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564 Commits
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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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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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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. /🆑 |
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b6b3fcaa19 |
Add big manipulator. (#84888)
## About The Pull Request Sprites Update by ArcaneMusic:  Video: https://youtu.be/JoFvwwFzVvA Text: Big manipulator is a new machine crafting from circuit board which can be created on engi/rnd/cargo/service techfabs. Big manipulator performs a simple function of take and drop item. You can unsecre it with wrench left click and rotate manipulator hand with rigth wrench click. Big manipulator speed depends on the tier of servo part inside it: 2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier. ## Why It's Good For The Game Provides more logistics mechanics for conveyor belt designs and other cargo transportation. ## Changelog 🆑 by Xackii, sprites by ArcaneMusic add: Added big manipulators. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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ff3b73dc82 |
Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 |
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a24c890037 |
Ordnance experiments tweaks [NO GBP] (#85680)
## About The Pull Request More techweb feedback processing. 1. NT frontier app is much more useful and the partners give discounts for big nodes. Now you can accelerate the research a lot if you focus on NT frontier. Find [green text in the tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1) to see which nodes can have full discounts. 2. Roboticists now have access to ordnance to be able to work on gas shells for faster mech weapon unlocks 3. BZ shell was rarely performed on LRP servers due to people not knowing that you can easily make BZ in a portable pump, so it is no longer a required experiment on the path to experimental tools and a discount experiment for exp tools instead 4. Cytology experiment is a discount one to ease the path to Genetics node 5. Cryostasis prerequisite got removed by accident in one of the techweb tweaks 6. Atmos techs can download NT frontier and build compressor board in engi imprinter ## Why It's Good For The Game Balancing the tree out according to the player's behaviour. ## Changelog 🆑 balance: TechWeb: NT Frontier partners now give full discounts for many high tier nodes, corresponding to the partner theme, instead of partial discounts for random nodes qol: Atmos techs can download NT frontier and build compressor board in engi imprinter balance: Roboticists now always have ordnance access for the discount experiments they need balance: TechWeb: BZ shell is now a discount experiment for experimental tools instead of required exp for fusion balance: TechWeb: Noblium shell is a discount experiment for RCD upgrades instead of exp tools discount balance: TechWeb: Vat-grown slime scan is a discount experiment instead of required one fix: TechWeb: Cryostasis node properly requires advanced medbay equipment as it should /🆑 |
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83dde48caa |
Add a janitorial 'borg plunger (#85475)
## About The Pull Request I got annoyed at not being able to plung vents when there's a clog. This PR corrects that. I copied all of the cyborg mop attributes to make this. This is my first PR on this server, but I did test it on a local server, and it indeed, plungs. ## Why It's Good For The Game More content for janitorial cyborg. They really should have a plunger, to be honest. It just makes sense to me. ## Changelog 🆑 add: Added a cyborg plunger for janitorial modules /🆑 |
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dd739acf3c |
Makes cyborg endoskeleton a roundstart research again (#85695)
## About The Pull Request Cyborg endoskeletons no longer require a research node to be made, making them possible to create at roundstart. ## Why It's Good For The Game I feel like placing these behind a node doesn't really do anything that's worth having it there. There's very little to do at roundstart other than making cyborgs or clean/medibots at roundstart, so most of the beginning of a shift turns into "trying to get R&D to research the thing you need to do arguably the most important part of your job". I haven't been able to find a single benefit for doing this. Arguably, it's like this to prevent people from "wasting resources on cyborgs that never get built", but I can't say I've ever been on a round with more than 30-40 people where I didn't build at least two borgs. What actually ends up happening is one roboticist makes everything but the endoskeleton while the other tries to get access to the R&D computer to research cybernetics so they can finish making a cyborg. It was also argued that augmentation is more often requested at roundstart than borging, which I have seen maybe twice in the last three years. ## Changelog 🆑 Vekter balance: Removes the research requirement from cyborg endoskeletons, meaning they can be built at roundstart again. /🆑 |
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32ca904e47 |
Fixed NT Frontier discounts not applying (#85351)
## About The Pull Request Closes #85234 There was a check in place to ensure that no node gets reduced below 250 cost. It made sense when nodes costed up to 10000 points... but now the maximum cost is 200. Into the recycler it goes. ## Changelog 🆑 fix: Fixed NT Frontier discounts not applying /🆑 |
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d50ff3d054 |
Made borgs and AI able to use research queue [NO GBP] (#85202)
## About The Pull Request Interaction with the queue didn't work for mobs of a type different from `/mob/living/carbon/human` Fixed this. ## Why It's Good For The Game Fixes #85049 ## Changelog 🆑 fix: Borgs and AI can now use research queue /🆑 |
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7088097eb8 |
[NO SELF SURGERY] Cybernetically augmented humanoids have alternative surgeries (both standard and advanced) [NO SELF SURGERY], as well as other misc additions (#84980)
<!-- 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 ### Cybernetic variant surgeries Many of the surgeries able to be performed on organic limbs now have a version for robotic limbs. This includes; ### NONE OF THESE ARE SELF SURGERY OPTIONS - Organ repair surgeries - Stomach Pumps - Blood filtering - Autopsies - Lobotomies - Pacification - Lipoplasty - Amputation - Brainwashing (including the Sleeper Agent protocol) - Nerve Splicing and Nerve Grounding - Vein Threading and Vein Muscle Membrane - Ligament Hook and Ligament Reinforcement - Cortex Folding and Cortex Imprint These utilize mechanical steps and unique versions of their special step that uses mechanical tools. But many of these are able to be performed using standard surgery tools. In fact, I've improved the chances for doing surgery using standard tools for mechanical steps, recognizing that medical is often going to end up with synths in medbay whether we like it or not. ### NONE OF THESE ARE SELF SURGERY OPTIONS ### Organ Repair Surgeries correct EMP Failure Cascades When you repair a synthetic organ using the organ repair surgery, it reverses the effects of organ failure from an EMP. That is, the permanent failure of an organ. This allows for an alternative method to replacing that organ wholesale, which makes treating synths a lot easier for medical and EMPs less of a RNG death knell for people with cybernetic organs. However, it still needs the surgery to correct the error, so this isn't removing the danger of being EMP'd. ### Health Scanners report EMP Failure Cascades Scanning someone with a cybernetic organ now actually tells you that the organ is failing. Wow, why wasn't this already the case? ## Why It's Good For The Game #### Surgeries With the new techweb changes, augmented crew are becoming a lot, lot more common place, as are the implantation of cybernetics. These are required for research to be able to progress both medical and robotics technology. Therefore, those using these items are becoming a lot more common place. However, our medical system is quite blind to these people as of the moment. A lot of surgeries that are critical to recovering the injured/dead do not work on them outright, and medical can't resolve the problems that come with cybernetic organs entirely. This change hopefully modernizes our surgeries to account for these synthetic/cybernetically-altered crew members that neither forces people to choose between taking them to medical or robotics (they're often going to end up in medical regardless), and letting either department to function as a place for these crew to obtain medical services. Also gives them some cooler flavour to their surgeries, which I think is the most important part of this change. It actually feels like you're more than human without getting too much in the way of gameplay loops and over complicating things. Edit: To provide a bit of extra clarity on 'Why allow the advanced surgeries?' You can actually have the benefits of the advanced surgeries as an augmented humanoid. The problem is that it has to take place before you are augmented. They're not mutually exclusive, just slow to apply. There isn't much reason for there not to be a method to apply them to robotic people, particularly since augmentations are expected earlier in the round than advanced surgeries. #### EMP Failure and Detection This mechanic is probably what people hate the most about cybernetics. It is largely invisible, and forces you to have to go through a tedious process of organ replacement on what could be any one of your organs, since it wasn't being broadcast to the user which one is failing until you are possibly already doubling over. Now, it is easier for medical staff to identify if they have a cybernetically enhanced patient in the midst of a failure cascade, and have the means to resolve the problem. Robotics and cyborgs can too, since sometimes they'll have the means usually to do the same operations and detection. ## 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: Robotic variants of many of the standard and advanced humanoid surgeries. You cannot perform self surgery with these surgeries. balance: It is easier to do robotic surgeries with normal surgery tools. qol: It is now possible to detect EMP organ failure cascades via health scanners. qol: EMP organ failure cascades can be reversed by doing organ repair surgeries targeting the failing organ. /🆑 <!-- 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: Jacquerel <hnevard@gmail.com> |
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c04af38744 |
Dehydrator, machine version of drying rack (#85141)
## About The Pull Request  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. ## Why It's Good For The Game We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. ## Changelog 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 |
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753a9cf5fa |
Adds a standalone Civilian Modsuit model, available from robotics (#84806)
## About The Pull Request I talked with Fikou on discord about #84801, and he said that it would be fine to make a standalone suit that is slowdown-free but also not spaceproof. So yeah, that's what this is. The civilian skin for the standard modsuit has been turned into a standalone model. It is similar to the loader modsuit that cargo has, in that it has no slowdown while active but doesn't protect you from space. It also has only a complexity limit of 12 instead of the usual 15, and it has abysmal armor values. It also doesn't protect you from pepper spray and the helmet doesn't allow you to use internals or block you from eating. I tweaked the sprites for it as well, removing the visor from the inhand and mob overlay sprites, to better reflect it's lack of spaceproofing. I also whipped up a quick sprite for the civilian mod plating, based off of the medical mod plating since they have similar color schemes. ## Why It's Good For The Game I'm going to just copy and paste what I said in the last PR, because all of it still applies to this one. There are a lot of really cool modsuit modules that are hampered by the other drawbacks that modsuits have. These drawbacks exist for a good reason; space proof suits should have tradeoffs, especially ones available at the start of the round like modsuits are. But that doesn't really solve the problem with the modules. One of the biggest examples of this problem is the pepper shoulders module that comes on security modsuits. It's a very cool module conceptually, but it tends to have limited usefulness in practice. Out in space, whoever you're fighting is likely wearing a spacesuit of their own, which will make them completely immune to the pepper spray. On the station, the person wearing the suit has to deal with the slowdown from it, which will far outweigh any advantage granted by the pepper shoulders module. Another good example is the medical modules, like the surgical processor, organ thrower/organizer, and thread ripper modules. All of these are great for a medical player trying to perform surgery, but who is going to be doing surgery in a depressurized room? All these modules don't mesh well with the design of modsuits as special spacesuits, and the new civilian model will hopefully give them more room to be used. ## Changelog 🆑 add: Added the civilian modsuit module as a standalone model. It offers no slowdown while activated but does NOT protect you from the void of space. You can print the plating from an exosuit fabricator and build it like a normal modsuit. del: Removed the civilian skin from the standard modsuit, as it is now a standalone model. image: Tweaked the sprites for the civilian modsuit head, both in-hand and on the mob. Also added a civilian mod plating sprite. /🆑 |
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3f9f949a77 |
Fixes a typo I noticed when working elsewhere in borg stuff (#85016)
## About The Pull Request Title ## Why It's Good For The Game Fixing typos - Untility Cyborg Upgrades -> Utility Cyborg Upgrades ## Changelog 🆑 spellcheck: fixed a typo in borg research /🆑 |
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41ff0fbb40 |
Research queue (#84731)
## About The Pull Request <img alt="2dZbpr8MK1" src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df"> Added an ability to queue up to one node per player in a techweb for an automatic research. You can queue up a node only when all requirements are met, but there are not enough points. People can't research when there is something in the queue, only add things to the queue. So a 40 points node can't be researched if someone queued up a 200 points node ahead of it. When a node is enqueued by RD, it is placed in front of the queue. The research button is available when the queue is empty. TODO: - [x] Bypass queue when the node cost is zero ## Why It's Good For The Game No need to stay at the console to wait for the points. No "Research" button spamming. ## Changelog 🆑 qol: Research nodes can be queued, one per player. RDs can place their node at the beginning of the queue. /🆑 |
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eaa4d71c3c |
Adds the Herculean Gravitronic Spinal Implant; An Athletics focused implant. (#84532)
## About The Pull Request Adds the Herculean Gravitronic Spinal Implant. A personal gravity dampener that affords the user improved physical performance without all the effort of actually working out. This implant improves the user's ability in a variety of minor but useful ways Including; 1) Faster climbing speeds with climbing hooks and ladders. (Athletics now also influences this time) 2) Slightly less damage from falling from a height. 3) Faster fireman lifting and placing onto tables. 4) An easier time working out and stronger in boxing. 5) Standing up just a bit faster. 6) Throwing things just a little further. 7) Tackle performance, including offense, defense and safety if you miss. You can improve the implant by using a gravity anomaly core on it, transforming it into an Atlas implant. This implant has considerably better bonuses compared to the baselines fairly minor even if numerous benefits. It also forces personal gravity to normal values. As a result, the total number of gravity anomaly cores is now 6.  Has some little floating rocks around your head while active. ## Why It's Good For The Game I attempted to add something fairly similar in the past, but didn't quite like simply making an entirely combat related implant. Instead, I've changed the concept towards generally improving some minor physical world interactions. Things that you may not really think about or notice. I really enjoy getting just slight tweaks to the small little gameplay activities that come up every so often, and even if this won't appeal to most players, I know someone will see this and think to find a way to make the most of the implant in some way that I didn't even think about. ## Changelog 🆑 add: Adds the Herculean Gravitronic Spinal Implant; an implant that makes you better at athletics. You can upgrade it into an Atlas implant using a gravity anomaly core. balance: Gravity anomaly cores have had their max number of cores reduces from 8 to 6. balance: Your athletic ability allows you to climb faster. /🆑 |
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bf39b4a66d |
Medical research nodes adjustment (#84783)
## About The Pull Request Moves XL beaker from Chemical Synthesis to Medbay Equipment Removes Plumbing node and moves most items to Chemical synthesis node Moves piercing syringe from Plumbing node to Advanced Medbay Equipment  ## Why It's Good For The Game Love the science rework, there's just a few things that need to be moved around. I've got two reasons for ya. Bluespace beakers are often researched before metamaterial beakers due to the different node paths and the value of bluespace research being greater than plumbing research. It's a little weird that the higher volume beaker is so often available sooner XL-beakers are pretty simple and are already locked behind plastic, they should probably be available to chemists at round start, just like they were before the research rework. ## Changelog 🆑 balance: Moves XL beaker from Chemical Synthesis to Medbay Equipment balance: Removes Plumbing node and moves most items to Chemical synthesis node balance: Moves piercing syringe from Plumbing node to Advanced Medbay Equipment /🆑 |
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b30faed7ab |
The techweb no longer erroneously refers to MODsuits as exosuits (#84800)
## About The Pull Request At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. ## Why It's Good For The Game The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. ## Changelog 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 |
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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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6ab5274b2d |
Makes gigabeacon easier to research (#84823)
## About The Pull Request This changes the bluespace navigation gigabeacon to be unlocked with Applied Bluespace Research (T2) research node, instead of Telecommunications (T5). ## Why It's Good For The Game Gigabeacon used to be its own node which nobody researched. #77223 changed that by tying it up with Telecommunications. After the techweb tree update, Telecommunications has become a tier 5 research, meaning that nobody researches gigabeacons again. This PR is meant to amend that, making gigabeacons more accessible again. I have to admit that putting this item unlock on Applied Bluespace node is quite generous, since that node should be researched early on every round. However, I don't believe that to be an issue, but if needed I can move it to Bluespace Travel (prerequisite to t4 parts). ## Changelog 🆑 balance: bluespace navigation gigabeacons are now unlocked with Applied Bluespace Research /🆑 |
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0cb765a5e0 |
Creates an EMP act for Jetpacks + minor buffs to sec modsuits (#84582)
## About The Pull Request Jetpacks are now vulnerable to EMP, they get disabled for a few seconds after getting hit by an EMP blast. Sec modsuits now start with the jetpack module preinstalled instead of the mirage module, and their starting powercell has been upgraded. ## Why It's Good For The Game It's no secret that regular jetpacks and your run of the mill eva suit see far more use than actual security issued equipment. Having your best option available from the start of the shift is just boring, and doesn't encourage the crew to even engage with Modsuits in any way. With this PR i'm introducing a weakness to jetties by having em turn of for 4 seconds if you get hit by a pulse. In exchange sec mods are now a bit more suited for their job, Mirage module has been swapped with Jetpack module and they now spawn with a better cell. ## Changelog 🆑 balance: Jetpacks are now briefly disabled by EMP. balance: Mirage module has been removed from Sec modsuits. balance: Security modsuits now spawn with a better cell and the jetpack module preinstalled. /🆑 |
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264e6c486c |
Adjusts medical techweb nodes (#84706)
## About The Pull Request Swaps 'advanced medbay equipment' and 'cryostasis' on the medbay tech tree, adjusting the required experiments and prerequisites as necessary. ## Why It's Good For The Game Items like health analyzers, pinpointers, defibs and medical beds are lower tech, commonly used items and should come before advanced cryo technology, not the other way around. ## Changelog 🆑 LT3 balance: Advanced Medbay Equipment research node lowered to tier 3 balance: Advanced Medbay Equipment now requires haloperidol scan experiment balance: Haloperidol and cryostylane experiments can be performed roundstart balance: Cryostasis research node raised to tier 4 balance: Cryostasis now has Fusion instead of Controlled Plasma as a prerequisite balance: Cryostasis cryostylane scan is now a discount experiment balance: Crystallizer moved from Controlled Plasma to Fusion /🆑 |
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b83b169603 |
Renames the organ thrower to the 'organizer' and clears up its description (#84534)
## About The Pull Request Renames the organ thrower to the 'organizer' and clears up its description. ## Why It's Good For The Game The organ thrower is a very silly module, and i do like it, but did you know that it instantly replaces organs? As in, the organ is removed and swapped instantly? And it can store multiple, making organ manipulation surgeries eerily instant? The description is funny, but it forsakes accuracy for amusement's sake. I did my best to keep it both funny and accurate, accurately describing its actual function now. I also changed the name, because similarly, it wasn't very descriptive. Jacquerel suggested 'organizer' which is a hilarious pun and I'm all for it, even if it does also lack some accuracy which was supposed to be the intention of the PR. ## Changelog 🆑 spellcheck: Renamed the organ thrower module to the 'organizer' spellcheck: Made its description more accurate. Did you know it instantly replaces up to 5 organs in active surgery? /🆑 |
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0cb6e7f354 |
More techweb tweaks [NO GBP] (#84574)
## About The Pull Request More QoL tweaks and rebalance towards easier unlocking of high tier nodes by doing discount experiments. ## Why It's Good For The Game More ways to unlock desired nodes. ## Changelog 🆑 balance: Techweb: High yield explosive is now a discount experiment for Exotic Ammo node, giving more free points balance: Techweb: Replaced the botany/xenobio discount experiments with a new mutant scan experiment for the Gene Engineering node balance: Techweb: Damaged mech scan is a discount experiment for tier 4 Mech Energy Guns node, giving twice more free points balance: Techweb: Added a new anomaly scan experiment that gives full discount for the Advanced Anomaly Shells, also moving the node to tier 5 balance: Techweb: Moved mech RCD to the Experimental Tools node balance: Techweb: Moved handcuffs to T2 security node, leaving only zipties in T1 balance: Techweb: Non-human Autopsy is a discount experiment instead of a required one now balance: Techweb: Parts scan experiments require 6 machines instead of 4 del: Techweb: Removed the New Toys node moving contents to sec and medbay trees qol: Made air horn craftable from a spraycan and a bikehorn qol: Techweb: Better wording on the slime scan experiment /🆑 |
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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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464c6e905d |
Portable atmos machines` circuitboards (#84201)
## About The Pull Request Made portable atmospheric machines buildable as any other machines.  ## Why It's Good For The Game These are simple machines that are limited by the map spawn amounts and cargo orders for no good reason. While much more complex machinery can be built. Also allows for the construction of pipe scrubber introduced in #84187 ## Changelog 🆑 qol: portable scubber, pump and pipe scrubber are buildable as any other machines /🆑 |
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82f92cb983 |
New Traitor mech: Justice. (#84097)
## About The Pull Request Adds new mech that can be created from emaged fabricator. To craft this mech you need: 1. Emag Fabricator to recive Justice disgine(done this, fabricator will emit a text and sound signal that can reveal you). 2. You need to craft it like any other mech but you also need 8 telecrystals to finish constraction. 3. To board a mech you need syndicate access (traitor can get it by purchasing an agent card). About Mech: Video: https://youtu.be/QwJfO_lbLK0 Text: Health 200 Damage 60 Only melee attacks(can't attach range weapons(can't attach anything in his arms at all)) Block chanse 60 Speed - in safty mode 2.5 in combat mode 4.5 Attack effects: In addition to damage, it has a 50 percent chance of cutting off an arm or leg (does not put you to sleep or give a knockdown effect when hit like regular combat mechs do). If a target in crit or stun makes a finishing attack instead of a regular attack, the mech says an epic phrase and after a second cuts off the target's head by dashing through the target. Special actions(can't be used if mech in safty mode): Invisability - Makes the mech invisible for 20 seconds. If the mech is pushed or collides with someone or if the pilot presses the invisibility button again, the mech will no longer be invisible and will go into a 5 second cooldown (the same will happen after 20 seconds). If you attack in invisibility, then instead of a normal attack the mech will make an AoE 3x3 attack 1 second after pressing (the attack will be accompanied by a sound and visual effect and for a second the mech will not be able to move, which gives enemies time to run away from the attack). Upon completion AoE attack, everyone( except peoples in crit and in stunned condition) in a 3x3 radius will receive 35 damage and a 25 chance of having one of their limbs cut off. Charge Attack - Mech makes a dash towards the cursor at a distance of up to 7 cells, breaking all obstacles in its path. If the obstacle is a living person (and he is not in crit and is not stunned) then he will receive 35 damage and a 25 chance of cutting off a limb. Cooldown 5 Seconds. P.S. Also added emag_act on fabricator so you can put any new secret traitor mechs on it. Also made the sounds of mech melee attacks to vars so that it would be more convenient to change them. Also fix a runtime error where if you set something in the mech's max_equip_by_category to 0, the mech UI panel doesn't load. ## Why It's Good For The Game Adds a traitor mech with fun and interesting mechanics. This is a new mech with new unique abilities that turns the battle with you into a boss fight. ## Changelog 🆑 add: New traitor mech: Justice. Emag fabricator to get it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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3512821314 |
Adds a new anomaly core item to Illumination technology, the photon cannon. (#84368)
## About The Pull Request This PR adds a new gunkit to the **Illumination Applications** tech node acquired via BEPIS techs. For years, this funny little tech node has been one of the lamer results from the BEPIS tech pool, only offering constructable unique hardhats and access to a micro RLD. Well, lets just say, badda bing https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda The photon cannon is craftable via a lathed gunkit obtained from the security lathe, which fires 4 shots per recharge. Each shot, on direct contact with a mob, acts like a severity 3 flash. The shot also distinctly slows down after traveling, so you can more effectively gauge where it's going to stop moving, as when it reaches it's travel distance, it will perform a weaker AOE severity 1 flash. Direct hits will effect silicons, while the AOE flash will not. Direct hits only deal 5 ***STAMINA* damage. The Gunkit requires a flux anomaly core to be crafted, completing with the tesla gun in this respect. ## Why It's Good For The Game There's been some discussion about how we've hoping to offer higher power features and options to the game at large using anomaly cores, and flux anomalies are currently only used for guns, which is rather unfortunate. The bigger issue, I'd suppose, is that every gun that flux anomalies can produce are considered lethal, with the event horizon gun and tesla gun. And honestly, by comparison, the tesla is not lethal enough to use to any real effect, or practical enough to bother science enough for the core. The photon cannon, however, works as a rather effective crowd control weapon for breaching and incapacitating crewmates, making it ideal for wardens dealing with large tides of crewmates, officers breaking into bases, or ~~the captain trying to burn down your library dnd game, DOUGLAS~~ Overall, it's still a fairly low power weapon, and sits in a niche place somewhere between a dragNET, flashbang-loaded grenade launcher, the flash, and the ion-cannon, with it's versatility coming from core rarity and requiring a BEPIS tech. **I have since updated this PR so that this gun deals stamina damage instead of energy damage, and contact with the energy ball deals a short period of confusion.** ## Changelog 🆑 add: The Illumination Applications technode now includes a gunkit for a new gun, the Photon Cannon. /🆑 |
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4ba10ab4db |
Scan an android to get 200 point discount on the final augmentation node [NO GBP] (#84502)
## About The Pull Request Provides an alternative way to get the 200 points for the final augmentation node. Also reduced the tier of the prior tech node, it was put to tier 4 by mistake ## Why It's Good For The Game More options to get the desired node. ## Changelog 🆑 fix: Techweb: Moved upgraded cyber organs to tier 3 from tier 4 qol: Techweb: Added fully augmented android scan discount experiment for Advanced Cybernetic Organs techweb node /🆑 |
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d1f3fc3fdf |
Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request There was a feedback that the new techweb made it harder to do science on ghost roles, namely Charlie station crew. This PR makes a few tweaks to oldstation to lower the bar on the experiments: - Added a pure N2O tank for easier BZ creation - Added one diamond to the ai sat to create artificial BS crystal - Added research console to ai sat with frontier app pre-installed - Added a gas compressor to Beta station atmos area Also moved the NTNet relay back to tcomms node as it requires tcomms parts. And moved chem pack/blood pack from tier 1 to tier 0 per players` request. Also fixed the dissection experiments giving the old amount of bonus points, before the recent point denomination. Made a few other minor changes to the map. ## Why It's Good For The Game Charlie is supposed to be friendly for the beginner players, yet the new experiments are hard to do with the limited resources on Charlie. ## Changelog 🆑 qol: It is easier to do some required techweb experiments on Charlie station now fix: Fixed experimental dissection surgeries giving too many points balance: Techweb: Moved NTNet relay back to tcomms node balance: Techweb: Moved blood pack and chem pack to the starting node /🆑 |
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e421f8e7c4 |
Moved loose tiles and wallframes to crafting (#84210)
## About The Pull Request There were some tiles and wallframes in lathe designs, while most of these are already in the crafting menu. Moved all of them into the crafting menu to avoid confusion, when you can't find some wallframe in the menu because it must be built in lathe. Made the light tile craftable in menu, instead of slap-crafting, and made the circuit tiles use similar recipe (since they both are emissive tiles). And the circuit tiles can now be cycled in-hand:  ## Why It's Good For The Game Centralized place for tiles and wallframes. ## Changelog 🆑 qol: Made light tiles available in the crafting menu qol: Circuit tile variants can be cycled in-hand add: Moved loose tiles and wall frames from lathe designs to other tiles and frames in the crafting menu /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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20a41e8ee3 |
Voltaic Combat Cybernetic Heart. (#84174)
## About The Pull Request Introduces the first anomalocked organ, a heart that makes you immune to shocks and emps, while granting you the tenacity trait when you fall into crit. https://github.com/tgstation/tgstation/assets/102721711/b602dbb0-52ae-4b18-b3bc-9d19258ec3f8 ## Why It's Good For The Game You can find my player_dev_project on the tg discord. https://discord.com/channels/326822144233439242/1249735775734468619 Essentially, this exists as an item to justify a heavy investment into cybernetics and augmentations. EMP is far too common to justify using them in a combat scenario, nukies have lessened this issue with their shield module, and the crew can now do so through late tech anomaly research. *Features* - locked behind anomaly tech (duh), you need a refined flux core combined with the shell. - Can be manually installed, it will however fuck you up if you do so. - provides total immunity to shocks and emps. - Increases your passive blood regeneration. - Recharges any electrical devices on your person (stabilized yellow slime). - If you fall into crit, grants the tenacity (you can keep fighting while you are in crit basically) and no damage slowdown trait for 30 seconds, you will also keep on regenerating health, it won't heal past crit treshold however, (5 minutes cooldown). - If removed through surgery or evisceration, it gets vaporized while releasing a Tesla shock. ## Changelog 🆑 add: A new Anomaly organ has been introduced, The Voltaic Combat Cyberheart! /🆑 |
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d59f5ad806 |
Techweb nodes DEFINED & bug fix (#84177)
## About The Pull Request 1. Techweb strings are now defined in `code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev 2. All places that used those strings have been updated with the definitions as well. 3. `code/modules/research/ordnance/scipaper_partner.dm` had some old boosted ids, they have been updated as well along with their values. ## Why It's Good For The Game fixes #84153 - I found this through a runtime, but basically the boosted nodes missed unit test checks. Having them defined should in future ensure that any changes to them alert the maintainers. This will help in furthur modularizing the code. - As for the nodes themselves, I have put the exact nodes as much as possible so they dont differ much from previous gameplay and how they worked. Researched nodes that used to give points to those experiments, will continue to do so, but albeit at a slower rate. This is because the research point generation rate overall now has been increased. ## Changelog 🆑 ShizCalev, SpaceLove refactor: Techweb strings are defined now so to maintain modularity balance: Research papers will have less overall point generation. /🆑 --------- Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> |
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6d9dbb9897 |
Requires Unregulated Bluespace Research for the Event Horizon Anti-Existential Beam Rifle (#84312)
## About The Pull Request The Event Horizon Anti-Existential Beam Rifle now requires Unregulated Bluespace Research, which itself requires both Bluespace Parts and Illegal Tech. This puts it in the same tier as the Desynchronizer.  ## Why It's Good For The Game The original intent for the weapon was for it to be an extremely late-game option as the end-all, be-all gun where only one really could exist at a time. This thing is an absolute _monster_ in that it has very little cooldown, can hit things multiple screens away, and gibs whoever it hits. I'm down for it - it's fun and stupid and goofy and something I would love to see _sometimes_. I saw it in like 4 rounds in a row earlier today. Fuck. I feel like it's either "make it harder to get" or "nerf it into obscurity" and I really don't want what we replaced the meme rifle with to end up being as shitty as the meme rifle was. Worth noting that a lot of people were recommending a change that would make the rifle require only a single vortex core, but would require and consume a vortex core when it fires, meaning it can only be fired a total of like 4-5 times in a round. That sounds great but I don't know how to go about coding it and I feel like a change needs to be made sooner rather than later, so we're doing this for now. If someone comes back and implements that instead before this gets merged, I'll close this PR. Also @optimumtact told me to ping him when I post this. ## Changelog 🆑 Vekter balance: The Event Horizon Anti-Existential Beam Rifle now requires Unregulated Bluespace Research to be constructed. /🆑 |
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5b25331e7a |
Adds rounding to research points to prevent floating point errors from occuring (#84282)
## About The Pull Request Right now research points sometimes bug out and get additional .000...1 added to them due to a floating point error. I just added rounding to only keep one digit after the point. ## Why It's Good For The Game No more annoying numbers in the RND console ## Changelog 🆑 fix: RND console now properly rounds research points /🆑 |
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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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a0060f8820 |
Adds boards for the book binder and scanner (#83863)
## About The Pull Request Adds boards for the book binder and scanner. The scanner requires one scanning module while the binder requires one servo to make. Research for the board was added to the computer tech research node as that's where the other book related research was. Boards are available to print at the service techfab.  ## Why It's Good For The Game Being able to (re)make the library is good. Irreparable machine is bad. Writing down your work and being unable to scan it into the archive is not good. Also allows the machine to be moved if needed. |
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42e4941f31 |
Autopsy experiments available roundstart [NO GBP] (#84198)
## About The Pull Request Made tecweb mark autopsy experiments as completed while the node with the experiments is not yet unlocked. ## Why It's Good For The Game Oversight in my tech tree update. |
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881dd195f1 |
Techweb tweaks [NO GBP] (#84086)
## About The Pull Request PR for collecting techweb feedback post merge and address valid issues of #84024. People seem to dislike the abundance of new experiments in the middle of the tree, so reducing some requirements for those for now. Also updated NT frontier app a bit, as people are confused with the shell experiments.  ## Why It's Good For The Game Balancing out the new tree. ## Changelog 🆑 balance: Added ordnance to extra access of geneticists and roboticists balance: Reduced parts scanning tests' machine count to 4 from 8 balance: Reduced augmented organs scanning tests mob count to 1 from 2 balance: Reduced equipped mech scanning test count to 1 from 2 balance: Added polycrystal option to bluespace crystal scan test fix: Allowed NTNet relay in away circuit imprinter for NT Frontier app qol: NT Frontier app installed on RD and Scientists` PDAs by default qol: Updated NT Frontier app to be more user-friendly /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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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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5f36ef1d6e |
New Tech Tree (#84024)
## About The Pull Request Reshuffles the tech tree nodes, adding reagent purity and cybernetic organ scan experiments. The total point requirements barely changed. Made the discount experiments unlock nodes for free, instead of providing partial discounts, to provide more incentive to actually do them. Also devided all points by the amount generated per second, for convenience. Now points correspond to seconds. <details> <summary>New tech tree</summary> <img width="4320" alt="Tech New" src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6"> </details> ## Why It's Good For The Game - Breaks bloated general nodes into more specialized nodes, making the tree more balanced - Combines scattered nodes dedicated to a single design into specialized nodes, reducing the number of nodes - Reshuffles the unlocks within specialized tree to adjust progression on some trees to follow the idead: Cheap nodes first, then nodes that require experiments or nodes of neighbouring trees, then expensive nodes with end-game tech. - You no longer need a dissection experiment to unlock a microwave, every experiment is relevant to the tree unlocked by it - With specialized nodes, it is easier to pick a node for the new things that people add - Better foundation for potential per-department point system. It will be easier to put it on top of a cleaner tree - The nodes are separated in tiers, with progressively increasing costs, so that early tech is cheap and easy to research with just points, but later tech is more expensive, making the discount experiments for those more likely to be performed. ## Changelog 🆑 balance: Reshuffled tech tree, making nodes more specialized qol: Research points devided by the amount generated per second, so now research points correspond to seconds add: Introduced reagent purity scan experiments (required for Cryostasis node) add: Introduced synthetic organ scan experiment (required for top tier cyber organs) add: Added a variant of machinery scan experiment that accepts any machines with upgraded parts (required for tier 3 parts) del: Removed material scanning experiments from the tech tree /🆑 |
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2589b63e35 |
Flatpacker (#83836)
## About The Pull Request adds the flatpacker, it flatpacks machines  it is unlocked at industrial engineering the default print time is 4.5 seconds, reduced by the servo tier divided by 2 matter bins increase material capacity better servos decrease material cost, and the flatpacker cannot print a machine if it contains parts that are of a tier larger than the servos tier explained in this vid https://github.com/tgstation/tgstation/assets/70376633/c26e4379-f49b-4b1d-a70c-61f1ba96a9e0 ## Why It's Good For The Game machine construction sucks, this should be more convenient, this does not replace machine construction at all compared to machine frames while this is faster and more convenient, it is significantly more costly in materials, and a better servo is needed to use higher tier parts, and the printed machines are always the lowest required tier ## Changelog 🆑 add: the flatpacker, a machine unlocked at industrial engineering /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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fde2eb3177 |
NEW BEPIS: Positronic sphere (#83688)
## About The Pull Request Adds a new positronic brain variant to bepis tech To save materials we took the corners off but now they can roll It can roll around, knock items over and push other posibrains away You can also kick it across the room and it's a lot cheaper because you cut the corners off https://github.com/tgstation/tgstation/assets/7501474/e4f913e8-cf2f-455a-b2eb-1654468df708 ## Why It's Good For The Game A chorus of whining posibrains is like heroine to the ears, now they can aggresively shit around the robotics lab while whining for their DURAND or cyborg shell, but the robo can also punt them into the disposal bin ## Changelog 🆑 add: Adds a positronic sphere to bepis tech and roboticist mail goodies. It can now wreack havoc across the robotics lab while whining for a DURAND body, but you can also punt it! /🆑 --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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f6d28662a3 |
Add circuit component cameras (#83578)
## About The Pull Request This PR introduces a limited set of camera components that can be used by surveillance security consoles and the PDA/laptop camera app. <img width="366" alt="components" src="https://github.com/tgstation/tgstation/assets/80724828/0e628863-9998-46d6-8822-e0a44543b4c2"> There is four camera components, each limited to a specified shell circuit type. Additionally, drone circuit shells can now use the recharge stations too, much like how mobs with BCIs can recharge. ### New Components <img width="136" alt="drone camera" src="https://github.com/tgstation/tgstation/assets/80724828/fd045871-56bf-44a6-bb4f-ebe895d56d3d"> * Drone Camera This camera component captures the surrounding area. It has an option to set the camera range (near 5x5/far 14x14). <img width="136" alt="bci camera" src="https://github.com/tgstation/tgstation/assets/80724828/16bf2dd1-823b-4d66-8249-5d0f1bb1b779"> * BCI Camera This camera component uses the active user's eyes as a camera function. If the user's sights are damaged, the range will be forced to the near setting. If the user is unconscious/dead/blinded or has no eyes, the stream will be cut off. It has an option to set the camera range (near 5x5/far 14x14). <img width="136" alt="polaroid camera" src="https://github.com/tgstation/tgstation/assets/80724828/7c4d53df-b4af-4f7c-8942-a63842510720"> * Polaroid Camera Add-On This camera component streams to a camera network. The camera range is hardcoded to the near setting (5x5). <img width="136" alt="airlock camera" src="https://github.com/tgstation/tgstation/assets/80724828/5d9e9d55-49fc-45a7-99c8-aaf1ae08f6d1"> * Airlock Camera This camera component streams to a camera network. The camera range is hardcoded to the near setting (5x5). ### Features * The cameras can be EMP'd and will be disabled for 90 seconds if successful * When the cameras are active, they will actively drain the cell's power per second (near range uses 3kJ & far range uses 8kJ) * Advance camera console/AIs can use these cameras, however the camera light is disabled (they will be useless in dark areas) ### Screenshots In Action <details> This is the drone camera viewed on a security camera console<br> <img width="425" alt="near" src="https://github.com/tgstation/tgstation/assets/80724828/e5247828-0fee-4552-9e70-5e5ee897c117"><br> This is the same drone, now set to the far range setting<br> <img width="425" alt="far" src="https://github.com/tgstation/tgstation/assets/80724828/e58e3e85-aa90-4f1a-9dff-957c65764b77"><br> </details> ## Why It's Good For The Game This promotes emergent gameplay and improves the overall usefulness for drones as they can be 100% used remotely. ## Changelog 🆑 add: Added new circuit camera components qol: Circuit drones can now recharge at recharge stations /🆑 --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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af33a5fb06 |
Fish update just dropped. New fish, aquarium type, two traits and a research node. (#83508)
## About The Pull Request ### New fish #### anxious zipzap An incredibly anxiety-ridden and electroreceptive fish. Worried about the walls of its tank closing in constantly. Both literally and as a general metaphorical unease about life's direction. It produces electricity, and HATES being with any other fish. One other zipzap is allowed at most.  #### monocloning jumpercable A surprisingly useful if nasty looking creation from the syndicate fish labs. Drop one in a tank, and watch it self-feed and multiply. Generates more and more power as a growing swarm! A far better option for power generation than the zipzap, but it's a syndicate fish. Get an emag or get very lucky!  Working spacebase example  ### Aquarium type Bioelectricity Generator! It boosts the power of electroreceptive fish to very dangerous levels! But, uh, you put a tesla coil, and voila! Free power! ...Free power if you keep the fish fed! More fish, more power!  You can convert an aquarium into a bioelectricity generator by researching the new node, "Marine Utility", from bio processing. Then you build the biogen upgrade kit and apply it to an already existing aquarium. ### Fish Traits #### Electrogenesis Trait turns the fish into a shock weapon while it's alive, and every time it feeds, it releases a weak tesla bolt to anyone close to the tank. #### Anxiety anxious fish die when any other fish are in the tank. Please keep them alone :[ ## Why It's Good For The Game Fish are great, but fish don't have anything to give back to the station, right? Well, there's some small stuff, but I wanted to add a bit of functionality towards being able to benefit from having fish. The anxiety trait with the zipzap gives spessmen a bit of a challenge. You can settle for one fish generating power per tank and do a multi-tank generation setup, or you can do some crossbreeding to make a fish WITH electroreceptive but WITHOUT anxiety. Neat! ## Changelog 🆑 add: New fish, the anxious zipzap add: New syndicate fish, the monocloning jumpercable add: New aquarium, the bioelectricity generator fix: Mixotrophic fish now properly lack food requirements /🆑 |
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53518e043b |
Circuit editor QoL and new circuit components (#82969)
## About The Pull Request This PR introduces a number of minor quality of life improvements to already existing circuit components, and adds three new components. <img width="600" alt="preview" src="https://github.com/tgstation/tgstation/assets/80724828/85d39b6d-b055-430e-8996-0da088616887"> ## Why It's Good For The Game This improves the overall experience for circuits. ### UI changes <img width="550" alt="grid aligned" src="https://github.com/tgstation/tgstation/assets/80724828/cc7b43b5-292f-4643-beab-e01ae675fb19"> Grid align is now an option for circuit designers. It will round objects to the nearest 10px units internally, and can be toggled on/off by the new additional button beside the component menu button. This makes circuits easier on the eyes as things are pixel perfect aligned. <img width="814" alt="tooltips" src="https://github.com/tgstation/tgstation/assets/80724828/0d31c98f-3be9-46e0-ab37-20bac3799112"> All three buttons have been given tool tips. ### Tweaked Components <img width="136" alt="voice activator" src="https://github.com/tgstation/tgstation/assets/80724828/21dd0f65-cb98-4bd5-aeb0-63315e842cb6"> * Adds a on/off flag to the voice activator component -- This saves power for circuits as you're not forced to use a compare flag check to turn off voice activation <img width="136" alt="speech" src="https://github.com/tgstation/tgstation/assets/80724828/9137b76c-3077-4597-8411-2d9694b39e9e"> * Adds a quiet mode flag to speech component -- This is ideal when you want a device to speak, but don't want other people to hear. A good example would be a handheld translator that you only want to hear yourself. ### New Components <img width="136" alt="ntnet list literal" src="https://github.com/tgstation/tgstation/assets/80724828/657c851b-d442-4a63-8650-410cb8e76089"> * An NTNet Send component that allows everything to be input much like the list literal component -- This makes sending stuff over NTNet easier for the user, and use less power as it won't require an additional list literal component <img width="136" alt="compare health state" src="https://github.com/tgstation/tgstation/assets/80724828/0bed076c-3aa1-4931-af90-2b9eb8e1ae9a"> * A health comparison component that checks the entity's health state, and can return true or false depending if the entity is alive, sleeping, unconscious, critical or dead -- This could be achieved by using a health sensor and a compare component, however it lacks the ability to know when a entity is unconscious or sleeping <img width="136" alt="toggle" src="https://github.com/tgstation/tgstation/assets/80724828/7017b6bf-937a-42ad-87f3-4f1134853ac3"> * A quick toggle component to allow the switching between a true and false state -- This could be achieved by using a logic component and self linking, however this makes it far easier for newcomers to make something as simple as an on/off switch (such as a handheld translator which uses the front button to turn on/off) ## Changelog 🆑 qol: Add tooltips to circuit editor buttons qol: Add grid alignment mode to circuit editor add: Added new compare health state component add: Added new NTNet send list literal component add: Added new toggle component qol: Added activity toggle to voice activator component qol: Added quiet mode to speech component qol: NTNet send component will not use power/trigger if NTNet is offline /🆑 |
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4b174e479b |
Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. (#82862)
## About The Pull Request Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. ``` 1. Be helpful and answer any questions you are asked. ``` ## Why It's Good For The Game Encourages the AI to be helpful to people! There's no way this can backfire. ## Changelog 🆑 add: Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. /🆑 |
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b11bdb1910 |
Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
## About The Pull Request [This PR is a bounty requested by Ophaq and worked on by Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013) All of the following description in this PR is written by Ophaq as to what this PR entails: In this PR, the medical and engineering cyborg's tools are completely reworked and condensed into an arm similar to the implant a carbon would get. The tools are shown in a radial wheel around the character to quick select what is needed instead of looking for it in a cluttered bag of items. There are a few tools such as the blood filter for the medical cyborg, as well as the welder, gas analyzer, and t-ray scanner for the engineering cyborg excluded from the radial wheel. mostly due to their inherent inmodularity   Each cyborg gets two arms in case the player wishes to have one on the side to quick swap to, like having a scalpel in one arm and a hemostat in the other on the hotbar for convenience or just preference. An upgraded version of the tools has been added to each respective cyborg upgrade node with somewhat faster action speed. The upgrade replaces the arms and transforms them into the "advanced" version which is currently the same sprite as the regular but just a faster and more efficient version. The sprites for the surgical arm currently look good but may need replacing later if someone who wishes to resprite them down the line decides to do so. ## Why It's Good For The Game As it currently stands, the medical cyborg's magical bag of gadgets takes up a lot of your screen space and as a player who plays medical A LOT, this was a MUCH NEEDED quality of life feature. The amount of clutter in a medical cyborg's bag makes it in my opinion, hard to see at the bottom of the screen and a nuisance to constantly close compared to other models. My standard set up for playing medical cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery tool or injector, and 3=another surgery tool. The flow of gameplay during surgery ends up being surgery tool, hit 3 and drop it, surgery tool, repeat or for efficiency using X to swap between the two surgery tools I need on 2 and 3. This gets tedious especially after so many hours of playing medical cyborg. I know some people may disagree, but I think it would help a lot of help to speed up this flow of gameplay during surgery and declutter. By turning the medical cyborg's toolset into an omni-surgery tool which functions like the surgery arm implant's radial wheel, this would greatly declutter by like an entire row and make things easier on medical cyborg players. Having a secondary in the bag helps with efficiency for those players who like having an extra tool on their hotbar and swapping back and forth would also improve efficiency and make less swapping by hitting Z needed. Additionally with the upgraded version as an optional upgrade in the mediborg tech, this also lets them be on par with players who use advanced tools late game but not at the level of alien tools where players would obviously out compete a mediborg in terms of action speed. Engineering models also benefit from this rework but at a slightly different and lesser way whereas certain tools are excluded such as the welder, due to the way they work on refill and the gas scanner and t-ray scanner not counting as tool components are not included in the arms. Syndicate versions of the engineering and medical cyborg also get these arms, unupgraded. ## Changelog 🆑 add: Adds an omnitoolset for both engineering and medical cyborgs, containing various basic tools qol: Engineer and Medical module inventory space is now significantly decluttered /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |