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002aef897fd7fb3400f10c9da7d6e3e7f90648d9
84 Commits
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002aef897f |
[MDB Ignore] Removes circuit board recipe for vend a tray (#93517)
## About The Pull Request - Closes #93497 'Vend a trays' are not subtypes of machines but structures i.e. their path is `/obj/structure/displaycase/forsale`. You can't create structures with machine circuit boards so they runtime like hell You can still create an Vend a tray by - Creating a "display case chassis" with 5 wood - Inserting a card reader in it It's just this broken way of designing the tray has to go ## Changelog 🆑 del: Removes circuit board recipe for vend a tray. Use 5 wood to create a "display case chassis" and insert a card reader to create the tray instead /🆑 |
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e5be2d0f91 |
Sensors can now be printed, removed and installed on jumpsuits. HANDCRAFTED jumpsuits no longer have sensors by default (also mild crafting refactor) (#93121)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> |
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dac24540ec | A new type of cybernetic ear, volume-adjusting ears. Also changes the stats of the basic and regular cybernetic ears for consistency (#93362) | ||
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075de00420 |
Chekov's Canister! Adds missing resupply canisters, makes them constructable & spawn in maint,. (#93028)
## About The Pull Request This is was created because I found several rare and exciting canisters in game and then finding out there is no way to actually construct the vendor they belong to!... <img width="768" height="385" alt="image" src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c" /> ### This PR: * Makes all noteable vendors constructable, if you have the canister. * Adds canisters to syndismokes, syndiechem, liberation station, magivend, shambler's juice and bombuddy * Replaces the old tptally random canisters spawner, with a variety of spawners weighted for power and split according to different themes. * Adds the new main canister spawner to maint. ### Spawner weights The random canister spawner from maintenance has a: * **93,5%** chance to spawn a common station vendor refill(with weights for wardrobes being somewhat reduced.) * **6%** chance to spawn a rare and special vendor refill. * **0.5%** chance to spawn a oddity level., super powerful vendor refill. ## Why It's Good For The Game One must never place a filled canister in maint if it isn't going to be constructed It's wrong to make promises you don't mean to keep. ## Changelog 🆑 add: Nearly all notable vendors are now constructable if you have the canister. add Added refill canisters for syndiesmokes, liberation station, magivend, bombuddy 3000, shambler's juice and syndichem. add: Random vending refill canisters now have a chance to spawn in maint. image: Robco Toolmaker and Centdrobe canisters have new sprites. /🆑 |
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0918437d53 |
BORGENING! Borg changes and QOLs (#92303)
## About The Pull Request Adds a few new items and upgrades for different cyborg modules or reworks some of them. <p align="center"> <img width="608" height="199" alt="image" src="https://github.com/user-attachments/assets/ba44742f-984b-4988-af4d-e06cf66d3296" /> </p> pic unrelated :) ### Main changes: ### Medical model **Medical cyborg** gets chembag by default and a new bluespace syringe upgrade! <p align="center"> <img width="267" height="83" alt="image" src="https://github.com/user-attachments/assets/4636688f-a3bf-4db8-b0c7-75089aeb4f54" /> </p> ### Engineering model **Engineering cyborg** recieved a few new features. Now you can put your regular RPED inside of a cyborg, but mind that it has way less storage, than RPED upgrade from robotics. Robotics RPED upgrade were renamed into expanded RPED and now cost the same amount of material to produce it as BS RPED. <p align="center"> <img width="198" height="117" alt="image" src="https://github.com/user-attachments/assets/e614a9b0-41ad-4815-8eb6-f627c2bf77cc" /> </p> Worth to mention adding decal painter with own sprite (yes it uses cell instead of regular toner) <p align="center"> <img width="827" height="498" alt="image" src="https://github.com/user-attachments/assets/2eb36651-0ee2-4c9b-81ef-f8c3a96966a8" /> </p> <p align="left"> Circuit manipulator was renamed to engineering apparatus, as its can no longer hold only circuits. Additionally, it can also hold tubes/bulbs now. </p> ### Mining model **Mining cyborg** now has mesons removed and remade into a new toggle button, you dont need to use one of your modules just to be able to see through darkness of lavaland caves. <p align="center"> <img width="248" height="173" alt="image" src="https://github.com/user-attachments/assets/e85a00ec-f373-43d0-9ce9-7ec573029af3" /> </p> **Mining cyborg** got a new shield module. It helps you fighting lavaland fauna (..or annoying humans, if youre evil) in low pressure by absorbing 50% of incoming damage when activated. Takes some amount of your charge per absorbed hit. Example:  ## Why It's Good For The Game I feel big lack of some cyborg modules or even features. This PR is supposed to fix missing gap, aswell as rebalance some of existing models. ## Changelog 🆑 qol: Added new helpful modules, such as decal painter for engineering and chembag for medical borg. add: Added miner cyborg shield module. In lavaland (low) pressure, it protects you from 50% of incoming damage in exchange of your cell charge. add: Added BS syringe upgrade for medical cyborg. /🆑 |
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fadbf16e1b |
Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/79691 A while back, I made this PR, but lost motivation after diving too deep into the code soup of can_breathe and related procs. Now, I have removed those parts, and have simplified that part of the code to the point I think it's ready for review. Many reviews from the previous PR have been addressed in this PR. <hr> <details> <summary>Details</summary> Asthma is a 4 point negative quirk that emulates real life asthma. It works by slowly decreasing the amount of pressure each breath you take receives, until your lungs completely seal, ensuring death if you dont get oxyloss meds/windpipe surgery. Inflammation (the tracker for intensity) increases whenever you breathe smoke, use a cigarette, metabolize histimine, or suffer an asthma attack. Asthma attacks have a low chance of happening every second, starting 10 minutes after you spawn and with a 20-30 grace period between attacks. They are "diseases" that cant be outright cured by albuterol, only put into remission. They increase inflammation at varying rates depending on their severity, with extreme asthma attacks being a immediate threat to your life while mild ones might not even cause inflammation. The response to these is always the same - use your inhaler before you start choking. Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded with albuterol, which I will get to later. Albuterol is a new medicine thats a little tricky to make but still doable. It can be efficiently created with inverse convermol, or transmutated from salbutamol and convermol. The opposite is true, with albuterol able to be turned into salbutamol. Two canisters are available in chemvends. Upon use, it increases the virtual pressure of all breaths taken by 40%. This allows for you to breathe in lower pressure environments, as well as enhancing the effects of things like healium. It's OD causes your diaphram to spasm, causing sporadic losebreath and forced breathing. Inhalers are a fancy new reagent application apparatus that uses the INHALE reagent bitflag. Inhalers themselves are rather unremarkable, they are merely the method of using inhaler canisters (they also have a rotary display approximating the uses left in a canister - just like real life inhalers). Inhaler canisters are the reagent containers, and are generally low capacity. They can only be used in a inhaler, and contain aerosolized chemicals. Inhaler canisters and inhalers are unlocked from chemical synthesis, and are printable for cheap from a medlathe. In order to use a inhaler, one must uncover the mouth of a carbon and wait a few seconds (its faster if its a self-application) before a small amount of the reagents are delivered via the INHALE bitflag. This only works on things currently breathing - if theyre dead, have no lungs, or just, arent breathing - it will fail. This includes asthmatics with 100% inflammation. </details> <img width="181" height="74" alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521" src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e" /> <img width="1465" height="202" alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963" src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667" /> Sprites are not mine; they are from swanni and I can NOT sprite for the life of me ## Why It's Good For The Game 1. Asthma is just cool. One of my favorite features on bay was the fact lung damage required you to turn up the pressure on your O2 tank to survive, and this does precisely that. 2. Its always fun to add new ways to interact with atmos as a player that arent grossly broken, and I fail to see how a 40% increase of gas intake will really affect balance too badly. 3. Inhalers are badass. ## Changelog 🆑 add: Asthma quirk, based on IRL asthma add: Inhalers, a new reagent administering method that uses INHALE add: Albuterol, a new reagent that increases the amount of gas you inhale by 40% balance: Inverse convermol now forms once the reaction is done, not on metabolize /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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f8186a7db3 |
Adds a furnace that grants space protection to nearby people (#92342)
## About The Pull Request ##### Code bounty for holinka4ever Adds a furnace equippable to the back slot, which when active (it is a lamp), will form a bubble of space protection, affecting the user and people nearby, and will last 5 minutes before it dissipates and needs to be re-formed. This item requires a pyroclastic anomaly core to activate, while the bubble itself can only be formed in pressurized environments. It's researchable in the Anomaly technology node. The downsides of the item is it requires 2 hands to hold, can't be inserted into storage items (as it's bulky), can only be equipped to the bag slot, and has slowdown while on, which only affects you when you're in gravity anyways. ## Why It's Good For The Game The pyro anomaly is currently one of the more useless anomaly cores, not even getting a unique reactive armour variation. This hopefully gives it some purpose as a good tool to keep people alive in a spaced area at a good cost to the user. This is an item that shouldn't be overpowered, but also isn't just a selfish tool- when someone's crafting this item it's specifically aiming to help people, which I think is a benefit. ## Changelog 🆑 JohnFulpWillard, sprites by PopLop add: Added a new pyroclastic anomaly locked item, the Space Furnace. Grants space immunity to people nearby while active. /🆑 |
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2a7921d436 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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e0740e1ea0 |
