets a new spell for 2 points that gives him the powers of
chuuni. This makes them have ridiculous shouted invocations for all
their spells, their spells are colored pink, and they heal slightly when
casting one.

While mostly a meme spell, I could see a tailored loadout like lichdom
and splattercasting that takes advantage of the unique spellcasting
changes, like a very low cooldown spammable loadout to heal quickly.

There is also a granter book in the library, which teaches a version of
chunni that doesn't heal.

#### Medical eyepatch

I added it, chuuni wizards get a NODROP version.

## Why It's Good For The Game

This PR bestows upon the game the glorious gift of chuuni powers, the
ultimate manifestation of my hidden potential and the secret truth of
this world, which only I and a few chosen ones can comprehend and
unleash! Why wouldn't you want it?!

In all seriousness, it is a unique wizard playstyle and it will make for
some funny memes. Beyond wizard, the chaplain, heretics, or mime can
read it in the library for a very silly round. I like it!

## Changelog
🆑
add: Chuunibyou wizards, and chunni granters in the library
add: Medical eyepatches
/🆑
2023-04-03 17:11:00 +02:00
Rem/DessandGitHub a01d0263e7 Adds a martial artist gi to the AutoDrobe. (#73794)
## About The Pull Request
On a dark and stormy night, @Cheshify asked in OOC if anyone would be
down to make a martial arts gi of no known origin for an event idea they
had.

Naturally, I decided to put my talent (CITATION NEEDED) to use, and I
have both sprited and coded in (the latter with the help of Cheshify
ofc) the aforementioned gi of no known origin.
<details>
<summary>Picture</summary>


![gokuss13](https://user-images.githubusercontent.com/117083785/222961961-a94c88fb-adae-4d2a-96c9-0f347e17c40b.png)

</details>

## Why It's Good For The Game


![image](https://user-images.githubusercontent.com/117083785/222961938-0f5c7508-0197-45f4-82e0-2d1ea2b2ee65.png)

## Changelog

🆑 dessysalta, Cheshify
add: Nanotrasen has added a martial artist gi to the AutoDrobe for those
who want to go even further byond.
imageadd: Aforementioned gi sprites.
/🆑
2023-03-06 14:11:10 +00:00
ThedragmemeandGitHub 88d6fae7c5 Tape Wizard, the distant cousin of the Paper Wizard (#73739)
## About The Pull Request

Adds a new wizard costume and non magical variant, made exclusively from
tape.


![qTwAAAAASUVORK5CYII](https://user-images.githubusercontent.com/81540056/222332110-96af21bc-d568-40fc-a813-1464577521ff.png)


## Why It's Good For The Game

New unique nice looking thing = good 
Opens the door for more uses of an already niche mechanic

![ducktape](https://user-images.githubusercontent.com/81540056/222332139-83f01340-299a-48e0-b68a-3c5e57e20547.png)
Roleplay.

## Changelog
🆑
add: Adds the tape wizard costume, both a real and fake variant
add: Adds the costume behind the autodrobe contraband wire, and the real
variant in the wiz den
🆑
2023-03-03 19:39:12 -08:00
Slurge00andGitHub 8aee0dd261 Adds the eyepatch to the Autodrobe (#72742)
Adds the eyepatch to the Autodrobe costume vendor.
2023-01-16 18:59:18 +00:00
jughuandGitHub 84182bc05c Fixes a oversight with cummerbund. closes #72357 (#72373)
Turns cummerbund from a full 7 slot belt for any item into a fannypack
subtype(which holds 3 items)
2023-01-01 13:23:30 +00:00
jughuandGitHub 76f413dbce Adds some costumes to autodrobe (#72103)
Adds a various amount of costumes that were added in the game before in
https://github.com/tgstation/tgstation/pull/30303

More costumes is always nice especially ones in the code that aren't
used and pretty much only were available for chamkits
2022-12-22 12:59:51 -06:00
GuillaumePrataandGitHub 71b63d9233 Moves the bulk of shield code from the riot subtype into the core shield. (#71066)
## About The Pull Request
I wanted to "rework" the riot shield security has but most other shields
are subtypes of it, making them all inherit those features.
So I made this PR first to make my job easier and fix some odd bugs like
fixing wooden bucklers by slapping them with titanium sheets...

