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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
134
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e024533e44 |
Makes meteor shields buyable during any round, not just meteor shield station goal (#86561)
## About The Pull Request Meteors range from pain in the ass to an apocalyptic annihilator of the station, depending solely on RNG. Meteor shield network is the only way to buy meteor shields, which are incidentally the singular counter to meteors, especially bluespace meteors. Even if you buy them, they're arduous to set up, so a lot of times people just... don't. They also don't know how they work, which I'll explain here; they destroy meteors within fourteen tiles. In any case, this changes the meteor shield crates to be buyable during any round, not just the meteor shield network station goal. ## Why It's Good For The Game Letting people choose to go to the lengths to set up meteor shielding even if it's not the station goal is another avenue for them to prevent a random event from ending the round -- if they do it right, anyway. ## Changelog 🆑 Bisar balance: Meteor shielding is now purchasable at cargo even if it isn't the current station goal. /🆑 |
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c72171edcf |
Fixes surprise lemons in fruit crate (#86793)
## About The Pull Request No, the shipping manifest isn't wrong. When life gives you lemons, shut up and eat your damn lemons. ## Changelog 🆑 LT3 spellcheck: Fruit crate description now correctly warns that it contains lemons /🆑 |
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99424053f6 |
[NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request The Cytopro makes a grand return post-revert! Also renames the starting petri dishes to "basic sample petri dish" This noticeably does NOT fix the fact that the machine sells the wrong sort of labcoat, so I strongly recommend merging #86122 immediately following this PR. ## Why It's Good For The Game Puts #85338 and #85996 back ## Changelog 🆑 add: The vendor of cytology equipment, the CytoPro, is once again available in your local science department! /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4481704974 |
Detective Board for evidences (#85609)
## About The Pull Request Hello. I'm making a board where a detective can attach various papers and photos that relate to the case he's solving. I made it possible to create cases, attach evidences, remove evidences. But I couldn't make it possible to connect the evidences correctly. My experience in this ended with the fact that the game simply stopped working. That's why I'm asking for help from more experienced developers. Full Preview: https://github.com/user-attachments/assets/f27219bb-4143-46f0-8dd6-1d28cf8876a6 Board on stations: Meta Station:  Delta Station: Not placed Tram Station:  Ice Box Station:  Wawastation:  NorthStar:  Birdshot:  ## Why It's Good For The Game This is good for MRP servers, where detectives can investigate cases just like in the movies ## Changelog 🆑 FeudeyTF add: Added board for detective's evidences /🆑 --------- Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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aad0bdfc0d |
The Cratening: Several crates for several corps! (#85890)
## About The Pull Request Originally wanted to include those with syndicate-corp themed gear for nukies, but... I think this might be an useful thing for mappers in general, and with the wallening hitting, I reckon they will be going around stuff a lot, so! most of them pictured!  ## Why It's Good For The Game Adds representation of several lesser known corporations and a nice touch of flavour to add to places for mappers! ## Changelog 🆑 add: Added crates of the following varieties; Interdyne, Interdyne freezer, Tiger Co-Op, S.E.L.F. MI13, A.R.C., Cybersun (4 colour variants), Waffle Corp, Donk, Gorlex, Gorlex weapons, DeForest, Nakamure Engineeing, Robust Industries /🆑 |
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b857200de9 |
Adds drawing chalk outlines on dead mobs, white crayons are now called sticks of chalk (#85918)
## About The Pull Request  *The Miami Mutilator is at large once again. Thank god we have such hardboiled detectives as Manny Pardo on the case.* This pull request allows for players to use white crayons, which have now been renamed to sticks of chalk, to generate outlines of dead or "dead" bodies found throughout the station in an attempt to let detectives actually set up crime scenes as opposed to, more typically, just causing them. Players will attempt to draw a chalk outline if the target is a mob and the mob is dead (or fake-dead), using a single charge of the crayon/chalk. Also, adds a quick macro so that we can get the proper left/right orientation of the dead mob for reference. ## Why It's Good For The Game Detective should have more thematic, simple ways to organize crime scenes in-round, and what better way to do that then through existing items and mechanics that we already have. Also, I was 100% shocked to learn that these have always been white crayons as opposed to sticks of chalk, which certainly seems odd. In essence, this change doesn't really let you do anything "new", but just makes it easier and simpler to do so in a regular round without nearly as much fiddling. This mechanic exists exclusively within the afterattack of sticks of chalk as opposed to all crayons for thematic reasons, but I'm not 100% sold on that and it would be simple to move over to all crayons if people feel strongly about that. ## Changelog 🆑 add: White crayons (Renamed to Sticks of Chalk) may now be used on dead bodies to draw a body outline onto the ground easily. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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23929b39b6 |
Adds a new cytology-focused vending machine to the science area (#85338)
## About The Pull Request Creates a new vending machine in the science area, called the CytoPro and filled with cytology gear (and a few things that might be useful in xenobiology). This vending machine is added to the cytology labs of all maps. Here's how it looks in-game (with the panel screwed open, I was hacking it to test at the time)  The current product list is shown below.   I've put them in the locations shown below. Birdshot:  Delta:  Icebox:  Northstar:  Tram:  Wawa:  **Feedback on more products welcome!** ## Why It's Good For The Game Currently, there aren't a lot of backup sources for cytology gear. Most maps spawn with a single cytology closet containing the necessary gear, and good luck to you if someone makes off with the supplies before you get there. In addition to adding a source of backup cytology equipment, I'm hoping that this new vendor makes cytology quicker and more accessible. Plus, science really needed a new vending machine, and I think the purple-white colour and stylized microscope are neat. Since the cytology lab is usually located very close to the slime pens, the addition of monkey cube boxes, xeno bags, and bio suits also helps support xenobiology projects. If the 14 cubes supplied at round start are insufficient (which they really shouldn't be) then they can supplement their supply with the boxes in the CytoPro. ## Changelog 🆑 add: A new vendor of cytology equipment, the CytoPro, is now available in your local science department! /🆑 |
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3fc1503fbd |
portable gravity machine (#85694)
## About The Pull Request https://github.com/user-attachments/assets/98aa2177-ee0f-48d0-bbd4-83d01e688b54 it makes gravity in a radius you may order it from cargo may take power from wire instead ## Why It's Good For The Game good for like space bases and stuff ## Changelog 🆑 add: portable gravity unit, bought at cargo /🆑 |
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bd31edf6fe |
adds a single pack of experimental medication as a cargo goodie (#85479)
## About The Pull Request title above. ## Why It's Good For The Game allows people with hereditary manifold sickness to purchase a single pack of big pharma endorsed overpriced medicine. edit: the 2 pack cargo crate has been increased to 600 credits, to better reflect the goodie case price and because companies taking advantage of people with medical conditions is soul ## Changelog 🆑 add: big pharma now supplies a single pack of experimental medication as an easy to access (albeit expensive) cargo goodie! balance: price for the cargo crate with 2 pill bottles of experimental medication has been increased to 600 to better reflect the goodie case price. /🆑 --------- Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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27d048f6cb |
(Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)
## About The Pull Request This is a suggestion that was to me several months ago to add the ability to pay credits to restock the black market. I liked the idea because it'd add anothe small reason to buy the board, though I had forgotten about it shortly after and just happened to remember it now. So, yeah, you can swat the LTSRBT with a holochip to restock the market(s). The price is shared amongst all pads and starts at 675 credits, but it doubles up everytime this is done, for obvious balance purposes. I've also updated included this new feature in the unit test, given the LTSRBT new sprites and renamed the Blackmarket subsystem to Market, because of how it can support different types of market datums, not just the blackmarket ## Why It's Good For The Game This adds one more reason to buy and build the LTSRBT and make markets less dependant on the bad side of RNG, if you have the credits. It's a bit of a money sink. ## Changelog 🆑 add: You can now restock the black market by hitting the LTSRBT with enough credits. The price doubles each time this is done. imageadd: Updated the LTSRBT sprites. balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the original 4000 (the ansible and crystals to build it are included btw), and slightly lowered the average blackmarket price for the same item to account for shipping costs. /🆑 |
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9f780d3e35 |
Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#85012)
## About The Pull Request Strong-Arm implants utilize a five second cooldown between activation (this is per implant, not for both). As a result, the implant does a larger chunk of damage in one blow. It does not do stamina damage anymore. If you strike a mob with either the MOB_BEAST or MOB_SPECIAL biotypes, you inflict additional damage (40 extra). You can fit both a toolset implant and a muscle implant into the same arm. ## Why It's Good For The Game Strong-arms were really weird implants in that they were not locked behind any research progression, but instead could be purchased from cargo. However, they were still not exactly amazing to have, so they only really get purchased by bored medical doctors, since the implant was a medical departmental order option (for some reason). I tried giving them a little extra oomph a while ago, but I never felt like they were in a particularly good space even after that update. Borrowing some ideas from an older PR, I've introduced a cooldown to allow for them to work alongside other unarmed features, but still not allow them to stack with other effects. It makes them exceptionally good as opening attacks, but not to the point of being intrusive. They were also a method of infinite stamina damage, so that has been resolved as well. The mob bonus damage makes them a little fun option for miners, really, that's why I added it. I thought it would be a cute feature, and maybe incentivize a few to get augmented. I don't think they will, since augments aren't super useful for miners, but still. The pairing with toolsets is because they're not quite as useful generally as the toolsets, and since they are a weaker arm implant in the progression, I don't feel it is too extreme to have both, because overall most people will gravitate towards toolsets if they had to choose. ## Changelog 🆑 balance: Strong-arm implants go on cooldown when activated, but deal more overall lethal damage on a single blow. balance: The strong-arm implant does additional damage to fauna and some other dangerous mobs. qol: You can pair toolset arm implants with the strong-arm implants. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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e4adc1a939 |
Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death (#84435)
## About The Pull Request Adds a new crate to the Service section of cargo. The Fletching and Bow-Making Starter Kit. Comes with some materials and a fletching instruction manual. The manual teaches you how to make shortbows (18 force from normal arrows utilizing projectile multipliers), arrows, holy arrows (but you need a divine bow to make them), quivers (but they only hold 10 arrows), plastic arrows and violins. For reasons.  ### Fixes Bows now no longer utilize hardcoded sprites for their loaded sprite. Now they use overlays. Bows properly become undrawn once fired. No longer can your bow magically launch arrows by sheer force of will. ## Why It's Good For The Game Initially I just wanted to provide a way for bow wielding chaplains to produce additional arrows for their bow. Running out of those always felt pretty lame. But then I got to thinking; actually, I kind of want to LARP sometimes as an archer. I think that'd be kind of goofy and fun. So I bundled that together into a solution for both. The shortbow is really, really not meant to be a meaningful weapon. It's just kind of silly, and meant to let people pretend to be Robin Hood and occasionally hurt someone in a workplace accident. I'm particularly thinking of clowns being the perfect users for this with their clumsy trait. I will make this weaker if I have too. (I am not, at this moment, redoing flaming arrows okay? I saw the code comment. I know. Not right now. @tralezab, if you have any flaming arrow sprites lying around, please let me know.) ## Changelog 🆑 add: Fletching starter kit! Make your own bow, shoot your friends in an unfortunate workplace accident. Replace all those holy arrows you lost. fix: Bows now properly undraw once they have fired an arrow. code: Bows now utilize overlays in order to display loaded arrows. Unique overlays per arrow. /🆑 |
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d4765c0657 |
Cytology without plumbing (#84235)