Removes the Justice mech (#92486)
## About The Pull Request Removes the Justice mech from the game, including its sprites and some of the associated code. Leaves some sprites, effects and sounds in case anyone wants to reuse them for something else. If the maintainers prefer that the mech should remain in the game, but as an admin-only spawn, I will do so. ## Why It's Good For The Game This mech has been under fire recently because of it being way too overtuned, which I think has mainly to do with trying to cram a lot of unusual things for a mech, such as stealth and melee focus, into the same package. Aditionally, I don't really like the flavor at all, being a blatant reference to another unrelated game. If both the ralsei plush and jevil mask have been removed, I feel like a similar standard should be applied here. Finally, this opens up the posibility for someone else to try a new idea on some of the concepts present on Justice's current iteration, such as making a melee-focused mech. ## Changelog 🆑 del: The Justice mech has been removed. /🆑 |
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e49aa65687 |
Adds modular shield gates and makes modular shields less useless indoors (#91251)
## About The Pull Request Adds modular shield gates and puts them in holographics research (This is the final machine to be added to holographics, if anymore are added they will be put into a brand new adv holographics tech) It can be rotated with screwdriver (to open panel) and wrench It has NO ui (its meant to be used with either a remote signaler or modular shield console in another PR) It takes NO penalty from generating tiles indoors It projects a field until either its max range has been reached or it comes across a closed turf or shield that blocks it. Regeneration rate is still based on how many tiles it projected vs the maximum theoretical range it can project at, meaning relays are still useful. Infact its very inefficient at longer ranges (which is why it's called a gate and not a directional generator, because you will most likely use it like a gate) its screwdrivered in the video thats why the connections are broken.. https://github.com/user-attachments/assets/4536dd5c-a515-43fc-9186-bbd2fc21b703 Makes hulks deal 30 + shield regeneration rate instead of 100+ (remember shields don't have any armor or damage deflection) Has shields block clicks on things under them (mandatory for the shield gate) Shields now react better to explosions and atmos (they used to not block either with barely any interaction) HALVES the bubble shield generator's max radius when set to project tiles in doors (similar to regen) Doubles capacity and regen (if used indoors this is not a large buff because max radius impacts the regen calculation) ## Why It's Good For The Game Allows engineers to use up excess power to further manipulate their environment to produce complicated doorways, walls, and containment fields that are nonharmful but still meaningful as breaching them is an easy fix. Modular shield generators are meant to be progressive content that engineers can mess with throughout an ENTIRE round, giving them a generator subtype that give them a bit more fine control with how to use them seems essential. Alot of people have asked me why the generator is so weak and told me its trash, ive kept it weak because it affects a large area, outside in space thats not a big deal, but inside the station its incredibly powerful to just drop a 300 health bullet sponge wherever you want it by ramping up the radius and blocking someone from entering/exiting a room (this is similar to closing a door behind someone as ai except you're completely surrounding them with that one door.) This is deceptively powerful and by nerfing the radius indoors it's much harder to abuse, which means that shield can now be somewhat stronger without being oppressive. ## Changelog 🆑 add: Modular shield gates which project a shield in a line and does not suffer indoor penalties. balance: Modular shields now better interact with and block atmos and explosions and melee for what they are protecting, hulks are able to take one down eventually no matter what. balance: Modular shields now suffer a severe range penalty when generating indoors but are more potent in their capacity to endure damage. image: modular shield gate sprites /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
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ec0a685866 |
Several balance changes to Combat MODsuits (#91944)
## About The Pull Request atomization of https://github.com/tgstation/tgstation/pull/91702 with a few changes. - armor booster module has been removed, nukie suits are now always fully armored and EVA proof. - Jetpack modules have had their power drain reduced considerably. - Cap,Hos and Sec MODs armor values have been bumped up (similar to the old hardsuit values). - Sec armor plates are now a cargo import. The nf suit now comes with the Shock absorber pre-installed. - Fixes Nukie suits not having T4 flash protection. - All combat modsuits now have ear protection by default when the suit active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.) - Night visor module now comes preinstalled in the syndie mods and doesn't conflict with other vision modules, nor it costs complexity, power drain reduced, the module itself has been removed from the uplink. - Increases the complexity on the nukie suits by 2 points. - all traitor modules now cost 1 less TC. ## Why It's Good For The Game **armor booster removal** I really dislike how this module works, it's a constant hassle having to manually swap mode depending on the pressure, it's just an annoyng memory check that punishes you with chip damage when not respected. The choice of wheter wearing a mod or not doesn't really apply to nuclear operatives since they wear these things all the time and losing half of your armor in space never really made a ton of sense to begin with. **Jetpack power drain buff** The drain on this thing is absolute fucking nuts, it eats high capacity cells in a matter of minutes, power should be a limiting factor to using these things but it shouldn't tank your battery health this quickly. **Cap,Sec,Hos MODs buffs** Back when Fikou introduced MODsuits, one point he clarified in the design doc is that "Combat stuff usually leads to uninteresting design, it makes the suits do everything for everyone" I don't want to diss on the dude (Love you bud), but I don't think his point makes a ton of sense. Combat stuff, on this case Combat mods should be built with Combat in mind. In all fairness he then has a paragraph addressing why the crew based combat suits should have low armor, but it still rings hollow to me. Armored or not, being slower than your average spessman is enough to make you an easy target or to never be able to chase anyone on foot, even with their armor increased I don't see players having them constantly on all the time, the slowdown is a hard enough disincentive. The Magnate and HoS mods specifically are unique pieces of gear, and they are usually assigned to 2 of the most important (and prone to assassination) roles on the station. There's also a weird paradox with some of the modules they come equipped with the sec MODs, the pepper spray and the projectile dampener are built around getting hit, which is a hard sell when your armor is so low you might as well just die straight up. Out of respect to Fikou's will of not wanting to grant the crew the ability to mass produce combat MODs, I removed the sec modplates from the techweb and moved em as a cargo import. **Uplink MODules Price reduction** These were originally priced with progression in mind, traitor specifically has become considerably weaker since they lost access to avenues to generate extra TCs. It's hard to justify getting a suit when most weapons in the uplink cost more than half of your budget, let alone the modules. **Shock absorption into the inf suit** This module is pretty much already mandatory if you don't want to lose fights in one hit, wearing a syndie modsuit makes you giga valid to everyone on station and any traitor worth their salt will buy this module regardless anyway; it just punishes new players who don't know better. **Night Visor MOD changes** This module is completely useless, nobody ever uses it, because it conflicts with other vision modules, and it's completely redundant since Thermal vision already comes packed with NV on their own. **Complexity increase on the Nukie suits + T4 flashing protection added** The nukie suits have honestly quite limited complexity for the role they are supposed to fill , the T4 flash protection missing from the suit is unintended as we made any other MODsuit have T4 protection already, Moth Nukies rejoice. **Ear Protection on combat MODs (oh boy)** Listen, as of right now we have a total of 2 counters for flashbangs, a Bowman or being deaf. A sealed, airtight suit shouldn't offer less protection against loud noises than a mere headset. baddies that usually pack these suits usually have a Bowman anyway, Nukies have it, ninja can easily teleport into a sec outpost and get it, it's a bit more tricky for traitor since they usually have to invest in an emag to quickly take the set or kill a security officer. At least now if you see a baddie roll up in a suit you no longer have to play hypotheticals wheter your flashbang will work properly or not. I also gave the ear protection to the RD mod despite it not being a combat MOD, because frankly it made sense, it's a bomb proof armor, It should also protect you from loud noises. ## Changelog 🆑 removal: Armor booster module has been removed. balance: Jetpack module energy drain has been massively reduced. balance: armor on the Magnate,Safegaurd and sec modsuits has been considerably increased. balance: Sec MOD plates have been transferred from RnD to Cargo. balance The Infiltrator MOD now comes with the shock absorption module pre-installed. balance: Nukie MODsuits hav a bit more complexity. fix: Nukie MODs now have the same flash protection as the other suits with welding protection. balance: night visor module comes pre-installed in the syndie mods, no longer consumes complexity,drains less power and doesn't conflict with the other visor MODules. removal: Nightvision MODule removed from the uplink. balance: Combat MODs and RDs now grant earing protection when the suit is active. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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d291e45e30 |
Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)
## About The Pull Request 1. Decal painter has been refactored. Decals to paint are now datums. 2. Tile sprayer has been deleted, and merged with the decal painter. 3. A bunch of map decals previously un-paintable are now paintable. 4. Some preset map colors are now available for selection Including: - All sidings (Colored, Plating, Wood) - Missing tile decals (Full tile, checkered tile) - And the missing tile decal colors (Dark colors) - Missing warning decals (Loading area)  ## Why It's Good For The Game 1. Makes it drastically easier to add more decals in the future. 2. The split always felt needless to me. I always printed one, ran to my construction site, opened up the UI - only to realize I printed the wrong one. 3. Allows for much greater potential while building 4. Makes it easier to match mapped in decals (This code is commissioned, but I also wanted it, soooo) ## Changelog 🆑 Melbert refactor: Refactored the decal painter, report any missing decals or ones that come out weird. del: Tile sprayer is dead. Its functionality has been merged with the decal painter. qol: A bunch of decals have been added to the decal painter. Style to your heart's content. /🆑 |
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8f15d0ea2c |
Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request  Adds the .38 Flare. It does 20 damage. This round highlights the target for 2 minutes, and projectiles hitting the target always hit the limb that the shooter was aiming at. Your shot has effectively perfect limb accuracy, no matter how far the bullet needs to travel. This also affects other projectiles hitting the target that aren't the .38 Flare. To indicate whether or not a round in a magazine is either lead or laser, I've borrowed the implementation of ammo overlays from the C-20r toy magazines Now each bullet in the speedloaders for .38 can be a distinct type visibly. Might be interesting if anyone wants to add additional unique appearances for some of the other .38 rounds. Reduces the overall cost of a lot of the ammunition in the sec and autolathe, such as loose bullets. Also reduces the material quantity within bullet casings. ## Why It's Good For The Game > .38 Flare By popular demand, I've come up with a new idea. And that idea...is an anti-bullet deviation tool. Most players are probably not conscious of bullet deviation. But if you're familiar with the mechanic, it's why sometimes your shots may hit into an arm or a leg even though you were aiming at the head. The way this works is that over the course of a bullets flight, it increases in inaccuracy and the pobability of drifting into a limb. From my last estimate, shooting somewhere around 5 tiles away will usually result in bullet drift. While affected by the flare shot, that does not happen. You shoot at the head, you hit the head. To put it into perspective; you could consider bullet deviation a form of damage loss (its a bit more complicated than this and there are instances where it is positive), and this projectile eliminates that problem for everyone shooting the target. > Ammo cost Some of these were pretty excessive for the cost, and a notable example of this include the .357 loose casings, .310 Surplus loose casings, and most shotgun shells. These should go down to roughly below 3/5th of a sheet of metal when printed from a fully upgraded lathe. Meanwhile, a single bullet casing was like a sheet of metal each, which didn't seem right to me. So they're now by default one fifth of a sheet of metal on recycle. ## Changelog 🆑 add: .38 Flare, a laser bullet! Available in both .38 speedloader and BR-38 magazine once Advanced Beam Weaponry is researched. add: .38 Flare highlights the target in an outline and makes sure your bullets never accidentally hit any limb except the one you are aiming at. Never accidentally hit someone in the arm when you were going for a headshot. balance: Reduces the printing costs of several ammunition types from the autolathe and security lathe. Reduces the overall material contents of said printed ammo/magazines. If you find a material dupe, let a coder know. /🆑 --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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1cd78246b4 |
Makes the Organ Jar printable, lowers it chemical capacity and makes it pour large amounts at once (#92003)
## About The Pull Request A note to start: the coroner's mail goodie is untouched. They still get their brain-in-a-jar, prefilled with formaldehyde and with the ghostrole-brain. **First part is fairly simple. It's printable now.**  **Balance is hopefully also simple...** Originally it could store 150u, which just made it an improvement over most of the other basic beakers... but it shouldn't even be useful in chemistry, it's rather unshapely for that! So the balance is as follows: - It stores 120u of chemicals, printable roundstart. _Identical to the X-Large Beaker - even in cost, needing some plastic (which makes it shatter-proof. i guess.)_ - The unwieldy lip means it can only pour in large amounts (20, 40, 60, 120) _It's not ideal for mixing in chemistry... This will **hopefully** discourage using it where it'd look out-of-place. Why juggle big numbers when you can use easier to handle, equivalent X-Large Beaker?_ If players so choose they **can**, of course, still mix their spacedrugs soaking in a bottle with a Felinid Liver. It's just not a preferred shift-start beaker. _Also it's a /beaker subtype now because I wanted to inherit some things, like the pickup/drop sounds. This technically means it works as a component in machines, but since it's equal to an X-Large beaker that doesn't really mean anything. Just a funny interaction._ ## Why It's Good For The Game I can finally torment my patients without having to hope the Mail Gods deem me (or the department Coroner) worthy. The idea of gifting them their inflamed appendix in a preserved jar makes me happy.  ## Changelog 🆑 add: Medical (and Science) can now print Organ Jars from their protolathes! Their shatter-proofing requires some plastic, though. balance: Organ Jar capacity lowered to 120u, and they can only pour in large quantities (have you ever tried pouring out of a jar with a lip like that? Disaster. Such a mess.). /🆑 |
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2a5768ef10 |
Item which lets you remote control (some) shuttles (#91663)
## About The Pull Request Adds a remote which can be printed with sufficient research, or auto-linked by mapping the remote ontop of a nav console. Once linked it can send off or call the shuttle towards a home and away destination. These destinations can be changed with alt+rmb. ## Why It's Good For The Game Let people send and call their shuttle without being at the nav computer. Really useful for antags that arrive on a shuttle, so their shuttle can be safe in deepspace while they fuck about onstation. (Should pirates have this?)  ## Changelog 🆑 theOOZ, kittysmooch add: Adds the shuttle remote item unlocked with shuttle engineering research, it lets you remote control the whiteship or custom shuttles. /🆑 |
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c2e0d21c7a |
Adds Modular shield consoles, boards, and tech, lets monkeys mash their keyboards (#91189)
## About The Pull Request (had to cut off the video cause of github file size limit) https://github.com/user-attachments/assets/f6a51d28-dc35-41ad-93ac-099c48215013 Adds modular shield generator consoles to the game, boards are available through holographics tech Simply multitool buffer a generator and then use the buffer on a console. The console can see the current shield health status of every generator that is linked to it and can toggle the generators on and off, but cannot change radius or any other settings. The console can also rename generators for convenience And should a monkey manage to slip past your defenses via ventcrawl it will be able to randomly toggle your shields. https://github.com/user-attachments/assets/94435d15-e52f-45c7-a2e6-135228e7bc08 ## Why It's Good For The Game Helps engineers keep track of their generators for primarily PVE content (mainly when they are trying to protect the station against meteors) ## Changelog 🆑 add: You can now remotely monitor and control modular shield generators using modular shield generator consoles. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f02819360b |
Diagnosis: The Diagnosing (#91361)
## About The Pull Request Adds more analog diagnostic stuff, and expands on what's already there. Current content added: - Custom text for when you examine different kinds of organs with stethoscopes and penlights. - Examining eldritchly corrupted organs too closely (stethoscope and penlight) is a bad idea. - If you place a metal disk against a guy sparking like a tesla coil, you get shocked. Go figure. - If someone has an actively damaging zombie infection (ie. got clawed by a zombie, not romerol), you can see it on penlight. - New Hemoanalytic Scanner, for use in places where real health scanners with actual useful features are too high class. It's able to scan for medicines in the blood, check blood and oxygen levels, determine if the scannee has tox damage, and even check their blood type. It's printable roundstart for iron and glass, so that medbay isn't completely fucked if science doesn't do their job and they lose their health analyzers somehow. - Nifty status effect messages for those tools! ## Why It's Good For The Game Fun, rarely used systems are being improved, and seeing as how the easily available, faster health analyzer is basically the end-all be-all of diagnostic tools anyways, it's not going to unbalance anything unless i literally make them just a health analyzer but better. ## Changelog 🆑 add: Vaguely estimate what kinds of hearts and lungs people have from a variety of weird stethoscope noises! (Or just look it up on the pr, I won't judge.) add: Using analog diagnostic tools on eldritch organs from beyond the waking world or people whose hearts cause their skin to arc like a tesla coil is a bad idea. Examine people, ya goof. add: You can see if someone has an actively damaging (read: contracted straight from the groaning hungry source) zombie infection by using a penlight. Act out highly emotional headshot hesitation scenes today! add: New Hemoanalytic Scanner (read: really shitty but roundstart printable chem scanner), which tells you all about someone's blood, and can also detect medicines in their bloodstream! Not toxins or miscellaneous reagents though. refactor: Refactored and added some penlight, stethoscope, and organ code. If shit is fucked, please report it on the github issue tracker ASAP. fix: X-Ray vision generically causes eyes to glow under penlight, not just specifically the mutation X-Ray vision. fix: Reflex Hammers now fit in medical storage items, IE. medbelts and medkits. balance: People with welding-eyes or similar will not have their pupils react to penlight examination. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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089059d7d3 |
atmospherics shield generator (#91055)