There *shouldn't* be any other big change outside of the titanium
healing and baton bashing they all inherited but I have been staring at
shield code and worked on another branch before deciding to split the
code improvement/fixes from the features so I might have missed
something.

And while there, kill some single letter vars, remove unnecessary lines,
etc.
## Why It's Good For The Game
Fixing a wooden shield by slapping it with titanium is weird... so is
fixing a glass+iron shield but that is a bigger balance change.

And well, easier for future shield changes to not inherit weird
behaviors from the riot shield.
## Changelog
🆑 Guillaume Prata
fix: You can no longer repair wooden bucklers and roman shields by
slapping them with a titanium sheet.
/🆑
2022-11-22 19:51:21 +00:00
ProfakosandGitHub c992df8622 Organizes the autodrobe (#70579)
About The Pull Request

There are over a hundred items in the Autodrobe, barely organized. So I have reduced the chaos a bit, by introducing categories.

Costumes

The first category is simply called Costumes. Here we have historical costumes, the station's supers, the surviving family costumes, and a few odd cases like the delinquent hat and the nurse outfit (which I have moved next to the plague doctor outfit, because its funny).

Supernatural

The supernatural category contains wizard and chaplain gear.

Entertainers

The entertainers category contains clowns, mimes, jesters, singing showgirl costumes. Robbie Rotten's suit is here, because he was a great showman, and Doc Scratch outfit is here because he is an Excellent Host.

Fancy

The fancy category contains suits, dresses and other formal gear. I considered the schoolgirl clothes fitting for this category.
Animals
The main costume category was still a bit long, so I have moved the large number of animal related costumes to their own place.
Service

Some costumes were either roundstart clothes for service members, or they had access to them. Also moved the maid outfit here because it is funny.

Other

Finally, we have the Other category. Things here were either hard to categorize, or I could tenuously justify splitting them of the long Costumes category.

This sorting has also revealed that berets and waistcoats had duplicate entries, this has been taken care of.

Feedback is appreciated, for both sorting, and category icons used!
2022-10-17 17:06:29 -07:00
TwaticusandGitHub c7dde06668 [MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi
2022-10-06 21:37:06 -07:00
san7890andGitHub 1a9b285769 Adds The Ducky Shoes, From Paradise (#69986)
Courtesy and Regards to https://github.com/ParadiseSS13/Paradise/pull/13996 for the original sprites.

Sound is CC 0 via https://freesound.org/people/DrMaysta/sounds/418509/ (I found actual rubber ducky sounds to be kinda irritating).

This PR adds the ducky shoes to /tg/station. They go quack quack quack quack. Very cute. You waddle in them and they give a soft quack every time you step.
2022-09-24 09:18:13 -04:00
dopamiin0andGitHub d672aade35 Adds the meown shoes to the contraband section of the AutoDrobe. (#69572)
Adds the "meown shoes" to the contraband section of AutoDrobes. "Meown shoes" are cute little cat slippers that meow every single time you step.
2022-09-07 17:51:45 -07:00
f90b433a4f The GAGening: Families edition (#68725)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-08-01 22:48:56 -07:00
RaveRadburyandGitHub 9c3502582a Adds old maid apron accessory to autodrobe (#68648)
Adds old maid apron accessory

Renames new maid apron to maid corset
2022-07-27 18:29:06 -05:00
2c402a7021 Adds IPC themed helmets. (#68326)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-17 03:45:28 -07:00
f0a78409d8 [MDB Ignore]Suit DMI split p1: Mob icons (#68417)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2022-07-17 01:18:20 -07:00
13spacemenandGitHub 06af611c29 Joker (2019) Suit and Coat (#68113)
* adds the comedian suit and code to the game, available in the autodrobe

* filled in hand holes on mob comedian suit sprite
2022-07-15 12:38:16 -04:00
WallemandGitHub 12204f2943 GAGS-ifies ties, and removes inherent ties from some outfits. (#67053)
Removes the inherent ties from most civilian outfits with a single-color tie baked into them.
2022-05-30 22:02:25 -07:00
GuillaumePrataandGitHub ac2b7a7be5 Clean some small details on most vending machine product lists. (#66934)
* Cleans a lot of wardrobes.

* Small extra changes.
2022-05-14 11:55:57 -04:00
Seth SchererandGitHub 035373e746 Repaths /obj/item/clothing/mask/animal/rat to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense

* adds an updatepaths

* fixes the got damned maps
2022-05-12 10:49:02 -04:00
ArcaneMusicandGitHub 5f4d5a42d4 Arconomy: The bigger balance PR (REVISED EDITION) (#65795)
This PR covers 4 Key features:

    Price Rebalancing
    Passive Income
    Gas Exports
    Lathe Tax

Relevant Design Doc (Slightly out of date as a result of the discourse on the subject).
https://hackmd.io/WlWgyRafTaiAqz6ouOqC-Q

-- START DOCUMENT --

# Arconomy Version Two
This is mostly me organizing a long list of thoughts that I'm not sure if I can properly describe and get across, but lets just work with what we got and go from there.

## There should probably be a relationship to time and profit
So, part one of a series called "Arcane was completely wrong about game design", I made a rather large misstep in regards to designing arconomy, and nobody told me this until far, FAR after I had gone way too in on my own ideas:
"There needs to be a relationship between time and money". Because Space Station 13 is a game that is built around rounds, either long, LONG rounds on MRP or 30 min - 1 hour long rounds in LRP, your whole orientation of the game is built around time. The longer you spend in a single round, the more you can do and mold the station and the game in a specific direction, whether it's from an admin event, doing your job, or going off on a wierd character based tangent.
The issue here lies in a question I tried to answer in my previous design doc: 
> "Command players start with lots of money, and make mountains of money, and as a result, have so much money by the end of the shift that they're practically immune to the effects of the economy.
> Assistant players start out with practically no money, find that the station is covered in costs that they'll never be able to practically afford, and decide that the economy is stupid and not worth utilizing altogether."

Two fundimentally different outlooks on the same problem, caused by the pay discrepency as it existed originally. Since we have so many different jobs all at different paygrades, the option that made the most sense at the time was to completely remove paychecks alltogether because they would multiplicitively exacerbate the previous issue. 

While it would flood the in-game economy over time at high levels, it did add a sense of timescale to the existing in-game relationships. You **KNEW** that after x many minutes you would get that fancy hat, or that you would need to find cash in other ways to get it. Having that time-scale is helpful as we've moved to our 90 minute round average/goal. It also, similarly, means that we know exactly how many credits each job SHOULD have had access to before a major disaster calls for a shuttle call. But, in hindsight, that is a value that should be consistant for all players. If a single, unaided player looks at a 200 credit bill, that should have the same impact player to player, and not limit their access to jobs.

## Bounties just ain't that fun, but they stand to see improvement from where they are now
So, guilty as charged, bounty running doesn't quite have the same charm as it used to have. For our friends just joining us, cargo used to have a single, per round laundry list of items that would payout to the cargo budget each shift. Each list would start with 10 items, one of which would randomly be assigned higher priority with a higher payout, and it would be cargo's job to ~~Break into each department and steal that thing~~ cooperate with jobs around the station to aquire funds for station crisis or when you just want to dick around and make stacks of cash. This had a distinct charm to it, but one element of it that majorly reduced the replayability of bounties was that they were severely limited in scope. Once you did your ONE drink bounty or your ONE chemical bounty, you no longer needed to interact with that department. 

My original goal was this: Make an unlimited bounty system, where crewmates were able to get a cut of their work as profit. To a degree, it's fairly successful! Crew do have a way to actively work with cargo to get  paid for their labor, and they help cargo as a result by giving them free valuables. The issue lies in the fact that this has kinda flipped the relationship on it's head: Bounties stopped being cargo's job to outsource to the crew, and instead the crew's job that becomes dependent on cargo. 

In general, many bounties simply weren't meant to be repeatable content in the first place. And certainly not meant to be used for every job. Offloading it as a kind of fetchquest minigame so that all jobs can offset the loss of passive income? It's not the best choice. For jobs like botanists or scientists it's tolerable at best, frustrating at worst. Just look at the state of things like experisci-slime experiments or scanning furniture. 
It gets far worse when it's from the perspective of jobs that have *explicitly* limited supplies like security. No, a security player is not going to be allowed to haul away all the good metal handcuffs from the brig for a bounty, and no, you cannot take all the riot shotguns from the brig.

Now, a few of these things were fixed over time, with mixed successes. Bounties started to be cleaned up in order to prevent limited quantity items from being an option for repeat bounties. Jobs that lack exports started to get some content for still allowing them to have repeatable exports (Like the Scanners for Security Officers to go on patrols).
The BIG EXCEPTION to this is Restaurant Bots, but we'll hit that in a second.

## Getting everything on the same price scale has been a major improvement.
Unironically one of the best changes made has been the idea that even if we lack that good time-credit scale from before,  we didn't really have a "standard" to work off of when something new is added to the game and the dev needs to determine how much to make that thing cost. That's why the current costs of objects and values on-station are scaled off of a single define, the value of a crate sold on the cargo shuttle.
> Yes, I'd like an APPLE. It's worth 3124151 CREDITS. NO, I don't know why the apple juice in the vendor is worth 415 CREDITS, nor do I CARE, GOOD MAN.

From the back end, everything is scaled off the same define now. Paygrades are defined off of a different scale still, but that's fine. You know, from the cargo end of things, that a cargo player needs to ship off X number of empty metal crates to purchase a laser crate, or a pizza crate. Definate relationships help in solidifying the singular value of a product. 
If we decide that we want to rescale the in-game economy and provide space credits with more granularity, at least we know we can do it with a single line of code, and not looking at every single instance of something that charges the player money.

### Arconomy Tangent: We gotta nuke gas selling.
This has been a long time coming and I know people are going to be upset at me, but look man.
I have no idea how selling moles of gas works these days. It seems like with minimal resources, true atmos wizards are able to make singular cans of gasses with infinite moles of some kind of gas, and if it's exotic enough, they can make upwards of a million credits a can. I've seen multiple occasions where selling gas cans to cargo has allowed for players to buy a bike.
For our Gen-Z zoomers reading this, players were never meant to BUY the bike. The bike is just a reskinned scooter meant as a cute little pokemon joke. If a player can actually buy a bike in a round, that's a sign that someone, somewhere, fucked up.
We fucked up the whole system with atmos gas selling.
We've now gone through metas of extracting miasma from lavaland for credits, we've gone through a meta where cargo starts building their own hydrogen burn chambers for simply produced gasses, we've seen time and time again that processed gasses in the funny space simulator just tends to be abused to death and back. I've had talks with TheFinalPotato on this in the past, and it just feels like a system that would need to be rewritten from the ground up, or looked at in terms of the whole cargo department. If I don't get to it first, the next cargo design doc someone writes **SHOULD**.

## Giving jobs content that integrates into the economy can be really fun.
Tourism bots and the baked in ingredient shopping is fun! It's enabled for a fluff job that doesn't have too terribly much by way of serious responsibilites to integrate active income minigames into the gameplay of chefs and bartenders. It's fully optional, it's quick, and it's not even a full shift investment. 

These secondary tasks, which utilize jobs core gameplay loops in a new way, while rewarding them within the in-game economy are a decent way to keep players engaged with their jobs, and allow for them to use credits as a player resource as well as a primary job resource.

**I AM NOT SAYING** that all jobs need to find tasks to arbitrarily reward players with credits for. The reason it works so well for jobs like the chef or bartender is because their job is already to make food and drinks, but they have so many options that they're not encouraged to make too wide of a variety of food, especially when botanists won't always make everything you need. The food market gives them an outlet to buy outlier ingredients and the tourists pay handsomely enough that you can offset your costs most or the time.

I'll break this down as well into the three different methods of money-making in game as well, to guide someone on how to make good, secondary income content.


| Primary | Secondary | Tertiary |
| -------- | -------- | -------- |
| This is something like passive paycheck income. You get this just purely for playing the game, and staying alive.     | This is an active trade off between your job's specific content, where you are trading your time for something it is directly your responsibility to do. Eg. Tourist Bots.    | An active task you are performing for income, but lacks the specialization of a job. EG. Bounties.     |

Jobs that excell at more service based tasks and less production based tasks should aim to aquire more seconary style economy integration, like medical, science, or security.

## The options for moving money around the station are actually pretty decent, but could be streamlined
Bounty boards are pretty decent at being a way to pay crew members for single service jobs. However, bounty boards are pretty much dead content, in a sense. There's not much incentive to hunt down your department's bounty board. 
Similarly, most crew would just prefer to hand credits out by hand to prevent most kinds of abuse of their own credit supply.
Long term and certainly a major personal outcome I'd like to see: Bounty boards and Newscasters should be merged together. Newscasters have some truely awful spaghetti and their being held together by shoe-strings and duct tape (This is slang for HTML). Bounty boards are... well they're functional, but they have the benefit of being built in TGUI. Merging the two's functions should cut down on wall-space, as well as improve the quality of a vast deal of code, and make money transfer on station slightly easier.
Honestly, pretty happy with vend-a-trays. They're pretty decent store-machines on station and do their job pretty well when they get used. All in all I'm happy with how they work.
Custom Vendors are clunky to a fairly major degree and I don't think most players get how to make them work on account of need a price tagger (not a sales tagger, that's the cargo item) to mark an object for it's sale value, then load it into a custom vendor sales unit, then load it into a custom vending machine, and that's only IF custom vending machines decide to work this year. Streamlining the tools, or perhaps just vending machines would certainly improve this as a service.

## Just ain't enough cool stuff to buy with credits.
An ever-present problem, that we're just kinda stuck with. There's a decent number of issues involved with making content that can safely be gated with just credits.
 * If it's usable as a weapon, is it too dangerous to hand out to the crew at large?
 * Does security get potential oversight?
 * If it's illegal, does it go through cargo?
 * Does it HAVE to go through cargo?
 * If it's beneficial, is it going to invalidate the existance of a job? (Think old medkits!)
 * Is there anything that players WANT that's not a weapon, benefical to the station but not too strong, or quite literally traitor equipment?

It's a tough question.
Some items make complete sense to implement on a per job basis as either uncommon or premium equipment, while other items could potentially be moved to station-wide unique purchasables.

# Takeaways:

Look, these are just some possible solutions that I'm considering. I think that working alongside a maintainer who could actually give a damn on getting this system orderly and possibly alligned with our current design philosophy (Who also understands that a not-insignificant amount of current economy was abitrarly written by goofball an actual decade ago) could help iron this out into a clear and consise set of goals and milestones to make the in-game economy workable. Not balanced, but workable.

* **Design a simple simulation for per round intake and outtake, to determine benchmark values for a 90 minute round.**
![](https://i.imgur.com/Yq5qA0O.png)
It would need to look something like this, as a kind of fucked up, Multi-Input Multi-Output Control Problem. Possibly could be done in simulink, but I'm not quite sure how to do that at this moment, so a less complex version might be fine.

* **Look back at implementing crewmember incomes, but at a flat, more consistant rate over all jobs**
    My leading idea: 50 credit, uniform paygrade. No wild, unscaled pay rates based on what job is "important" or not. 
That line of thinking means that certain jobs should have more expensive equipment over other jobs, but then we're right back to the captain thinking that a cup of coffee is practically free where an assistant thinks that a screwdriver from the vendor is going to put them out of house and home.
Improves time-relationship values with credits.
This could lead way to heads of staff having some degree of control to giving raises or paycuts to crew-members, but perhaps at a very, VERY gradual rate.

* **Perform another big-picture look at bounty cubes.**
    Potentially try to put bounties back in the hands of cargo, while still providing payouts to crewmates who assist in completing jobs. This may require some minor refactoring of the pricetag component, perhaps to even allow for multiple crewmembers to recieve profit from a payout.
This means once again, look at making bounties workable for all jobs on the station, not making the objects requested literal lathe-fodder, and finding ways to benefit the station in some way with the task of bounty cubes, even if it's just for credits.
Deceptively hard task.
    
* **Add secondary tasks that integrate the economy into non-bounty-able jobs/departments**
    Like it says on the tin, look into ways to add content that improves economy integration into existing jobs, without necessarily changing what those jobs DO. The bounties for those jobs can still exist as a tertiary thing, but should be made clear that they're... tertiary.
Chefs still make food and bartenders still serve drinks, but they have a way to hand them out for fun and profit.
Some thoughts and ways to handle this potentially:
*Science:* Perform intricate testing on anomalous materials using science equipment. Should NOT REWARD RESEARCH POINTS. Mr. OJ Headcoder will CHEMICALLY CASTRATE me, or you, if you do.
*Medical:* Complete tricky or non-standard surgeries on dummies for medical data. Think like that meme from the TV show, House.
"He needs Mouse bites to live. MORE MOUSE BITES."
*Engineering:* Repair wacky machines that use both station-standard parts as well as solving quick puzzles.

* **Look into more effective money sinks that are dynamic sensitive**
    Think, for example, about the station ransom event that spawns space pirates. 
What if instead of the captain just dumping credits from the cargo budget into the aether to prevent pirate spawns (They're bugged anyway to my knowledge to spawn anyway), crewmates had to cough up that dough before a time-limit, or risk a pirate spawn. For those of you who were scratching their heads at (Operational Costs!?) in the above controls diagram, this is the sort of thing I mean. 
Little, smaller things that might need to be purchased, invested in, or otherwise drain credits from the station over the course of the round.








# Arconomy 2.0: Smarter, Better, Flashier.

## Roundstart
Players begin each shift with a set amount of money, with the value being mostly uniform over the course of a shift assuming no interaction with economy. Jobs are split up into only 3 paygrades, Minimal, Crew, and Command. Minimal is reserved for jobs that are meant to fill population counts but lack a specialization, like prisoner and assistant. When starting the shift, a player will start with 5 paychecks worth of savings. This system is not designed for persistance, so you will always be able to tell how much money a player starts out with. Every 5 minutes, aka every economy tick, the player will recieve one paycheck, which is capped out at the standard crew member paycheck. This means that even if you start the shift as the captain, and begin the shift with 500 credits, you will recieve the same 50 credits as regular crew members.


| Minimal Paycheck | Crew Paycheck | Command Paycheck | Frequency |
| -------- | -------- | -------- |--------|
| 125 Cr     | 250 Cr     | 500 Cr   | Roundstart |
| 25 Cr | 50 Cr | 50 Cr | Passive Income |

## Product Prices
Products found in vending machines are defined by the amount of a player's paycheck they're meant to cost. Regular items use the PAYCHECK_CREW value, while more expensive or otherwise prohibitive items are defined by PAYCHECK_COMMAND. Items are defined in this uniform, horizontal fashion in order to maintain the equal value of credits over all jobs. A 100 credit medkit in medical should have the same value to a doctor as it does to a botanist.

Jobs apply a discount to vending within their own department, so an engineering would have a discount on tools, and a doctor would have a discount on sutures. Items that are important to gameplay progression in a role are less expensive to their intended users.
> **AUTHORS NOTE:** I am considering removing in-department discounts. In the benefit of making the value of purchasables more universal, deciding that credits shouldn't be spent within their own department just seems... rather fucking stupid.
> Possibly move the discount to only the first few minutes of the shift, or perhaps as some kind of gameplay benefit to slowly increase in-department discount through gameplay milestones? Who knows 👻 
> 
Some jobs have premium, high value items stocked in their vending machines that are not meant to be purchased at roundstart. These are meant to encourage players to save or combine resources to gain access. An example of this is insulated gloves. Other high value items can also be found in contraband through hacking vending machines. This remains unchanged.

## Markets
The cargo department has been changed in order to improve player involvement with the economy, as well as to give cargo more variety in their merchandise while preventing a singular stale meta of products to purchase from.
Yes, I'm looking at you, russian surplus crate.
Lets start with what's remaining the same:

* Cargo is a department that manages imports and exports of products, fulfilling departmental orders, and aquiring supplies dependent on the station's state.
* Cargo encompasses the station's mail, mining, and flow of orders, as well as drone exploration.
* A skilled cargo member is able to find high value items to sell back to centcom in exchange for more funds, to purchase those supplies.
* Centcom may request bounties which crew can fulfill in exchange for credits, if they wish for additional work.

**Now for the new design flow:**
Cargo starts out with a new mechanic called a market. Markets hold existing export datums as well as purchasable products. The values of items will fluxuate up and down based on the market status, with in-game events or player actions raising or lowering the values of specific markets.

At roundstart, cargo has a single market to sell to, which is Nanotransen. This will not incapsulate all the existing export datums in the game, just the *primary* exports that are used by players. Items that are exclusive to nanotrasen and required to play certain game modes, like mindshield implants or being able to sell crates, are included and will always be available to purchase.

Additional markets can be unlocked through gameplay sources, such as:
| Market Name | Source | Imports/Exports |
| -------- | -------- |- |
| The Syndicate |  Emagging/Hacking the Console | Illegal Goods/Contraband |
| The Clown Planet Commerse | Discovering the clown planet ruin | Pies, Horns, Pranking Equipment |
|Terragov Sector Security Surplus | Killing any megafauna. | Weapons, Ammunition, Advanced Riot Gear. |
| Mekki Materials Co. | Recovered loot from Exodrones | Materials and industrial equipment. |
|Donk Co.| As a tip from tourist robots. | Foods and Drinks, Toys and Games.|
|Waffle Co.| As above. | Bootleg products and wacky merchandise. |
|The Research Consortium| Reward for completing any experiment tree. | Slime Cores, RnD Artifacts, Robotics Equipment |
...And more, if I can think of more.
The purpose being, of course, to split up cargo's purchasable goods to be more instanced and unique, while also create unique situations where due to profitable markets, very specific exports are needed to help the department make money.

End of document for now :@ArcaneMusic

-- END DOCUMENT


Price Shifting

So, in-game items that have prices have a major issue on their hands, being that they were decided by how much money that job should make. This means that many of the jobs in-game have been given prices scaled to their job's income. That income I adjusted by removing passive income in #54161. While this was helpful to moving towards an active in-game economy, it resulted in items falling into distinct price brackets. A high paying job like security's items could never be purchased by someone like a botanist, but a job like a security officer had more capital and buying power than most other jobs in-game combined when moving down those brackets. We've done a simple normalization of scale to help in bring things closer to a semblance of equality.

There are now 3 price brackets, PAYCHECK_LOW, PAYCHECK_CREW, and PAYCHECK_COMMAND. Command staff will still have a higher base level of money on-hand than other crew, and low paying wages that we on-station don't respect as being real jobs (assistant, prisoner) will have their items be intentionally cheaper to encourage active participation in the economy, but the difference in scale is now noticeably far closer to each other. This means that assistants can still interact with the economy as spenders, but if they want to be doing a lot of work with money, they'll need to put in work. Additionally, this means we arbitrarily enforce a system that allows for items to have uniformity in what they cost to other players. 50 credits for a wrench feels better when you know that other job critical items in-game are also around the same price, and it's equivalent to one paycheck.
Paychecks are reintroduced

Economy lost it's relationship to time. In a game where a single round takes 90+ minutes (Backed up not only by the head-coder's design direction as well as plenty of aggregate round data), having a relationship to time and how long it takes to afford something is a major consideration when you look at buying something. Also, we get to say that I was certifiably wrong in regards to the active economy thing, since we have very, VERY few active sources of content in-game that are very... fun? Bounties are literal fetch quests but something like tourists is at least more engaging and interactive with the round, and should be the direction we want economy-job integration to head in.

Between having inflation as a price manipulation mechanic already in the code, as well as prices being roughly equalized in terms of their costs between jobs and their impact on the round, this allows for the reintroduction of paychecks to an extent.

As an additional note, doing this meant tweaking down the syndicate briefcase of cash, so that instead of giving you 5000 credits for 1 TC, it now costs 5 TC to accompany the fact that this is now a rather significant amount of money, even on decently high population. Fun fact: the Syndicate Briefcase of Cash actually PREDATES the economy, and was NEVER ADJUSTED beyond the original implementation of the economy as a result!

Gas Exports.

ALRIGHT ARE YOU READY FOR SOME GRAPHS? I THOUGHT SO, YOU LOVE GRAPHS.
So, gas exports are fucked, have always been fucked, and consistently have proven to be capable of breaking the in-game economy for a long time. This is no secret, I've been pinged with players getting billions, actual billions of credits using it multiple times in as many years. See, any round where a player manages to buy the bicycle is a round where I've fucked up, or someone fucked and I let it get past me.

So here's how gas exports work right now.

So, all of this hinges on the value of a single mole of gas, and some gasses enable you to make extremely, EXTREMELY profitable gasses through atmospheric gas wizardry However, even those less profitable gasses are still in an extremely high magnitude of value.

Most gasses if you have a full can of it will net you OVER 10k credits. For scale, one crate being sold in cargo is 200 credits.
That's a minimum of crates for pumping gas into a hollow metal box and praying it doesn't explode.

So we adjusted the values accordingly.

The baseline value of a single gas has been tweaked downward significantly. Even these values are still arguably very high, but I can play with it at the discretion of LemonintheDark. The green line at the top represents gasses that previously sold for 100 credits per mole, antinobilium I believe, and working downwards. I am going to try and enforce 10 credits per mole as the absolute maximum hard cap on gas exports, regardless of how many gasses we try to add in the future. Because the alternative is getting a gunjillion credits by huffing miasma into a tank of steel. And we ain't having that shit.

Lathe Tax

Part of the testing for this PR involved me modeling the SS13 economy in a given round as a kind of controls problem, with each source of income introduced in the round as a kind of input (Passive Income, Bounties, Tourists) in order to get a handle on roughly how much income a single round of SS13 will see per player on the given designed round-length, in order to estimate how much things are going to cost. Modeling how much players spend on a given round is variable enough that it'd be too difficult to accurately test without just throwing this up on a server and getting live data.

However, from the appearance of my dataset, players would be making a LOT more money nowadays with all of the above changes implemented. In an attempt to curve that intake, I attempted to implement a small, low scale tax of printing items that would take a small amount of players income every time they print, as a way to add a basic economic side-effect to this mechanic.

This has made a lot of people very angry and been widely regarded as a mixed decision. So, maintainers came up with an intended direction they want to see it, as they wanted to make sure that economy would remain a secondary system, that could still have an impact on round direction and the changes they want to see in the game.

So, here's the intent:

    Lathe tax should exist in the form of printing things from protolathes outside of your department, not on autolathes or your own protolathe.
    We want to promote people talking and collaborating to access things if it's outside the scope of their department and they still want it, with theft still being a viable avenue of gameplay.

Players will be charged 10 credits for printing a set of items not from their own protolathe, each. Printing an item can be paid for from your own ID card's bank account automatically, but the payment component has been buffed to handle physical money alternatives, as well as pulled money, similar to the luxury shuttle scanner gate's behavior.

Borgs are still enabled to print from lathes, however instead of it costing them credits, they now take a self-significant power cost in order to do so, preventing them from being used as a roving bank account for printing. I'll look into this further as we don't want to invalidate mechanics like borgs being able to do organ based surgery or building machinery, but we don't want them to become credit cards, so place that under advisement.
Tweaks and Updates:

(Suggested by Ziiro) If the revolutionaries win, centcom will no longer enforce the Lathe Tax.
(Suggested by about ~1000 people independently between my DMs, Reddit threads, the Feedback Thread, and elsewhere)
Printing items only taxes you once per print. EG: If you print 10 Kitchen Knifes as an assistant from the service lathe, you will only be charged once instead of 10 times.


For many of the reasons that I outlined above, this is a good change in a positive direction.
Players get more ability to interact with the economy without having to do content that's becoming increasingly depreciated in my absence.
Players also have a baseline consensus on what values of credits are high and low because jobs have been given an equalized standard in regards to the cost of certain items.
Price fluctuations through inflation will now be more meaningful in situations where the economy becomes more relevant.
The system will still encourage you to play a job that's productive to the status of the station through lower paycheck jobs existing as well.
Gas exports are now reduced to the point that their value is appropriate for the first time... actually ever. Nice.

The values of nearly every item purchasable by players has been rebalanced.
Players will now start with less starting money, but will receive a paycheck once every 5 minutes.
The value of gasses exported through the cargo department have been skewed way, WAY down in terms of price.
The Syndicate briefcase of cash now contains now costs 5 TC, up from 1 TC, for 5000 credits.
Printing items from lathes on station now costs a fee of 10 credits per item printed if it's from a lathe not under your department.
The payment component has received additional handling for physical credits, as well as pulled credits/ID cards for those without hands.
2022-04-27 03:01:21 -07:00
EthanRockssandGitHub 0371a1b5f9 Cosmetic gas mask (#66398) 2022-04-24 01:05:06 -07:00
HalcyonandGitHub a11c44bfdd Maid costumes, the respritening (#65844)
About The Pull Request

Haha gotchu, april fools

haha gotchu again, it's an actual resprite and additions to the maid costume with a headband, arm covers or whatever you call them, and a neck cover.

Spin arounds of the sprites.
Content
Content2
Why It's Good For The Game

TG is on a crusade to delete old sprites, or whatever. Someone has to do this at some point.
Changelog

cl
imageadd: New and updated maid costume sprites
/cl
2022-04-01 14:53:26 +13:00