## About The Pull Request Makes Growing Vat work as a normal machine akin hydrotray. Doesn't need plunger to clear reagents, doesn't need plumbing to input reagents. Still has the plumbing port, but can be used without it. Also made the examine text a bit more compact. Removed science plumbing RCD from the game. Removed plumbing tools from cytology equipment, and added a protein powder jug instead.  Automatically fixes #84573 ## Why It's Good For The Game Plumbing was an unnecessary complication for Cytology. Growing vat is a relatively simple machine that shouldn't require plumbing knowledge. Now it works more like hydrotray, and you can pour reagents directly, and clear them out with a right click. ## Changelog 🆑 refactor: Vat grower is a normal machine now that doesn't need plumbing qol: Cytology petri dish smartfridge starts with 3 random samples add: Added protein powder condiment bottle, available in the cytology supplies locker and the cargo pack del: Removed science variant of plumbing RCD fix: Fixed a bug when machines without stock parts didn't spawn frames on deconstruction fix: Fixed vat grower not growing /🆑 |
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07fabb5fac |
Corrected the bio emergency crate (#84547)
## About The Pull Request Corrected the bioemergency crate to bring general instead of generic bio suits, thus allowing for a source of general biosuits to exist, and allowing for the Security Biosuits recipe to be crafted. ## Why It's Good For The Game Allows for security to craft their own security bio suits, keeps the equipment consistent by making it so we get a general type of the object instead of the generic which shouldn't exist. Fixes downstream: https://github.com/NovaSector/NovaSector/issues/530 ## Changelog 🆑 fix: Bio Emergency crates now bring Bio Suits and Hoods compatible with the Security Hoods and Suits Schematics. /🆑 |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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6ed64b7c1d |
reduces the price for most livestock crates (#84132)
## About The Pull Request this ones always been itching at the back of my head, mainly because i'm greedy, and you should be too, animals in cargo are hardcore expensive, 2000 credits for a cat? 800 credits per single chicken? 1200 per pig? obscene! this PR lowers the costs across the board with some exceptions, which i'll note here: crab rockets remain the same price as they were, you get 50 crabs PER rocket, thats ALOT of crabs per cubic inch, what would you do with so many? i don't know, but its why they're remaining expensive, at 1600 per rocket. butterfly crates also retain their original price, as you also get 50 butterflies per crate purchased, at a cost of 1000 credits for a crate of 50, i think this is fair. monkey cubes, truth be told this one i'm kinda scratching my head on, they're remaining the same price right now due to how accessible they are from other avenues (xenobiology, botany both public and private), but i'm willing to change their price to accommodate if they seem to be needing a price reduction, but overall i think that theres alot of ways to accrue them so them remaining particularly expensive isn't necessarily a bad thing. one part of this PR that bothered me was that i couldn't figure out how to display gnomes on either the cargo console or the express console, but they also have been price slashed, down from 4000 credits per 3 gnomes to 3000 credits per 3 gnomes, overall a 25% decrease in cost, think of all the mystical forest friends you can have for that price! EDIT: i forgot about duct spiders, whoopsy me, they aren't in the livestock crates tab and are considered imports instead, so it slipped my mind completely, they are down from 1200 credits to 800, still moderately expensive, but still a discount nonetheless. heres two pictures displaying the before-the-price decrease values, and the after-the-price- decrease values: BEFORE  AFTER  i'll gladly edit or change any prices that seem way too low, and provide what i believe are reasonable answers for all of them, and i'd gladly love feedback from anyone on whether or not they think somethings too low, or still too high. ## Why It's Good For The Game buying animals from cargo is generally a very difficult think to pull off for mass gimmicks due to the difficulty of accruing wealth crew-side in the jobs that would more than likely attempt to participate in such gimmicks (assistants, for one) so i think cutting their prices will not only help people actually be able to realize their gimmicks in round, but also drum up more cash for cargo, as you can now reasonably buy multiple animals without immediately going bankrupt and having to farm exorbitant amounts of money that you probably won't be able to make within the scope of an average round without some truly exotic methods, i think this will improve the cashflow for the livestocks tab, while also healthily promoting peoples funny little critter gimmicks. ## Changelog 🆑 balance: most livestock crates, with some exception, have been made cheaper to facilitate healthier mental states in the crew, go build a farm! /🆑 |
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7b1a0daad2 |
DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request This sets up an alternative to the DRAGnet snares using the teleporter to determine the destination of their snare teleport -- The DRAGnet beacon.  Rather than using a convoluted system that routes via the teleporter, DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are fired and successfully teleport a target, they will instead be sent to the synced beacon. Syncing can be done by either pressing the gun to the beacon or vice-versa. These beacons can be wrenched into place, then swiped with a security ID to block them from being unwrenched. An emag will unlock and unwrench the beacon, and fry its access control. To facilitate this change, roundstart DRAGnet armory spawns are now done through spawners (like the other weapons), which includes a single beacon to be used by the two guns. You can print more with basic sec tech, and one is included in the DRAGnet crate from cargo. The teleport is also slightly more accurate, to make it more consistent. As usual, if not synced to a beacon, DRAGnets will just teleport your target willy-nilly. ## Why It's Good For The Game The current system is both clunky and prone to mishaps, dissuading players from engaging with it. The "active" teleporter concept has always been a bit of a mystery to players, and when a system for properly using the DRAGnet teleport is set up, it's incredibly easy to break even on accident. Every time you teleport a prisoner you have to pray that no bumbling space explorer decided to reroute the teleporter to the abandoned satellite. This system is much more clear and reliable. It's also more versatile, allowing for multiple teleport networks to be set up simultaneously. Security is starved for creativity at times. They deserve to be able to do some wacky dynamic stuff with their tools. ## Changelog 🆑 Rhials balance: DRAGnets now come with a beacon they can be synced to, which will set the destination for the snare round's teleport ability. /🆑 |
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bc0e2587cd |
Phazons now use ectoplasm cores (#83939)
## About The Pull Request Phazons now use ectoplasm anomaly cores instead of bluespace ones. Text implying otherwise has been changed as well. Allows ectoplasm cores to be bought via the science supply console. ## Why It's Good For The Game Bluespace cores are some of the most overused ones in anomalock technology, and often the most desirable ones. Ectoplasm cores, however, have a single gimmicky and mediocre use. This PR aims to make them more appealing to the crew while reducing machines that rely on bluespace anomalies, so their available number can be more freely tweaked. ## Changelog 🆑 balance: Phazon mechs use ectoplasm cores now balance: You can now acquire ectoplasm cores from the science supply interface /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6163752e3c |
Removes unused code from stock market and an unused market define. (#83872)
## About The Pull Request This PR removes a completely unused file, which added `/datum/supply_pack`s originally containing the materials for the mineral stock market contents, plus a define, MARKET_QUANTITY_HELPERS. Neither of these wound up being used in the final revision of the galactic mineral market, and I stumbled upon these to my horror that they're still in the code and completely unused as a result. Yikes! ## Why It's Good For The Game Removes unused code that is both not being utilized by the mineral market, but in fact was superseded by the current implementation during development and managed to slip it's way through review. ## Changelog No front facing changes, as the code was unused. |
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54bcab1b96 |
Fixes traditional equipment having no name for its crate (#83051)
## About The Pull Request This pr fixes the missing name when you order traditional equipment then just appearing the name ## Why It's Good For The Game So people know what kind of crate it is at sight ## Changelog 🆑 fix: fixes traditional equipment crate name /🆑 |
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f529daf0f4 |
Fixes a typo in the cargo console. (#82578)
## About The Pull Request Fixes a typo in one of the items descriptions. ## Why It's Good For The Game Fixes player facing typo. ## Changelog 🆑 spellcheck: Fixes a typo in the cargo console. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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e64331f678 |
Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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 Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  ## Why It's Good For The Game Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. ## 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 it's 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: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- 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. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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c4adbf877e |
Clamps material market quantities & prices during cargo operations (#82338)
## About The Pull Request - Fixes #82329 Cargo operations means buying & selling materials on the market. Now both their prices & quantities are clamped during these operations Also increased the width of materials market UI so large numbers don't overflow to the next line. ## Changelog 🆑 fix: buying & selling huge quantities of materials on the market won't cause their prices & quantities to go beyond bounds. /🆑 |
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db5cb5b801 |
Chief Engineer turtlenecks and garment changes. (#81872)
## About The Pull Request Adds the Chief Engineer's turtleneck and turtleneck skirt to the game, and makes them and the Chief Medical Officer's turtlenecks available from round start.  ## Why It's Good For The Game Provides more clothing variety for the Chief Engineer and makes the turtlenecks more accessible to the Chief Medical Officer. ## Changelog 🆑 myraowo add: Added the Chief Engineer's turtleneck and turtleneck skirt to the game. add: Added the Chief Engineer and Chief Medical Officer's turtlenecks to their respectives garment bags. /🆑 |
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4bc21eeb96 |
Thermal Pistol Rework Attempt Two: You Spin to Win (it uses the crank energy weapon mechanics) (#81819)
## About The Pull Request Thermal pistols now can be 'cranked' in order to reload them, similar to a smoothbore disabler. Each 'crank' recharges one shot out of 8 shots. And by crank, I mean you SPIN THE GUN. In order to spin guns, you need a holster. So, without a holster, you can't utilize this mechanic of the pistols. (Also they're more accurate while dual-wielded hoo haa) Thermal pistol crates are now slightly more expensive, at 2000 credits. (is this even a balancing point now that we have stocks?) ## Why It's Good For The Game People really liked what was going on in this [PR with the gun flipping resulting in a reload](https://github.com/tgstation/tgstation/pull/76076). However, it was...maybe a little too strong. As a more middle ground approach, the gun crank component was a particularly helpful addition to the game that allows for things like...slow bullet-by-bullet reloading of even energy weapons. ## Changelog 🆑 balance: Thermal pistols can now be 'cranked' to recharge shots. You must have a holster equipped in order to utilize this feature. Also, they have a tighter dual-wield cone. balance: Thermal pistol crates are now 2000 credits, up from 1400 credits. /🆑 |
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737822398a |
Blackmarket refactor and balance, fixing spy bounties, plus a new category for people captured by pirates/tots/contractors. (#81818)
## About The Pull Request This PR aims to take care of a few potential hard dels and fix the fenced goods category first and foremost. The PR also adds a new one that enables you to buy mobs captured by antags in advance, before they're sent back to the station. Unlike other categories, it doesn't have "Launch" and "Teleport" as delivery methods, instead it uses a special "Supply Pod" delivery method that ships the chattel directly to your location. This method costs 400 credits, however, if you've built the LTSRBT, shipment will be free. Another thing, I always felt LTSRBT to be pretty fucking dumb as is. Way too overpriced for the benefits it offers: a slighty cheaper delivery method that, while definitely better than the other two, doesn't really pay off or honestly even remotely compensate the 4000 credits you just spent to get it, especially if you're only buying a couple items at most. So I decided to remove it from cargo and add it to the blackmarket as a 500 to 750 creds item, available every round. Human mobs sold by the pirate bounty pad are no longer deleted, instead they're properly ransomed and sent to the holding facility, much like for contractors and tots. This means they're also added to the black market. ## Why It's Good For The Game The blackmarket system has some issues to it that need to be fixed (otherwise the "Fenced Goods" and "Hostages" categories wouldn't work). The Pirate Pad deleting "ransomed" mobs instead of actually ransoming them is lame. The LTSRBT shouldn't suck as much. Also more market stuff. This will fix #81809. ## Changelog 🆑 fix: Fixed the "Fenced Goods" black market category. balance: Removed the LTSRBT from cargo and added it to the blackmarket, reduced the price from 4000 to 625 on average. balance: The time it takes for captured mobs to be automatically sent back to the station from the holding facility has been increased from 3-4 minutes to 6. add: You can buy mobs captured by contractors, traitors and pirates from the black market and have them sent back to the station in advance. For safety, they'll also be handcuffed (not always) upon delivery. add: Human mobs sold by pirates are not deleted anymore. Instead, they're now captured and sent to the holding facility. /🆑 |
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1719ad8deb |
Sticker resprite and rewrite (#81893)
Stealing from Goon is bad, but stickers are actually a good feature, and loosing those will be a disappointment. This project aims to recreate 'em from scratch without using Jimmyl's and Goon's code. Also, suspicious icons were resprited and renamed. |
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086a879d61 |
General maintenance for grilling related stuff. (#81647)
## About The Pull Request Deals with `/obj/machinery/grill` & its related components & elements. **1. Qol** - Adds examines & screen tips for toolacts, adding fuel & food items on the grill, Converts some chats into balloon alerts - Grills can be safely deconstructed with a crowbar when not anchored - Food items can be grilled & re-grilled any number of times so you can achieve that perfect crispiness. Its also realistic because there is nothing physically stopping you from putting that item back on the grill - Monkey fuel & any other reagent(see examines) can be added into the grill from any open container & not just from glass bottles - Grills can now be constructed in the crafting menu. Cargo pack cost for purchasing grill has been halved **2. Fixes** - Grills now won't burn foods into a mouldy mess (if that item did that that on the girdle). You can safely grill any item without worrying about losing it. This also means grills no longer cook an item like a girdle does, for e.g. the grill now won't both cook a meat slab into a steak & grill it at the same time. You need the girdle for that. This is only realistic because unlike a girdle which exposes the food to direct heat the grill only exposes it to light heat & smoke so it does not have that energy to cook/burn that item. Also this creates immersion, you now need the girddle to cook the item & the grill to smoke it so you know more gameplay - The amount of time an item has been grilled for is now stored on that food item & not as a locale variable in the grill. This means if you remove & replace that item on the grill or move that item from 1 grill to another it will correctly remember how long that item has been grilled for so you don't have to re-grill that item on a different machine for the same length of time - Imposes a maximum limit on the amount of fuel you can put into an grill (roughly 50 coal stacks). Unlimited space for fuel is not realistic **3. Code Improvements** - Moved all non combat interactions to `item_interaction()` to end the attack chain early before we even reach `attackby()` - Removed trait `TRAIT_FOOD_GRILLED` no longer needed as we can re-grill items as many times needed - Converts some constant values into `SECONDS` for accuracy - Autodoc for vars & procs **4. Refactor** - Grills now process manualy upon placing food or fuel into it & not round start ## Changelog 🆑 qol: adds examines & screentips for grill (the machine for grilling food), converts some chats to balloon alerts qol: foods that can be re-grilled any number of times qol: grill (the machine for grilling food) can now be made in the crafting menu. Cargo pack cost for purchasing grill has now been halved. qol: monkey fuel & other reagents(see examines) can be added from any container & not just from glass bottles to the grill (the machine for grilling food) fix: grills (the machine for grilling food) now don't burn foods into a mouldy mess unlike the girdle fix: correctly computes grill times of items that were previously grilled fix: grills now have an upper fixed fuel limit code: autodoc procs & vars for the grill (the machine for grilling food) refactor: grills (the machine for grilling food) has been refactored. report bugs on github, also they only start processing after putting food/fuel into them. /🆑 |
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d7cf8309c5 |
Arcargo: Vendor Cargo and Vending Machine Update (#81582)
Another one. ## About The Pull Request This pull request originally had a design doc that @Fikou and I worked on, but that was never really polished up for publishing quality so I'll forgo it for now and be as descript as possible here. ### Core changes - This pull request adds a new NTOS app to the game, the restock tracker. The restock tracker shows a comprehensive list of vending machines across the station, as long as there is a need for that vending machine to get restocked. - This has also been pre-installed into the cargo data disks. (`/obj/item/computer_disk/quartermaster`) - Vending machines now store a total of 20% of the cost of any purchase made within themselves into a small pool of cash. This only applies to premium and normal purchases, not to contraband, as they're technically not sanctioned by the company. - The restock tracker app will also track which vending machines have the most credits stored internally inside them. - By refilling a vending machine, the stored credits within are paid out to any crewmember who goes and restocks the station, while also paying out *half that amount to the cargo budget*, serving as a basic but otherwise easy tertiary money making method on the same level of complexity as doing bounties, with the added benefit of actually helping to assist the station for jobs like... assistant.  ### Break Stuff - Anyway, when you try and smash a vending machine open with a melee weapon of choice, it can now pay out 50 credits at a time as a way to make money at zero risk to yourself. - ~~Except for the horrible risk to yourself.~~  ### Cargo Specific Changes - Restock units may now be sold for a small profit as well, to incentivize cargo to keep the station stocked further. - The `STATION_TRAIT_VENDING_SHORTAGE` trait will now add a small amount of existing credits into the vending machines on station, to incentivize cargo to fix the issue during the round and not just push for an early shuttle call. Or, more accurately, provide the crew with a money making scheme to engage better with the station trait as it stands. ### This also refactors behavior on vending machines - This pull request also finally changes it so that vending machines now use the payment component, which as a consequence allows for the following improvements: * Vending machines may now pull from physical credits on your person, not just requiring you to have money on your ID card. * Vending machines may also use credits being pulled by the player interacting with the vending machine, allowing for handless mobs to be able to purchase items from a vending machine. * Finally makes the "use-for-everything buying things component" used by the most utilized component of the in-game economy, to reduce the quantity of unique implementations of purchasing things in the code. - Existing vending specific checks are retained on before handing off behavior to the payment component, for behavior such as purchasing cigarettes/alcohol under the age of 18/21. Notes: - Vending machines will lose their internal credits stored when deconstructed, as a security measure. - Vending machines will now show the total amount of credits that a mob has on their person, combining physical credits as well as credits held in their ID card to accurately portray their total wealth across the mob in question. ## Why It's Good For The Game First off, this is largely an excuse to move vending machine behavior over to the payment component for the purposes to less code copy-paste, and to try and make the implementation more wide-spread. Second, this implements a new tertiary economy method to the game, in the same design space as bounties, which serve as common methods of making money without necessarily being specific to their job in question, with the primary goal of providing small amounts of work to the crew and a basic interaction with the economy system. Additionally, it gives cargo more things they can do to assist the station, and a way to know which parts of the station need support as a result. It improves the interaction between the vending shortage station trait as well, making it a challenge with depth as opposed to a more oppressive round change that players would rather reroll the game over. Additionally, this makes a few price tweaks to vending restock modules as well to help incentivize buying some of the more minor restock kits, and a few select bumps on restocks that cover wide enough territory to necessitate fewer restocks. |
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249cf2e9a2 |
Adds missing items to Robotics crate (#81825)
## About The Pull Request Adds missing items to robotcs crate. ## Why It's Good For The Game Issue Fix PR ## Changelog 🆑 SpaceLove fix: Central Command Logistics department noticed the missing items on their listings for robotics assembly crate. They have updated it! /🆑 Testing Proof:  |
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919a839c8b |
Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512 i accidentally added it to the emagged console it should be on contraband now. also added a backpack to present it from interfering. and its available in uplink 🆑 add: box with a set of floortile camo, which can be ordered in black market uplink add: also adds a backpack to camouflage fix: i had the crate under emagged console, should be fixed now. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f8dcbe06be |
"Freshness Jars full of Natural Bait" is now a goodie and costs 200 instead of 2000 (#81555)
## About The Pull Request All other fishing-related packs (fishes are considered livestock) are goodies, and none of them costs anywhere this much. ## Why It's Good For The Game That's some overpriced jar of ~~kronkaine pills (1u)~~ fishing baits. ## Changelog 🆑 balance: "Freshness Jars full of Natural Bait" is now a goodie and costs 200 credits instead of 2000 /🆑 |
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b22ed7188c | Adds floortile camouflage equipment as hidden cargo crate (#81512) | ||
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ce34635a9f |
Adds a missing servo into the MK1 Ripley crate ordered from cargo (#81587)
## About The Pull Request So cargo can order a box containing all the components you need to build a ripley mech from the ground up. Except a servo, which is required in the building process, and is needed for the mech to move around anywhere. This adds the missing part, so that the only thing you need is metal and tools. (And a battery.) ## Why It's Good For The Game If you order a crate containing (almost) all the components you need to build a mech, and its missing a key part, I wouldn't call that a very complete set. So having the servo included makes it complete. Also, the chances are this crate was forgotten about when the servos became a needed part of mech construction, so this fixes the consistency. ## Changelog 🆑 fix: Adds a missing servo component into the MK1 Ripley Crate ordered from cargo. /🆑 |
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dc13f71b2f |
Moves teleblocker/beacon implants to the techweb, new research node. Exile implants can now be printed (#81230)
## About The Pull Request This adjusts some of the techweb stuff related to security implants. I meant to do this in the original PR but got LAZY because I wanted to push it out the door, and then the feature freeze happened. Teleport Blocker and Beacon implants have been moved from cargo to the departmental lathe, printable at (where else?) security. **They can no longer be purchased from cargo.** They are behind a new research node, which requires Subdermal Implants and Miniature bluespace research. This node costs 2500 points. Exile implants can now be printed from the security lathe. Security Implants now have their own lathe category. This also slightly adjusts the descriptions for the implant case designs to reflect their contents. ## Why It's Good For The Game First and foremost -- I really had meant to do this in the original PR. Throwing these implants into cargo was intended to gate access to them until later in the round. In hindsight, cargo doesn't really accomplish that in the way I'd hoped. It's still available roundstart, and no price will change that. Having these be handled by science is a much more sound idea. (Also security already has enough to be ordering from cargo, and not nearly enough reasons to be yelling at science!) Exile implants should be easier to access, especially for how little impact they actually have. The simple convenience may be the difference between a peaceful resolution or being beaten to death in the back of the brig. Adjustments to the lathe categories, descriptions are for slightly better UX. |
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87cf3da1fd |
Stock market event refactor and code improvements (#80985)
## About The Pull Request Stock market events are a system coded into the stock market system in an attempt to keep the stocks unpredictable, at least on paper. They... need work, I'm in full agreement on that, but I haven't been able to get the energy to really fix stocks as of recently. I plan on going and kicking events up and making them a lot cooler, but in the meantime, I've refactored stock market events into their own datum type, `/datum/stock_market_event`. This works like most similar event datum style objects, where an event has a proc called when an event starts, a proc called when an event ends, and a proc called between on subsequent stock market subsystem firings. This does some minor tweaks to the newscaster stories automatically generated after an event fires, namely so that they can be produced quickly while emphasizing the important part of the event, what material is being effected, and a summary of what kind of behavior has happened to the material stock. Additionally, this made for a good excuse to do some code cleanup here while I had the opportunity, swapping to `::` as opposed to `initial()` calls where it seemed cleaner and more appropriate. This should make adding new stock market events as well as more unique events that can effect cargo and the round at large simple to do. This PR shouldn't have any mechanical changes to how stock market behaves in a live round. ## Why It's Good For The Game Improves code quality of stock market, increases readability of stock market events that have happened on the newscaster, and performs some minor cleanup to the TGUI for the stock market while I'm at it, all while keeping balance the same while we're still in the feature freeze. Full disclosure, once the freeze is over I have some pretty easy numbers tweaks planned to help significantly improve the stock market system that I had layered on this branch, but we've shuttled them off this PR for now to get this part ready to ship. ## Changelog 🆑 refactor: Stock market events are now their own objects, and are handled by the stock market individually. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9f05a79b70 |
Sec Biosuit craft, more bio-emergency supplies (#80622)
## About The Pull Request Makes Security bio suit and bio hood craftable using a normal bio suit/hood and helmet/armour vest. Adds a box of sterile masks and latex gloves to the bio-emergency crate from Cargo. ## Why It's Good For The Game Security bio suit is the only one with different armour values, yet there is only one for the entire Security department. By giving them the ability to craft them we give more Security Officers protection from disease without losing their red colour and armour (which is worse in bio suits than on their armour vests). This makes Security more likely to care about roleplaying during outbreaks, like enforcing quarantines. This isn't creating any new bio-suits, as to craft a Security bio-suit you need to acquire a normal bio-suit and some spare armour. Adding a box of sterile masks and latex gloves to the emergency bio-emergency crate makes it more useful. There is only 1 box of sterile gloves and 1 box of latex gloves on all of the stations at medbay at the moment. This way they can get more sterile masks and latex gloves to protect themselves from diseases, which is cool to see players caring about not getting infected and being in fear. |
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fec7ccc6fd |
The Coupon Master PDA app (#80240)
## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click):  Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog 🆑 add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /🆑 <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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110d8a05e3 |
Engineering autolathe now prints engi inducers instead of science ones + boosts recharge rate of sci-printed inducers (#80126)
## About The Pull Request Allows engineering to print/order engi inducers instead of science ones. They have their own type of inducer, so its weird that the amount of them is finite. ## Why It's Good For The Game I thought this was the case when I made my crossbow PR, and it only is craftable with an engineering one. Turns out engineering quickly ran out of inducers to make them with since they only get three. Oops. As for the science inducer charge buff, around half of my 400ish hours in ss13 is engi, and not once have I been asked by a scientist if they could have a better inducer. 500 charge vs 1000 charge is only a change of clicking an apc again and waiting an extra second. Plus, the reason I picked inducers as the item that the crossbow required in the first place is that 95% of rounds they never once moved from the closet (and people most certainly open said closet, since the insuls are almost always gone.) ## Changelog 🆑 qol: Engineering now can print/order engi inducers instead of science's purple ones. bal: Sci inducers now recharge 1000 charge per go, just like engi ones do. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> |
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16bdcf409c |
"Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request For the vernacular purposes of the following PR body -- "Security Implant" refers to the existing subset of implants given, by security, to captured prisoners and such as a punitive, controlling measure. This includes the chemical, tracking, and maybe exile implants. This revamps the functionality of how "security" implants are displayed on huds, prisoner management console implant controls/readouts, and their instrumentality. It was also, ultimately, an attempt at nerfing the tracking implant that spiralled far out of control. Rather than only displaying chemical on the right and tracking on the left, all implants with the "security implant" flag will be trackable on SecHuds. A maximum of two can be implanted at once. This is both due to technical limitations, but also conveniently provides security a limit to consider when choosing implants. Implants now also occupy their HUD slot based on the order they were implanted in, rather than always occupying the same spot. Neat!  From two (three if you count the exile implant), there are now five security implants. _The tracker implant has been split into two of these implants._ <details> <summary>Summary of the implants, functions, changes:</summary> <br> - **Tracker (Red)** -- No longer grants teleporter beacon. Tracking radius has been increased from 20 to 35 tiles. The Prisoner Management Console will now list the area the prisoner is occupying as well. Disables after the implantee is dead for 10 minutes. - **Chemical (Blue)** -- No mechanical changes. The implant pad readout has been modified slightly. - **Exile (Green)** -- In addition to past functionality, station shuttle controls (public, mining, etc.) will be unresponsive for the implantee. Flimsy, but more effective than a stern warning not to come back from lavaland. - **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The prisoner console will report if their currently occupied area is hazardous or not, so half of the security team doesn't blindly teleport into space or lava. Disables after the implantee is dead for 10 minutes. Available from Cargo. - **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee from being teleported. Ever wanted to keep a wizard or cultist in a cell? This is where you can start. Available from Cargo, expensive and scarce. Each of the implants has some application that would benefit security if used on a captured criminal. Their usefulness may overlap in some places, but the overall range of control these implants give security is broadened. </details> The implant control console has also been given a small facelift. Certain implants provide more useful readouts that can help officers locate, control, or capture an implantee, rewarding cooperation between officers. It has also been totally converted into TGUI by @MrMelbert. Kickass! Also, You can now remotely destroy implants, either to relieve criminals from their punishment or to make room for a different implant. Wardens should keep hold of their ID and remember to log out, since a motivated convict could use it to shed their implants!  Everything made in this PR _should_ be scaleable enough to allow for new security implant types to be implemented with relative ease. The teleport-blocker implant was a last minute attempt to prove it to myself. I had a few more ideas for implants in my head, but figured this PR was already getting big and ugly enough. That is all for another day. I truly apologize if there's anything I've missed in here. I did a lot of this over a long period of time and kind of just... sat on it for a while. If there's any confusing our unexplained changes, feel free to point them out and I'll try to give an explanation. ## Why It's Good For The Game The goal of this PR is to give a bit more depth to security's armory implants. The intent is to present a choice in what implants are given (rather than just tracker and maybe chem if you're feeling spiteful), and to make them more useful as punitive/monitoring tools. The tracker implant needed a nerf (and probably still does regardless of this PR's success). It's never used for tracking since the teleporter beacon is much more direct (+ gives a virtually free attack opportunity), and the tracking range was incredibly subpar. I'd rather not take toys away from security, but having the best option not be roundstart gear feels like a fair compromise. Warden content. Wardens have more gear to budget for and use at their own (or the HOSes) discretion. The changes to the prisoner console allow them to coordinate with officers to get good value out of the implants they've chosen for an implantee. Gives antagonists an alternate way to get de-implanted, without external help, that can only be granted at the fault of security. Wardens who dish out implants must keep an eye on the people carrying them! ## Changelog 🆑 Rhials, MrMelbert add: The Tracker implant has had its teleport beacon functionality migrated to the new (cargo accessible) Beacon implant. add: Teleport Blocker security implant, that prevents the implantee from teleporting by any means. Purchasable from cargo. add: Security implants may now be harmlessly self-destructed at the Prisoner Management Console. balance: The Tracker implant tracking radius has increased from 20 to 35 tiles. The Prisoner Management Console will track and display the area the implantee is in as well. balance: The exile implant now prevents implantees from operating shuttle controls. code: Various code improvements and removal of unused vars in the Prisoner Management Console code: The HUD slots for chem/tracking implants have been converted to display any implant with the IMPLANT_TYPE_SECURITY flag and an associated sprite. spellcheck: Modifies various implant pad readouts, removing false information and rewriting some sections. /🆑 --------- Co-authored-by: MrMelbert <kmelbert4@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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947e7f36b0 |
[NO GBP] Cargo-ordered bar signs don't come with access restrictions (#80070)
## About The Pull Request Bar signs ordered from cargo will not have an access restriction attached to them. The barsign disassembly code has been slightly modified to accommodate this. ## Why It's Good For The Game It didn't even occur to me that bar signs had access locks on them. Now you can establish Bargonia without begging the bartender/captain for their ID. ## Changelog 🆑 Rhials qol: Bar signs ordered from cargo will no longer be access-restricted. /🆑 |
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a3c24dd74e |
Basic bots (medibots) (#79955)
## About The Pull Request refactors bots into basic bots. i decided to do medibots first because they were the most complex bots and wanted to get them out of the way first. if this pr gets merged then i will be rolling out the rest of the bot refactors over the next months medibots can now wear any type of hats! some of these hats can trigger unique new recorded voicelines and interactions!   ## Why It's Good For The Game converts medbots into basic medbots. they are now a bit more responsive than before but overall they should act similarly to how they did. also adds the basic bot ai framework which has all the generic bot behaviors that the next bots may or may not need to have in their ai. i tried my best to improve their code and turned some of their bitflags into define bitfields. this pr may need a careful review because i did it from scratch as the old bot project branch was too outdated for me to use ## Changelog 🆑 refactor: medbots are now basic bots. please report any bugs add: medbots can wear hats! /🆑 |
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ce6f2724cd |
basic cats and mini kitchen helpers (#79800)
## About The Pull Request this pr transforms cats into basic pets! cats now have some new behavior. they can carry fish and hunted mice in their mouths to deliver it to kittens, and kittens will eat them.   if a kitten sees you holding food, it will point at you and meow loudly until u give it the food. becareful when putting male cats near each other, there is a small chance they get into a heated argument and meow loudly at each other until one of them flees. also added a new small cat house for cats. cats will use these homes if u build one near them (using 5 wood planks)  Chefs can craft the cake cat and breadcat. these are useful cats because they can help the chef around in the kitchen. they will turn stoves and grills off when food is ready, so they dont burn. and the cake cat will help the chef decorate his donuts ## Why It's Good For The Game refactors cats into basic mobs and gives them a deeper ai ## Changelog 🆑 refactor: cats are now basic pets. please report any bugs. add: the cake cat and bread cat can now help the chef around in the kitchen /🆑 |
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3d7a638287 | Barsign Wallmounts and Cargo Pack (#79837) | ||
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b251b9dbb0 | Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) | ||
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b39953ebce |
Fixes material market prices going negative & runtime when buying materials (#79732)
## About The Pull Request - Fixes #79114 - Fixes #79245 The hope is that it should fix these 2 issues because looking at the math is seems solid. This PR ensures 2 things - If the current market price of a material is 0 then neither the market quantity nor its price is changed because the material is worthless at that point so adding more is just meaningless - Corrects the formulae to calculate the new price so we get the right rate of change For more details on how this bug occurs refer to https://github.com/tgstation/tgstation/issues/79114#issuecomment-1790757814 Mentioning @Iajret in the changelog cause credits(no pun intended) goes to them for discovering said bug This also corrects a runtime that went unresolved in - #79307 I could not get my code suggestion there in time so i'm just carrying it over here ## Changelog SyncIt21, Iajret 🆑 fix: selling large amount of mats in cargo should not give you infinite credits fix: runtime when adjusting material market after buying /🆑 |
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5204028ea6 |
Fixes grey ID crate typo (#79798)
## About The Pull Request "Grey ID Card Multipack Cate" -> "Grey ID Card Multipack Crate" That is not a Cate, that is a Crate! ## Why It's Good For The Game Fixes a silly typo. ## Changelog 🆑 Rhials spellcheck: The Grey ID Cargo Crate is now spelled properly. /🆑 |