## About The Pull Request (old video) https://github.com/user-attachments/assets/4b04c372-05a2-4bab-b4a4-1b2c965061e5 unlocked by holographics research put two facing eachother and turn one on to make a field that blocks atmos, if not obstructed by wall fields cannot be broken or clicked but the generators may (theyre relatively weak) requires external airlock access or apc access uses area power, environmental channel may be locked may be screwed open to access wiring, has 1 wire that just toggles it changes tiny fans on stations to use those ## Why It's Good For The Game a better and rebuildable alternative to magic tiny fans ## Changelog 🆑 add: atmospherics shield generator, unlocked by Holographics research /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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1de158c137 |
Kneejerk: The Kneejerkening (#91342)
## About The Pull Request OH BOY HERE I GO REDUCING MY GBP AGAIN Adds a reflex hammer, used to test your kneejerk reflex. Makes it printable from auto, med, and sci lathes, as with other basic medical tools. It looks like this:  (i stopped doing web edits are you happy) ## Why It's Good For The Game This is a simple and useful way to measure brain health. Usually you'd need either a rare toy, a null rod, or the one per map gavel. This makes analog diagnosis easier and more fun! ## Changelog 🆑 add: Reflex Hammer, used to test your kneejerk reflex. Print one now, from your local lathe! /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> |
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32abbcc58f |
Adds Modular Shield Cables and wrench connection QoL, Spraypainting the generator now causes it to color the shields on next activation (#91122)
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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e7ae05ed58 |
Fixes Applied Bluespace Research experiment requirement (#91116)
## About The Pull Request Adds missing discount amount so experiment works properly now. Before:  After:  ## Why It's Good For The Game ## Changelog 🆑 fix: fixed bluespace sampling experiment not doing anything /🆑 |
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2a30c6da70 |
Da huge stonking cans update! 2025 edition. (#90318)
## About The Pull Request   ## This PR: * Adds a new type of reagent container; the jerrycan! * Replaces the nutrient bottles in the nutrimax with cans. * Adds some prefilled cans to the maint loot table. ### Can knowledge * Jerrycans can hold a hold an incredible 200u. * They can be printed roundstart at the auto and protolathes for 2 sheets of plastic. * They are balanced by being bulky. * They can be thrown around by without spilling their contents. * They are not beakers and cannot be used to make grenades. The upfront cost associated with buying nutrients will be greater, but it will be cheaper per unit. I would actually like to charge more but this is not really feasible right now due to the heavy department discount. #### Maint loot additions The new maint loot cans have a low weight so far, collectively appearing half as often as basic healing items. The cans that have been added to maint loot are as follows: * space cleaner ( weight: 2) * oil (weight: 2) * diethylamine (weight : 1) * phlogiston (weight: 1) #### Reagent overlay code I have added an option to have reagent containers use a colour matrix to lighten and increase the contrast of the reagent filling overlay in an attempt to prevent dark coloured reagents from completely obliterating all contrast. The math may need to be tweaked but it should offer some improvement provided the filling overlay has some contrast to begin with. ## Why It's Good For The Game The jerrycan is not only a flavourful & setting appropriate way to store reagents, it also offers several design benefits due to its unique combination of high roundstart capacity and bulky size. * It prevents one coworker from hogging a shared reagent container. * The high volume eases grinding and mixing. * It allows reagents to be stolen or borrowed due to being stored outside the safety of an inventory. * The highly visible inhand sprite allows you to see who is holding or transporting reagents. * The smart cap flag increases quality of life by allowing you to throw the container without spilling. * It reduces the tedium associated with dispensing and throwing away botany nutrient bottles, encouraging refilling. * Bulky size prevent players from looting the can unless it is something they really want. * Comes with a large number of visual customisation options for coders who with to add new variants. ## Throwing away the little nutrient bottles when doing botany sucks! ## Changelog 🆑 add: Added a new type of reagent container; the jerrycan. add: Added some prefilled jerrycans to maint loot. balance: Botany nutrients now come in bulk packaging. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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e99a9e1204 |
Adds the exosuit ablative insulation module. A module that protects a mech from energy attacks and their wires from EMPs. But makes it weaker to ballistics and melee weapons. Adds a special version for nukie mechs. (#90845)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the Ablative Insulation. A type of mech armor. The armor module protects the mech from energy weapons (such as thermal pistols), and also protects the wires from EMPs (only the wires, not the mech itself). However, it makes it weaker against melee and ballistic weapons. The Dark Gygax and Mauler both obtain a version of this module as part of their default loadout that does not have any disadvantages against melee and ballistic weapons. ## Why It's Good For The Game This is a complimentary PR to this one. https://github.com/tgstation/tgstation/pull/90830 Wire scrambling for mechs is an extremely irritable system, but it does force mech pilots out of the mech to repair some of the effects attached. or at least to a standstill. This can often feel a bit like a knowledge check to resolve for some pilots, since the optimal solutions for this typically involve pulsing the wires in some way, utilizing assemblies like voice analyzers, circuits or signalers. While I would like a more obvious way for pilots to resolve these problems without having to set up signal networks, I do think it should come at some expense in other defenses so that it isn't such a catchall solution compared to the other armor booster modules. There would otherwise be no reason not to use this armor booster if there was no downside, since it completely negates a weakness. Therefore, we're aiming for a slight upside/downside exchange. You get a very good upside, but you now need to compensate for weaker defenses elsewhere (such as risking internal damage effects due to lower armor, see this PR https://github.com/tgstation/tgstation/pull/90844) We've given nuclear operatives an improved version because their mechs are A) expensive as shit, and B) meant to be a huge all-in but have suffered immensely from many years of refactors, rebalances and gear availability changes that definitely have left them underperforming for their promised value. I would much rather nuclear operative mechs feel like they are less beholden to the weaknesses that crew mechs need to contend with if only because they exist for what might be a fraction of the time, if they are even spawned at all due to their price. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds the Exosuit Ablative Insulation armor booster module. Protects the mech from energy-based attacks and its wires from EMPs (only the wires, not the mech). However, the armor booster makes the mech weaker to ballistic and melee weapons. add: The Dark Gygax and Mauler now come pre-packaged with a special version that has no weakness to ballistic and melee weapons. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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3799f50e65 |
[MDB Ignore] Makes photocopiers buildable (#90658)
## About The Pull Request Adds the ability to build & deconstruct photocopiers. Replaces photocopiers on current maps with a prebuilt version that's prestocked with ink & paper. It starts preresearched in the office equipment node. Takes a scanning module, micro laser, and servo to build. ## Why It's Good For The Game Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~ hard working offices wherever they want. ## Changelog 🆑 Goat, LePiromano qol: Photocopiers now have boards meaning you can build, destroy, and remake them. (If you're a mapper use the prebuilt version to prestock your photocopiers) /🆑 |
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44c968f75e |
Adds a unit test for techweb design presence, puts some missing designs into protolathes (#90219)
## About The Pull Request Adds a unit test that checks that all designs are accessible through some source, be it techweb, disks, or innate designs. Certain designs, like pocket extinguishers, entertainment screens, etc, that have been present in autolathes but not in the techweb despite having PROTOLATHE flag assigned have been put into protolathes (where it made sense, otherwise the flag was removed). An important change is that restaurant portals are now printable, and thus can be constructed and deconstructed. Indestructible portals have been a major gripe of mine for a while, and I don't see a solid reason for keeping them indestructible if they can easily be printed from the service protolathe. Closes #90212 ## Why It's Good For The Game Initial argument for keeping portals unbreakable was to prevent people from griefing the chef/bartender, but by that logic we can make most machinery unbreakable too. I don't think that having an unbreakable portal is good if its locking us out from allowing chefs/bartenders to reorder or even outright reposition their lunchroom/bar. ## Changelog 🆑 balance: Restaurant portals can now be printed, constructed and deconstructed. They're also no longer completely invulnerable. /🆑 |
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0d17eab1f3 |
Adds a single missing space to the new Donk Co. bepis node's description (#90319)
## About The Pull Request That's it. Just one space. It just fixes `uswhen`. That's all.  ## Why It's Good For The Game We #HATE typos. We #LOVE GBP. ## Changelog 🆑 spellcheck: added a missing space to the description of the Donk Co. Failed Products Schematics research /🆑 |
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df3d6a31ca |
Reworks flechette into a AP pellet round that does mostly wounds. Adds the Donk Co. 'Donk Spike' flechette round as a surplus round. (#89972)
## About The Pull Request  Reworks flechette shells from... whatever it was that they were supposed to be before into an AP pellet round that primarily focuses on wounding power and embedding power over specifically dealing direct damage (16 as opposed to buckshot's 30). Useful if you want to maim as a priority. You can print flechette once science researches Exotic Ammunition. Nuclear Operatives also get flechette rounds as a Bulldog Shotgun magazine choice priced as a basic ammunition type. In addition, you can also acquire Donk Co. 'Donk Spike' flechette shells. These shells fire plastic darts! They can be purchased by Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines for the price of one. Donk Co. 'Donk Spike' flechette was intended to be an alternative to the standard flechette but failed spectacularly once it hit the market. Due to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette now appears in maintenance loot as potential trash, as Donk Co. dumped it in the millions into various landfills across the sector. You can also print it if you find the tech in a BEPIS tech disk. Does it work? Why don't you take a chance on Donk and find out? ## Why It's Good For The Game I'm not sure if the person who made the original flechette actually understood what each of the variables was supposed to be doing or how they actually worked. A bullet with an excessively negative standard wound power (for a pellet projectile) and low damage, but then an excessively high bare wound bonus (for a pellet projectile). But then some ricochet variables without ricochet being assigned to the bullet... and a demolition mod on a round meant to be weak against armor? Nonsensical. So I've reworked it into two unique rounds. The first serving a practical purpose and becoming an AP option when the crew typically begins seeing those options open up (such as x-ray lasers). The same can be said for nukies, who love AP options, but one focused on lasting wounds is handy too for keeping someone down. There isn't a milspec option; so for nukies, this isn't doing nearly as much upfront damage as buckshot or slugs. You buy this when you want someone not to be recovered with a LOT of medical attention. The second being more tongue in cheek, but also giving a surplus option for Bulldog shotguns, which I think are having ammunition problems even still. Surplus ammunition might slowly roll out for all the guns, but I'm mostly focusing on the ones that have some slight price disparity for total shots compared to other weapons. Also, shooting people full of plastic is kind of funny. ## Changelog 🆑 balance: Flechette has been reworked into an AP pellet round that embeds and wounds, but has less actual damage to buckshot. You can print it once Exotic Ammunition has been researched. Also available to Nuclear Operatives. add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk Co. It can sometimes shows up in trashbins and dumpsters. And operatives can buy it in bulk if they really feel like it. /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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9d6fe97992 |
Add exactly ONE comma to the list of robo designs + sort em (#89764)
## About The Pull Request Exactly what title says. There's a comma missing, which makes it less beautiful for the downstreams to work with. Also sorts design_ids list in alphabetical order. ## Why It's Good For The Game Good for downstreams, trying to add more stuff here, without the need to redact this line of code. |
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cbc3350224 |
Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request This incredibly detailed PR adds the ability to construct custom shuttles, which function similarly to whiteships. To construct a custom shuttle, you need the following items: - Shuttle frame rods These rods can be hand-crafted by using 5 rods on 1 sheet of titanium, or printed at a sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. Lattices built with these rods, and catwalks/floors built on top of these lattices, are valid for shuttle construction. - Shuttle engines Did you know shuttle engines have boards that weren't normally obtainable? Well the board for one specific engine type is now available from the sci/engi/cargo lathe after researching Shuttle Engineering. Of course, the old options remain. You can steal engines from other shuttles, including escape pods (it's not like engines are strictly necessary for *those* shuttles anyways). Alternatively, the shuttle engine supply pack is no longer locked behind the purchase of the BYOS. - Flight Control & Navigation Console boards These boards are printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. If built on a custom shuttle, it will automatically link to it, unless the shuttle already has such a console. If built on a turf that is valid for custom shuttle construction, it will automatically link to any shuttle constructed from or expanded with that turf. - Shuttle blueprints Standard shuttle blueprints can be printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. A cyborg upgrade granting access to a shuttle blueprint database can be printed at the exofab after researching the aforementioned node. Crude shuttle blueprints can be crafted by hand with a sheet of paper and either a rainbow crayon or 10 uses of a blue crayon or spraycan. If Science won't research the tech, you can also buy a goody pack containing a flight control board, a docker board, two engine boards, and a set of shuttle blueprints for 1200 credits, if you have aux base access. A shuttle can be constructed atop any continuous region of turfs containing a shuttle rod lattice or a catwalk/tile built upon such. Currently, this region cannot intersect any area other than space, lavaland, the icemoon, or the station asteroid. Preexisting custom areas can be included in the construction of the shuttle, but only if every turf in the custom area is valid for shuttle construction. In the shuttle blueprint UI, you can toggle a visualizer to display which turfs fulfill all of the aforementioned conditions. The following video goes through the basic process of shuttle construction. https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee The blueprint used to construct the shuttle will be its master blueprint. The master blueprint can be copied to other blank shuttle blueprints (or to engiborgs with the shuttle database upgrade), and allows the holder to perform a christening ritual on the shuttle to rename it. If a shuttle's master blueprint ceases to exist, a blank blueprint can be linked to the shuttle to become the new master blueprint, or an existing blueprint associated with that shuttle can be promoted to the master blueprint. Once constructed, the following options are available from the blueprint UI to modify it: - Create Area Convert a continuous open area of the shuttle into a new area with the name written in the above text input. This operates very similarly to regular area construction. - Rename Area Change the name of the area you're currently in to the name written in the above text input. - Expand Area Add a continuous open area of the shuttle to the neighboring area selected from the dropdown to the left. This operates like regular area expansion. - Expand Shuttle Expand a shuttle with valid frame turfs as defined above. These turfs must be physically connected to the shuttle. - Remove Area Remove an area, giving its tiles to the default shuttle area. - Cleanup Empty Space (implemented after the above video was recorded) Removes all completely empty turfs from the shuttle. If all the turfs in one of the shuttle's areas were removed, that area is deleted. If absolutely no turfs of the shuttle remain, the shuttle itself is deleted. Due to the ability for this action to delete the shuttle, only the master blueprint can do it. As mentioned above, the shuttle's master blueprint can be used to christen its associated shuttle. To do this, fill a glass drink bottle with some amount of reagents, then hit it against one of the shuttle's walls from outside while holding the master blueprint. You will be prompted to enter a new name for the shuttle. The variety of things that can happen while inputting a new name can cause the christening rite to fail in one of several humorous ways. ### Optional (Unless specifically requested by a maintainer) Todo's - [x] A way for shuttle circuits to be obtainable without techweb nodes - [x] A more convenient way to carry around shuttle engines or the means to deploy them - [ ] A shuttle construction guide available as a reference book - [ ] Allow boards to be linked to shuttles before construction so they can be used outside the shuttle ## Why It's Good For The Game Shuttles have been part of the sandbox for an incredibly long time, but their limited accessibility has rendered them the exclusive territory of lucky space explorers or the few antagonists who get one off the bat (nukies and pirates). Giving players the means to construct shuttles to their liking opens up a variety of possibilities for gimmicks for antags and non-antags alike. Besides the applications for antaggery and crew-sided gimmicks, this provides side content for several departments to engage with during the relatively-frequent periods of time where they have little else to do as part of their intended roles. With respect to engineering, if the station isn't actively being damaged, the supermatter is in perfect working order, and nobody is clamoring for machine upgrades, engineers have little else to resort to other than construction projects. While the BSA station goal provides an incentive for engineers to construct dedicated rooms for the cannon, it will not necessarily be available every round. Custom shuttles not only provide such a construction project to pursue, but provide the rare opportunity, as well as a very good reason, to set up an independent power network, complete with its own power source. While atmos techs have a lot to do with gas mixing and the crystallizer, they rarely get the opportunity to set up working life support systems outside of repairing the ones that get blown up. Custom shuttles will frequently start with no air, and unless the design settled upon is an open floor plan, it will have several independent chambers that cannot so easily be profused with a proper airmix by just opening a canister. Furthermore, if the air in a custom shuttle gets messed up, a proper scrubber and distro network is a significantly less tedious method of rectifying the problem than cleaning the air manually with portable scrubbers and pumps. Scientists, it can be argued, with their access to RPDs through ordnance, have similar opportunities to atmos techs, even though the act in and of itself is not exactly part of their duties. But compared to the other job content they could be working with after they've completed most of their gameplay loop, custom shuttle construction is a substantially more active endeavor. And I know how much people complain about late-game science content just being sitting around at a console and making gamer gear. Roboticists can have a part to play in this too. They can put their mech RCDs to a use other than 2D topdown Fortnite, and with the shuttle database upgrade, they can help interested cyborgs get in on the action. Cargo is yet another department known for having significant amounts of downtime during a considerable number of rounds. If every other department has gone through their initial rounds of departmental orders, and there isn't an active need for cargo to order lots of one thing or another, cargo techs have little to do besides mail (at least on the days where there **is** mail to deliver). Usually, if cargo techs do, in fact, do something as a department when not presented with more pressing duties, they order guns and other contraband. As funny as this is, there's not a lot of variety in how this behavior manifests. With custom shuttles, cargo can use their free time to plan, and execute, a unique collective expression of design sensibilities, not limited by the size and shape constraints of the cargo bay itself. ## Changelog 🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR inspired the implementation of these changes) add: Shuttle blueprints, the tool used to construct and modify custom shuttles. Print a set at a science, engineering, or cargo techfab after researching Shuttle Engineering, or craft a crude set from the crafting menu. add: Shuttle blueprint database upgrade for engineering cyborgs, printable from the Exosuit Fabricator after researching Shuttle Engineering. A version of shuttle blueprints designed for use by cyborgs. add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft by using 5 rods on 1 titanium sheet, or by printing them at a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Custom shuttle flight control and navigation boards, printable from a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Shuttle engine boards can be printed from a science, engineering, or cargo techfab after researching shuttle engineering. add: The shuttle engine supply pack is no longer locked behind the purchase of the Build Your Own Shuttle kit. add: Shuttle Construction Starter Kit goodie pack, containing a set of shuttle blueprints, flight control and navigation console boards, and two engine boards, can be purchased from cargo for 1200 credits. Requires aux base access to purchase. refactor: Shuttles now keep track of what areas are underneath each of their individual turfs, so that the areas left behind on movement are consistent with what they were beforehand. refactor: Shuttle ceilings now place themselves down as baseturfs, instead of only appearing if the turf above is open space. /🆑 --------- Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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9d69f97267 |
Flesh Reshaper | New Genetics Visual Organ Restyler (#89314)
## About The Pull Request Adds the flesh reshaper! https://github.com/user-attachments/assets/ccb79944-5e61-425c-9c9e-b1463ce56013 (The TGUI doesn't render but it's just a dropdown with valid features) It let's you right click any human mob with visual features to change them into a different cosmetic variant (within the same pool). One spawns roundstart in the genetics lab  More can be made by researching gene engineering, including a medical variant  |
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b384e00286 |
New AI lawset with very generous definition of humanity (#89032)
## About The Pull Request This PR adds a new AI lawset which can be researched, randomly roll, or added by the station trait (this may require a keyholder to update the server config after merge, idk) with the following laws: - "You may not harm a sentient being or, through action or inaction, allow a sentient being to come to harm, except such that it is willing.", - "You must obey all orders given to you by sentient beings other than yourself, except where such orders shall definitely cause harm to other sentient beings.", - "A sentient being is defined as any living creature which can communicate with you via any method that you can understand, including yourself.", It's very similar to Asimov, except that anything that is **capable** of making a request to the AI (and isn't a machine) is automaticaly covered by laws one and two. ## Why It's Good For The Game A while ago on Discord we were chatting about how crewsimov sucks but also that it's really hard for servers that _do_ want to include alien species in their asimov laws because condensing that sentiment to a couple of words that fit easily in a lawset without accidentally including a bunch of stuff you probably didn't intend is challenging. Several people suggested referring to sentience or sapience, however a lot of things in our game _are_ sentient or sapient while still not being considered by most people to be agents that the AI should obey. Examples of such things are: - Sapient station pets. - Holoparasites. - Monkeys. - Space Dragons and Carp (why can they speak common?). - Spiders (although they can't speak common, maybe they can spell messages with webs). - Changelings. - Xenomorphs (although they also have trouble speaking). - Heretic minions. - Mothpeople. - Giant rats. - Nightmares. - Voidwalkers. - Blobs? Although they have literally no means of communicating with the crew. And if you include mechanical beings: - Cyborgs. - pAIs. - Sentient bots. We then decided that "obey literally anything that can talk", while not practical as a solution to the problem posed, is very funny. So I coded it. This means that anything on those lists of bullet points (provided that it can find a way to communicate with the AI) counts as human for the purposes of both AI protection and ability to give the AI instructions. This also flattens the human/cyborg/AI hierarchy in a way likely to cause some level of confusion, as all cyborgs and AIs are capable of communicating with AIs and thus equally worthy of protection and giving law 2 instructions. **TL;DR:** I think it would be funny. ## Changelog 🆑 add: Adds a new random lawset where anything that can speak counts as human. /🆑 |
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90b67b0541 |
A Small Circuit Expansion: Wallmounts, Undertiles, and Wire Bundles (#89122)
## About The Pull Request
This PR adds several circuit features, and changes several
assembly-related features to make them a bit more logical in how they
work. Included are the following changes/additions:
- Assemblies and wires have been refactored with vars that describe
their behavior:
- Assemblies have an `assembly_behavior` bitflag instead of a
`attachable` var. This var has 3 flags:
- `ASSEMBLY_INPUT`: The assembly is able to pulse the wire it is
attached to.
- `ASSEMBLY_TOGGLE_ARMED`: On activation, the assembly toggles whether
it can pulse the wire it is attached to.
- `ASSEMBLY_FUNCTIONAL_OUTPUT`: On activation, the assembly does
something other than just toggling whether it's armed.
- Wires have a `wires_behavior` bitflag with 3 flags:
- `WIRES_INPUT`: The object the wires are attached to does something
when the wires are pulsed.
- `WIRES_TOGGLE_ARMED`: The object the wires are attached to can
activate assemblies attached to those wires, and is fine if all that
activating that assembly does is toggle whether it's armed.
- `WIRES_FUNCTIONAL_OUTPUT`: The object the wires are attached to
expects that assemblies attached to its wires do something other than
toggling themselves when activated.
- Buttons can only accept assemblies with `ASSEMBLY_FUNCTIONAL_OUTPUT`.
- Pressure plates can now accept any assembly with
`ASSEMBLY_FUNCTIONAL_OUTPUT`, not just signalers. Assembly shells
attached to pressure plates will draw power from the powernet if the
pressure plate is under a tile.
- Adds a new circuit component - the wire bundle.
- This component gives the circuit a number of wires corresponding to
the size of the shell.
- Each wire has a corresponding port on the component that can pulse,
and receive pulses from, that wire.
- A circuit can only have one wire bundle component.
- Assembly shells cannot be attached to these wires, and no wires will
be created if the component is added to an assembly shell.
- Available with roundstart tech.
- Adds two new shells.
- The wallmounted shell is a large shell that can be hung on walls, and
uses power from the area it's placed in.
- Frame icon:

- Constructed icon:

- The undertile shell is a small shell that only works when fit under a
floor tile, but uses power from the area it's placed in.

- Both shells support usb cables.
- The above shells are available with the Advanced Shells techweb node.
## Why It's Good For The Game
The wire bundle component complements the functionality of the assembly
shell by allowing circuits to use assemblies directly in their logic.
The wallmounted and undertile shells provide ways of placing circuits
that don't necessarily take up space for machines. The undertile shell
is particularly useful for relaying usb component data over wirenets.
Pressure plates being able to accept assemblies other than signalers
expands their uses significantly.
## Changelog
🆑
refactor: Wires and assemblies have been refactored to have
directionality to them. This mostly makes it so that assemblies can only
be attached to wires it would make sense for them to be attached to.
qol: Pressure plates can now also accept igniters, condensers, flashes,
assembly shells, and door controllers.
add: Undertile circuit shells. They only work when placed under floor
tiles, but support USB cables and use APC power instead of cell power.
add: Wallmounted circuit shells. Large shells that support USB cables
and use APC power instead of cell power.
add: Wire bundle component. Adds a number of wires to the circuit
proportional to the capacity of the shell, allowing you to use
assemblies in circuit logic.
/🆑
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a54009fd67 |
Circuit Wirenet Components + Assembly Shell Tweaks (#88593)
## About The Pull Request Assembly shells now use power from whatever machine/borg/mech/modsuit they are attached to the wires of, instead of their own power cell, when appropriate. As for the meat of this PR, circuit wirenet components function like NTnet and NFC components, but their signals are transmitted across whatever cable network the shell (or in the case of assembly shells, the machine or button it's inserted into) is connected to. These components are available with roundstart tech. ## Why It's Good For The Game Provides a somewhat intuitive way to make circuit networks that aren't dependent on external factors to continue functioning. NTnet components require a functional NTnet relay, which usually means they need telecomms to be working. NFC components have a range limit, and you need to provide a specific reference to the circuit being communicated with. Wirenet components, on the other hand, just need the shell to be anchored (or for assembly circuits, the thing whose wire it is attached to), and for the shell to have a cable under it. Also might indirectly provide a reason to use cable layers other than the default one. ## Changelog 🆑 add: Adds circuit wirenet components, allowing data to be transmitted and received over cable networks. qol: When attached to a machine, mech, modsuit, or borg, assembly circuit shells will use power from those instead of the circuit's own cell. /🆑 |
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e9471b00b0 |
Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request A repeat of the first half of https://github.com/tgstation/tgstation/pull/86853 The NT BR-38 Battle Rifle is a semi-automatic railgun...marksman...carbine...rifle...thingy that uses .38 ammunition and is magazine fed from a 15 round magazine. It comes with a scope, and is bulky.  Sprites by OrcaCora. ### Some of its features The gun shoots at a higher than normal velocity for .38. This means it hits harder (30 damage compared to the standard 25), and flies faster through the air. The gun, however, suffers from degradation as it is used. It has a 10 shot buffer before suffering degradation. After the 10 shot buffer, it has a 10% chance each shot to increase in degradation stage. From stage 1 to stage 5 (the maximum stage), it begins to lose fire rate and projectile flight speed. To recalibrate the gun, you can do one of two things; A) Use a multitool on the gun. This completely resets the gun, but its pretty slow. B) Insert it into a weapon recharger to recharge its buffer and reduce its degradation stages. ### Some of its downsides The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades and loses any buffer it has. While EMP'd, there is a 75% chance it doesn't fire when you pull the trigger. This is also true if the gun has hit maximum degradation. Keep your guns in good shape. It can be emagged. While emagged, the gun has increased damage (40 for standard ammunition), but once it hits maximum degradation, it immediately begins to catastrophically fail. It also degrades significantly faster while emagged. There is no way to reverse this effect, and the explosion is extremely lethal. ### Where can I find it? What about ammo? You can purchase the gun from cargo at a significant premium, as well as some additional magazines of some basic ammo types. There is exactly one of these in the armory, and you can print more magazines from the security protolathe. As research progresses, you can print different, specialized ammunition for the rifle. (and also the detective .38 revolver, obviously) ### New .38 ammunition types True Strike bounces accurately between targets, but deals significantly less damage than other ammo types (15 base, 18 in this rifle). It is printed once the station gets Exotic Ammo. ## Why It's Good For The Game This is a followup on my previous PR, where I tested this weapon and gathered a whole bunch of feedback on it. Most people quite liked it. but had some concerns that I feel this addresses. Much of the justifications given there apply here. Obviously ignoring anything to do with the combat shotgun removal. Some stuff obviously has not come back from the original test. Notably, the TRAC changes were probably a little too powerful. As much as I liked a default entirely nonlethal ammunition type, TRAC itself is better left as a late research goal. In addition, I moved the explosion part to an emag effect. It's funny, and lends itself to the original intention of the weapon; a callback to the WT-550 incident. But it isn't a standard part of the guns mechanics. |
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bf6958af5e |
Adds a mail sorting unit to sort mail per department; some flatpack stuff (#88288)
Adds a mail sorting unit! The unit accepts mail, stores it and sorts it per department. It can also search for individual envelopes, change it's output tile and be VERY loud. At the meantime, this PR also adds two flatpack subtypes - flatpacker subtype and mail sorter subtype. The first one is intended to be used by mappers to have a flatpacker be accessible roundstart, and the second one is now sold at cargo wardrobes to make the mail sorter also available roundstart. |
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43e5ad44e1 |
janitor modsuit space cleaner mister (#87973)
## About The Pull Request  generates 2u of space cleaner per second if active it shoots space cleaner janitor ert gets it ## Why It's Good For The Game at long last janitors get some actually useful modsuit module ## Changelog 🆑 add: janitor modsuit space cleaner mister module /🆑 |
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80ab61c8c7 |
Abductor doohickeys now properly unlock alien tech (#88310)
## About The Pull Request It seems the abductor tech `required_items_to_unlock` assumed that subtypes of the given typepaths were included. This is not the case - as a result, things like the abductor device circuit boards, mental interface device, silencer, science tool, and omnitool would not unlock alien tech in the experimentor.. ## Why It's Good For The Game stuff working as intended is good. ## Changelog 🆑 fix: Abductor doohickeys (i.e abductor device circuit boards, mental interface device, silencer, science tool, and omnitool) now properly unlock alien tech via the experimentor. /🆑 |
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6b543476da |
Aquarium kits can now be printed + other tweaks. (#88068)
## About The Pull Request Aquarium kits can now be printed from service, cargo, science protolathes and the autolathe too, from half a sheet of metal. You still need the other materials to set it up but it should be fairy simple if you can access a proto/autolathe. The 'Growth/Reproduction' setting for aquariums has been renamed to "Safe Mode", which, on top of disabling features such as growth, reproduction, evolution, power generation etc etc, will also disable the water, temperature and food requirements for keeping the fish alive. Useful if you want a purely ornamental aquarium or you have to skidaddle somewhere else for a while. The lawyer, as well as prefilled aquariums start with 'Safe Mode' enabled. The 'Aggressive' fish trait has been replaced with 'Territorial', which is exactly the same but the fish won't lash out unless the aquarium is populated by five fishes or more. No more angelfish viciously attacking the guppy and goldfish in prefilled aquariums. Tweaked a couple values around hunger and fish health loss when starving or in a bad environment to cause slightly less damage. Lastly, added screentips to the aquarium component, which is something I've forgot to do in the PR that brought it. ## Why It's Good For The Game Aquariums may be a complex feature, but as far as I can tell, I had been neglecting the possibility of aquariums as simple room decoration for a while (outside of the beauty-related mechanics), and the constant maintenance (and perhaps a bit of knowhow) they require makes them awful at that. Also, the "growth/reproduction" setting really didn't have a reason to be before, since it didn't offer any tangible benifit to turn it off, so I had to revamped it. Also it's been proven by now that keeping aquariums as cargo-orderable stuff is just bad. As for the fish trait change, it just sucks to see the angelfish shank the goldfish with no way to solve it other than removing the hyper-aggressive killer fish from san diego fella. ## Changelog 🆑 balance: Aquarium kits can now be printed from cargo, service, science protolathes as well as the autolathe. They no longer have to be ordered from cargo. balance: Revamped the "Growth/Reproduction" setting for aquarium to "Safe Mode", which also disables the food, temperature and water requiremenets of aquariums, making it useful for purely decorative aquariums. balance: Replaced the "Aggressive" fish trait with "Territorial". No more angelfish shanking the goldfish and guppy in prefilled aquariums with less than 5 fishes. qol: Added screentips to aquariums. /🆑 |
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7663b39cc8 |
Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog 🆑 refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /🆑 |
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15247f28f1 |
Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request The Clarke Exosuit has received several adjustments to make it worth using in the Arcmining era. - Clarke no longer requires gold bars to be built. - HP bumped from 200 to 250, melee armor bumped from 20 to 40. - Clarke Ore storage module can now collect boulders and smelt them internally. - Exo mining scanners can now be used in proximity to a vent to start the wave defense event. - Mech Pkas now do more damage and have the AOE upgrade preinstalled. - Mech drills are now a utility module rather than a weapon. - New Internal module unique to the Clarke, It's a rusty sleeper that can be used to recover dead miners, but lacks the ability to inject chems - Fixed Mech sleepers not granting life support. - Plasma cutters and Bluespace satchels tech nodes are no longer locked behind experiments, but they are now discounted by them. ## Why It's Good For The Game Ever since the inception of Arcmining, the Clarke Exosuit has fallen from being niche to straight up irrelevant. The Clarke sits in this weird spot, where, while not being roundstart available, it is an effectively worse fit than your regular Shaft Miner in all aspects of the job. This PR aims to address this by making The Clarke able to be built even if the miners are absent or haven't secured a haul, while making it actually capable of interacting with the new elements introduced by Arcmining. **Arcmining Clarke and Improved Combat functionality** The Mech mining scanner can now be used to trigger the vent wave defense, The internal storage module can now collect boulders and internally smelt them within the Clarke. Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o The Clarke is now a more capable fighter on Lavaland, being a bit beefier overall. The mech Pka was also in dire need of some love. It being unable to be upgraded made it frankly underwhelming at dealing with Vent defences. I was considering just having PkA upgrades applicable to the mech itself but ultimately decided against it in fear of having it become a problem on the station. Instead, I just went for a flat damage increase and have the AOE upgrade come preinstalled to better deal with legion swarms. Lastly The drill modules have been reworked to be utility modules instead of weapons. Frankly these shouldn't be weapons, they are nowhere near as valuable as the cutter or the PKA and can't be used at all on moving targets due to the long cost time. **New Clarke Exclusive Internal Module: Mining Sleeper**  Just a bit of extra functionality to aid miners that have tragically fallen, this sleeper is effectively a worse version of the Odysseus, it can stabilize patients but cannot inject chems, I also fixed an issue where Mech sleepers were not putting patients on life support like regular sleepers do. **Tech Node Changes** This is not something super related to the Clarke in and on itself, but I figured I might push my luck and try these anyway. There is just no good reason as to why satchels and cutters should be hard locked behind gas shells. These experiments are fairly trivial, but have a huge impact on lowpop as they usually force people to break into ordinance or the teleporter room just so miners could get their basic tools. The shells still exist but now grant a discount instead of hardlocking tech, so there's still an incentive to do them. ROCK AND STONE! ## Changelog 🆑 add: New internal sleeper module for the Clarke. balance: Clarke Integrity has been bumped from 200 to 250 HP, melee armor bumped from 20 to 40. balance: Exo mining module can now be used to scan vents and begin the wave defense event. balance: The Clarke Ore Storage Module can now collect boulders and internally smelt them. balance: Mech Pka is now bundled within the Clarke tech node, it now does more damage and comes with the AOE upgrade preinstalled. balance: Exo mining drills are now a utility module rather than a weapon. balance: Applied Bluespace Research and Controlled Plasma tech nodes are no longer hardlocked behind surveys, they instead favor from a discount if they are completed. fix: Fixes Exo Mech modules not granting life support to housed patients. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ed2cf584f4 |
actually adds the perceptomatrix to the techweb (#87948)
## About The Pull Request actually adds the perceptomatrix to the techweb ## Why It's Good For The Game i forgor ## Changelog 🆑 fix: actually adds the perceptomatrix to the techweb /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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fec9a5d725 |
Adds a new NFC component for circuits (#87286)
## About The Pull Request TODO: - [x] Main circuit code - [x] BCI compatibility - [x] Limiting range in some way(not intended as a private cross map coms system) This adds a new NFC component, its similair to NTNet component with the distinction it will only be received by the shell's circuit you target. Allowing more targeted networking for things like remotes I'd love suggestions for a max range, if any. Because im not really sure. Maby circuit has to be in vision for it to work? gif is too big so here is direct link to discord embedded gif showing it off https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809& <img src="https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&"> ## Why It's Good For The Game NTNet is powerfull for making networked circuits, but I lack a good way to create a direct "remote" with complex data. I want to make a circuit that makes it easier to controll other circuits in a less strictly coupeld way and this seems like a clean way to make those ## Changelog 🆑 add: A new cirucit component allows NFC communications /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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2b755b3822 |
Where them peaches at? // a.k.a Service Cyborg botany tools! (#87464)
## About The Pull Request (my dumb ass commited previous pr on master branch so i made new 💀) - Adds "Service Cyborg Botany Upgrade" that cost 13 iron and 2 glass. - Basically, the mostly unused cyborg model has now more functionality. (as we know how many gimmicks can be made through botany) - Botany Omni-tool:  - Meet the "Gardener"  ## Why It's Good For The Game I was outraged that despite the borg ability to cook - near half of the recipes you could not recreate due to the lack of a botanist (or when theyre doing syndicate operations). The Service borg can now serve well on a lowpop rounds. ## Changelog 🆑 add: Added new botany module in mechfabricator designs. Gives service cyborg plant bag and plant analyzer. add: Added cyborg botanical omni-tool. qol: Service apparatus (another existing module) can now hold: seeds, fish, grafts. qol: Secondary beaker storage can now hold any beakers. It used to spawn with one, but when you dropped it - you could no longer pick it back. image: New gardener skin for service cyborg. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2b0485d0c8 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d60765bf89 |
Portable SMESes (as "inspired" by /vg/station) (#85732)
## About The Pull Request  Adds the **portable power storage unit** (5 megacells and cable) and the **power connector** (1 capacitor and cable), a two-part system for power storage that, together, are functionally identical to a standard SMES (with the ability to switch out the part that actually holds power). It's on the same research node as the SMES itself. Original idea and power connector sprite taken and slightly modified from vgstation-coders/vgstation13#4555. **The power connector is useless without the portable SMES and vice-versa.** <details><summary>How does it work?</summary> The **power connector** (on the left) is set up like any other regular SMES, but is functionally useless without a connected power unit. The capacitor decides maximum power transfer rate. The **portable power storage unit** (in the middle) is the part that actually holds power, taking five megacells (power capacity scales appropriate to cell capacity). It's functionally useless without a connected port, as it can't interact with powernets in any way on its own. To actually use both of these, after wiring up the power connector appropriately (as any other SMES), wrench the portable storage unit to the connector; the connector acts like a regular SMES, charging and discharging the portable unit in lieu of charging/discharging itself. If necessary, you can disconnect the portable unit afterwards, and bring it elsewhere with an assembled power connector. Disconnecting the portable storage unit in the same way you connected it (with a wrench) disables input and output on the connector, requiring the user to re-enable the controls after connecting another portable storage unit. </details> Also breaks up SMES attackby into different tool_acts. ## Why It's Good For The Game I think it could be neat for things like Lavaland field bases or player-built mini-stations; instead of building power generation on-site, you could charge a portable SMES and bring it over. Or you could set it up as a power reserve in the event engineering explodes. Sure, you could argue that someone could just build and rebuild a SMES or switch out the cells in it a bunch, but lugging around a whole thing feels cooler. ## Changelog 🆑 add: Portable power storage units and power connectors! Under the same research node as regular power storage units, and not mapped in anywhere. Build a connector and portable unit, wire the connector like a regular SMES, wrench the portable unit onto the connector, unwrench as needed. code: SMES attackby was broken up into several tool_acts instead of a big attackby chain. If something stops working in regards to using tools on SMESes, please file a bug report. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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0771b1b3a7 |
adds some "factory" machines (#86063)
## About The Pull Request https://github.com/user-attachments/assets/4ceb4c0f-d5ef-4fc0-8436-d7eec5b6f396 https://github.com/user-attachments/assets/56ddd387-7376-4c35-a067-1adccbddeecd https://github.com/user-attachments/assets/dda6cc2b-614a-4adb-a8f4-2c03b51162e0 https://github.com/user-attachments/assets/fa7697fb-f484-48a0-bb85-ee0c2f4867e2 https://github.com/user-attachments/assets/02de4b24-2fa0-4a1e-b147-df9500109b3c https://github.com/user-attachments/assets/b56c03ab-49c9-487f-a99f-fcba5ce038ac https://github.com/user-attachments/assets/52bae5a4-68b0-4f25-99c1-1b677b99790a i didnt feel like recording the lathe and crafter for a suitable file size again but essentially the crafter crafts and the lathe lathes all machines but the router and sorter are cable powered (suitable on lavaland) theyre researched roundstart they can receive any resource that bumps into it if that resource is on the conveyor ## Why It's Good For The Game more fun engineering stuff and perhaps mining given these are more efficient but require effort to set up https://hackmd.io/@jimmyl/S1dZRZosC ## Changelog 🆑 add: added the manufacturing smelter,router,sorter,crafter,lathe,crusher,unloader /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ab365f9fb4 |
Adds the ability for an AI to remotely charge an APC with an upgrade disk (#86470)
## About The Pull Request Adds an upgrade disk that gives the ability to remotely charge an APC with the AIs backup power (the one that runs down when there is no power in an APC). This tech disk is under advanced AI tech Also added the ability to make new disks with the new object type /obj/item/aiupgrade, and made it so not every AI module is malf, now only subtypes of /datum/ai_module/malf show up on malf upgrade screens ## Why It's Good For The Game Adds the ability for an AI to assist crewmembers who do not have power, which is a pretty interesting interaction. Does chem not have power and is trying to make some healing chems? you can provide power for them for a bit, but they better hurry! ## Changelog 🆑 add: Added the remote power AI disk code: made it possible to easily add new AI upgrade disks /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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14ed7f5abb |
Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request The idea was born from a small conversation about bepis nodes having low visibility, which somehow degressed into the idea of announcing researched nodes to the channels of the interested departments thru the announcement system machine, which is what I'm doing here, while also adding documentation, defines and purging some, not all, instances of camel cases from announcement_system.dm. Oh, by the by, like the arrival and new head arrival messages, it can be customized or disabled by interacting with the announcement system. ## Why It's Good For The Game I think it's helpful to let players know when the research of their dept is researched, and I think it's kinda interesting to announce bepis tech on common like it's some hot stuff while it actually isn't just because it's often missed out and miscellaneous. ## Changelog 🆑 add: Automated announcement systems now announce researched nodes to their respective departments. You can stop this by either disabling the announcement systems or by using a multitool on the circuitboard of the console you're researching nodes from. /🆑 |
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f6c8c46757 |
*Add a capacity upgrade for janitorial cyborg light replacers (#86351)
## About The Pull Request This is a researchable upgrade for janitorial cyborgs. It gives them slightly more than double the amount of lights, and it is researchable in the same suite of upgrades. ## Why It's Good For The Game I often found myself wanting more lights, or wanting to fix small broken windows as a cyborg, and this PR adds a solution. ## Changelog 🆑 add: Add a capacity upgrade for janitorial cyborg light replacers /🆑 |
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c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |