* roundstart scryers now come with the nt frequency (#77957)
## About The Pull Request
fixes#77934
## Why It's Good For The Game
blegh
## Changelog
🆑
fix: roundstart modlink scryers now come with the nt frequency
/🆑
* roundstart scryers now come with the nt frequency
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.
it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.
There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.
## Why It's Good For The Game
Fixes lots of runtimes, improves code resiliency.
## Changelog
🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* ninja stungloves nerf + quirks (#77810)
## About The Pull Request
the ninja stungloves are no longer a knockdown + shove in one click (not
a stun). clicking on people now first does the shove and THEN knocks
someone down for 3 seconds after a 0.3 second delay. this means you need
to click on them twice
ninja's stealth module now gives you the silent footsteps trait when
active
all ninjas now have the light step and freerunning quirks
## Why It's Good For The Game
ninjas really cool but he doesn't really need 1 click stuns in addition
to all his other tools, he can escape pretty much anything and has a
sword for melee encounters, and knocking someone down instantly is still
really powerful
ninjas getting quirks that fit them is cute i think, makes sense and is
useful
## Changelog
🆑
balance: ninja's stealth module gives silent footsteps when active
balance: all ninjas now have the light step and freerunning quirks
balance: ninja's hacker module shove no longer stuns in 1 hit. first
shove knocks down and pushes away, second one stuns
fix: fixes ninja shoves not causing sparks
qol: the person in an energy net is now reasonable to hit, the dark part
of the sprite is now an underlay, so you can click the person inside the
net pretty easily and if you wanna hit the net you click the green part
or the darker sides that the human sprite doesnt cover
/🆑
* ninja stungloves nerf + quirks
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* small modlink fixes (#77804)
## About The Pull Request
fixes bug in multitools where they didnt unregister signals
fixes modlink scryers checking battery charge without a battery
frequency stuff is a bit more explained
## Why It's Good For The Game
good stuf
## Changelog
🆑
fix: fixes multitools possibly randomly losing their buffer
fix: fixes modlinks checking battery charge without a battery and
working without charge
qol: modlink stuff is a bit more explained
fix: modlinks printed from rnd no longer start with a frequency
(remember to copy it from another one with a multitool buffer, robotics
starts with 2 NT frequency linked ones)
/🆑
* small modlink fixes
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* General code maintenance for Mat container related stuff (#77671)
1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.
i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs
Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var
* General code maintenance for Mat container related stuff
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* MODLink System (+ NWTLMM) (#77639)
## About The Pull Request
A pact made with `@ Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.
## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
* MODLink System (+ NWTLMM)
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* makes syndie modsuits not be irrevocably destroyed merely by being on fire (#77694)
## About The Pull Request
gives them FIRE_PROOF resistance flag
like every modsuit has that flag anyway
## Why It's Good For The Game
dropping your entire modsuits contents while fighting bad
fixes#77690
## Changelog
🆑
fix: you can no longer destroy syndicate modsuits by just being on fire
/🆑
* makes syndie modsuits not be irrevocably destroyed merely by being on fire
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Setting a few things straight with embedding and caseless ammo. (#77450)
## About The Pull Request
So, when I made the `caseless` and `projectile_drop` elements, I failed
to take into account that bullets have an embedding variable sets, which
led to a few projectiles being embeddable when they shouldn't.
Beyond that, I wanted arrows and harpoons to be reusable yet embeddable,
which lead me to change a couple lines on the `embed` element, since
whoever made the element thought it was a good idea to add the
unnecessary step of attaching a copy of it to the `payload_type` of a
fired projectile before trying to embed it. Like, why? All that's going
to do is cause the resulting item to become embeddable, which may be an
issue for anything other than drop-deletable shrapnels. So yea, arrows
and harpoons, and emagged lollipops will now embed properly.
I've also deleted an unused, problematic subtype of quiver and arrow
casing, and made the quiver storage use
## Why It's Good For The Game
This will fix#77187. Perhaps buff harpoons and arrows a little but meh.
## Changelog
🆑
fix: Fixed fired foam darts, gumballs and (harmless) lollipops being
embeddable.
fix: Projectiles that should embed while being reusable will now do so
correctly, actually embedding the reusable casing instead of a shrapnel.
balance: Arrows are generally more likely to embed now, except for
blazing ones, that kind of just blaze.
qol: the quiver storage now uses numerical stacking (like botany and ore
bags, or the RPED, for example).
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* fixes kinesis not actually immobilizing or blocking hands of grabbed mobs (#77498)
## About The Pull Request
FUCK
## Why It's Good For The Game
shit
## Changelog
🆑
fix: fixes kinesis not actually immobilizing or blocking hands of
grabbed mobs
/🆑
* fixes kinesis not actually immobilizing or blocking hands of grabbed mobs
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* ninja energy net uses a projectile (#77423)
## About The Pull Request
the ninja energy net uses a projectile instead of being an instant
click, it also has a cooldown of 5 seconds, up from 1.5 seconds
improves some of the energy net code
the net also deletes itself when the suit turns off
## Why It's Good For The Game
This module is not that fun for either of the sides
For people fighting the ninja, getting instantly stuck with no
counterplay isn't that fun.
For the ninja, the cooldown on a missed use is pretty debilitating and
it's annoying to try and snipe someone.
Being a projectile means people can run away from it, and the ninja can
just shoot it, he doesn't have to try clicking 50 times.
## Changelog
🆑
balance: Space Ninja's energy net uses a projectile to catch people now.
/🆑
* ninja energy net uses a projectile
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Drill module automatically disables if it's about to drill into gibtonite (#77385)
## About The Pull Request
Drill module automatically disables if it's about to drill into
gibtonite.
## Why It's Good For The Game
> Drill module automatically disables if it's about to drill into
gibtonite
There's not enough time to react, the mining scanner is surprisingly
slow sometimes and it means you drill straight into gibtonite, which
primes it the first drill and blows it up the second, which is a lot
more of a pain than it sounds because drilling is night-instant. These
explosions are usually enough to crit you, and if they don't, the stun
and area clear means any fauna can wander in and finish you off.
The auto-disable still makes it an annoyance to stumble upon gibtonite,
but it won't round end you for using modsuits.
## Changelog
🆑
qol: Drill module automatically disables if it's about to drill into
gibtonite
/🆑
* Drill module automatically disables if it's about to drill into gibtonite
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* pAIs can be inserted into a MODsuit
* Update MODsuit.tsx
* Update objective_items.dm
* Update mod_actions.dm
* Update mod_activation.dm
* Update mod_control.dm
* Update mod_ui.dm
* Update MODsuit.tsx
* Update modules_ninja.dm
* prettier
* Update mod_control.dm
* This is torture
* Removes most of the overrides for pAIs in MODsuits, to use the procs from upstream (and reduce the amount of clutter/duplication)
* Damnit keyboard
* Good catch Vinyl!
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* kinesis changes + smaller misc modsuit stuff (#77241)
## About The Pull Request
renames plasmaman helmet exempt flag to stackable helmet exempt. hat
stabilizer now cares about this instead of letting you stack eva helmets
on top of modsuit helmets
improves some code that dripped in quality when i was on break
kinesis has some tweaks
previously it used to stun for a set amount of time - i think this is
because the creator couldnt figure out how to stop movement while being
held? this is changed, now as long as youre holding someone they are
immobilized
you can cancel your kinesis without throwing or moving out of range by
using right click on the click catcher
adds an admin version of kinesis just for the admin suit. it can grab
(almost) ANYTHING and config menu lets you enable phasing, which makes
it so the atom you grabbed phases through everything. pick up that can.
## Why It's Good For The Game
its fun
## Changelog
🆑
balance: hat stabilizer module can now hold what plasmaman helmets can
hold
qol: kinesis module can be stopped without launching an object with
right click
balance: kinesis module stuns last until the kinesis stops
add: admin suit has a version of kinesis that can pick up anything at
any range and can be configured to make grabbed mobs phase through walls
:)
/🆑
* kinesis changes + smaller misc modsuit stuff
* modular adjustments
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* fixes interdyne MODsuit typoes (#77227)
## About The Pull Request
Fixes multiple typoes in the interdyne MODsuit's description.
## Why It's Good For The Game
typoes and bad grammar are bad
## Changelog
🆑
spellcheck: fixed the interdyne modsuit's typoes
/🆑
* fixes interdyne MODsuit typoes
---------
Co-authored-by: Vincent983 <124026007+Vincent983@users.noreply.github.com>
* Bluespace MOD Storage can now hold bulky storage items. (#77211)
## About The Pull Request
The admin-only bluespace MOD storage can now hold bulky storage items
(backpacks, belts) without needing a varedit to do so, kinda like the
bag of holding can do.
Is this even a rebalance if it's very likely an oversight on an
admin-only item?
## Why It's Good For The Game
The bluespace MOD storage is pretty much just a super snowflakey bag of
holding for modsuits, so this brings it more in line.
## Changelog
🆑
balance: The bluespace MOD storage can now hold bulky storage items
(backpacks, toolbelts) just like the bag of holding.
/🆑
* Bluespace MOD Storage can now hold bulky storage items.
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
* Fix timeline jumper MOD module not updating stamina on jaunt (#77181)
## About The Pull Request
Fixes#77152
updating_stamina was set to 0 in the jaunt's setStaminaLoss for some
reason, this PR fixes that
## Why It's Good For The Game
It's a bugfix
* Fix timeline jumper MOD module not updating stamina on jaunt
---------
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
* Removes the stealth-added ability to screwdriver springlock modules to make them not deadly because that defeats the point of the springlock module (#77144)
>we add a feature with an intentional downside
>someone makes the downside bypassable entirely as "quality of life"
i hate balance posters
🆑
fix: Removes the ability to screwdriver springlock modules to make them
not deadly because that defeats the point of the springlock module
/🆑
* Removes the stealth-added ability to screwdriver springlock modules to make them not deadly because that defeats the point of the springlock module
---------
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request
**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes#76151
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes#76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes#72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization
**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes#76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc
e929cf39cd/code/datums/components/remote_materials.dm (L78-L87)
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this
e929cf39cd/code/datums/components/remote_materials.dm (L150-L153)
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens
## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
* Material container & related stuff ui refactors & clean-up
* Update ammo_workbench.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Removes the hat whitelist from the hat stabilizer mod (#76962)
## About The Pull Request
This PR allows you to use any hat with the hat stabilizer module.
Before, it was limited to a pretty small, very arbitrary list of hats
(captain's hats, centcom hats, and a few gimmicky hats), making it
disappointingly limited to both the captain, and anyone who finds the
thing in maints. I'm guessing this limit was put in place to avoid janky
looking hats, but plasmamen get the exact same thing without the
restriction, and there haven't really been any complaints there. While I
did not test this with every single hat, I *did* test it with every hat
currently in the autodrobe, and there wasn't any jank there, even with
things like wigs, and hats that cover the entire head.
There was also a bug/oversight where the MOD eating apparatus module
didn't properly disable pepper spray protection like it was supposed to.
It was literally just a matter of missing parentheses, so i fixed that
too.
Not super sure what to mark this change as btw (qol? balance? removal?)
so if I should change it, let me know.
## Why It's Good For The Game
Allows both the captain and anyone who finds/steals the module to
actually wear the hats they want to wear, instead of being limited to a
small, mostly arbitrary list of hats, and having less outfit choice that
a plasmaman.
## Changelog
🆑
qol: You can now use any hat with the hat stabilizer MOD
fix: The MOD eating apparatus module now properly disables pepper spray
protection
/🆑
* Removes the hat whitelist from the hat stabilizer mod
---------
Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts
* Update communications.dm
* Modular override
* Some modular adjustments, removes 'emagged' vars in favor of obj_flags
* whoops, mobs don't have obj_flags.
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Failed MOD auto-storage attempts now tell you that it failed (#76673)
## About The Pull Request
title; if you try to retract your suit and it fails to store your suit
slot item (tank/gun/etc) into storage, now it tells you with both a
balloon alert and chat that you dropped something


## Why It's Good For The Game
"oh shit where'd i put my oxygen tank" (you left it behind 3 Zs ago or
something)
## Changelog
🆑
qol: When a MOD fails to store something in itself when retracting,
you're now notified in both the chat and by a balloon alert.
/🆑
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Failed MOD auto-storage attempts now tell you that it failed
---------
Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* Infiltrator MODs don't have a plasma visor anymore (#76164)
## About The Pull Request
Disables the plasma stabilizer's visor for any MODsuit that has an
infiltrator module
## Why It's Good For The Game
It doesn't make sense that a suit designed for concealing your identity
gave away your species. This changes that, allowing plasmamen to freely
use this MODsuit.
## Changelog
🆑 StaringGasMask
qol: Now plasmamen can use the infiltrator MODsuit without having their
species revealed. The helmet's still not sealed, so remember your mask.
/🆑
* Infiltrator MODs don't have a plasma visor anymore
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
* Adds Interdyne Modsuits (#76236)
## About The Pull Request
Adds separate, Interdyne-brand Modsuits for Intrudyne pirates.
Incredibly fast and more techy, including among other things an organ
thrower module (which is, based on flavour text, Interdyne tech). To
balance this, they discharge dramatically fast, encouraging fast get-in
get-out approach.
Sprite itself is mostly a combination of medical and syndicate suits,
with labcoat bits for extra stylishness and evil feel. The colour
pallete was enterily borrowed from Interdyne Pharmaceutics container
sprite and Interdyne-produced E-surgery tools.



Lorewise, I borrowed a random idea from cyberpunk lore video I once
watched and is now blurred for me now, upon seeing retrieval suits.
Originally made by conjuction of Cybersun and Intrudyne, combining
mechanics with supersoldier treatment for speed, allegadely for rapid
response and retrieval off corpses. [By the way, it would be funny if
someone coded an event where after cap's death on Revs or Cult, a bunch
of guys in these suits would show up with sole goal of recovering the
body and escaping with it (plus maybe some side syndicate objective)]
Aaanyway, obviously, the rapid speed plays into a lot of
Intrudyne-related tactics for the shady side of things as well. Much
like a scalpel, their attacks are supposed to be fast, clean and
precise.
## Why It's Good For The Game
Consistency thing, mostly. It doesn't make much sense that a medical
corp would use their competitors tools when they could develop a
counter. Also ties with organ thrower module, why would they have made
it, if they didn't have modsuits for it?
## Changelog
🆑
add: Added Interdyne ModSuits for Interdyne pirates.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds Interdyne Modsuits
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Makes hoods into a component (#75977)
## About The Pull Request
Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.
I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.
## Why It's Good For The Game
Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.
## Changelog
Not player facing, hopefully. As long as I did this all right.
* Makes hoods into a component
* [no gbp] Fixes item action buttons
* Update items.dm
* Fix mirror 22129
* Some last minute updates -- comment and small optimization
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Jetpack component & Modsuit module signal clean-up & fixes (#76133)
## About The Pull Request
1. Removed the `get_mover` callback, the mover can be retrieved during
activation itself
2. Fixes#76116
the user is passed correctly during activation & deactivation same for
modsuit modules and this also fixes the same bug for
`/obj/item/organ/internal/cyberimp/chest/thrusters` as it's signal was
also not registered correctly with the user
3. Timestop module on `on_module_triggered()` accepts user as 2nd param
## Changelog
🆑
fix: jetpack modules work on mod suits again
fix: jetpack cyber implants also work
refactor: removed `get_mover` callback, user is retrieved during
activation
refactor: timestop module on `on_module_triggered()` accepts user as 2nd
param
/🆑
* Jetpack component & Modsuit module signal clean-up & fixes
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* MOD Complexity rebalance (#76077)
## About The Pull Request
Reduced the cost of a lot of MODules.
Pathfinder 2 -> 1
Tether 3 -> 1
Temperature Regulator 2 -> 1
DNA lock 2 -> 1
Health analyzer 2 -> 1
Sonar 2 -> 1
Microwave beam 2 -> 1
Drill 2 -> 1
All visors (including NV and thermals) 2 -> 1
Circuit Adapter 2 -> 1
The Mining MODsuit has had its complexity increased to 15 and now starts
with the eating apparatus module, with a total base complexity of 10/15
now.
The Prototype MODsuit's active slowdown has been decreased from 1.5 (!)
to 1.
## Why It's Good For The Game
> Reduced the cost of a lot of MODules.
There's lots of cute little MODules here, and they are all despite their
'small' cost far too expensive for them to ever be used. The small
little cost adds up, when you consider that two 2-complexity modules
cost FOUR, which is more than most good modules (that are 3), especially
when storage modules take up 3 complexity already. Think about it like
genetics, imagine if geladikinesis cost 40 instability. It'd be
pointless and just make it not used.
> Pathfinder 2 -> 1
Pathfinder is a little buggy, a bit janky, and still just a commodity,
so this might let captains keep it for themselves more often when
they're kitting out their MOD.
> Tether 3 -> 1
Tether costing 3 complexity is ABSURD. That's as much as the actual ion
jetpacks, and that's for something which you can replace completely with
a fire extinguisher, not even including the tiny 4 tiles tethering
range.
> Temperature Regulator 2 -> 1
This is vital for spacewalking, I really don't know why it's this
expensive. Hell it should be the norm, but whatevs.
> DNA lock 2 -> 1
Nobody's ever going to use this if it can just be EMPed and broken...
especially when it costs 2 complexity, which is the same cost as defibs,
surgical processor, holster, criminal capture..
> Health analyzer 2 -> 1
This is just a health analyzer. A small item that you're paying for the
privilege of being able to have it in your janksuit. It really shouldn't
cost 2 complexity, nobody ever takes this.
> Sonar 2 -> 1
I don't think there's much of a reason for sonar to be 2 complexity. You
might think it's nuts, but sonar really isn't that useful as it's a
windup with a screen-only range. Making it 1 might let it be seen ingame
at some point.
> Microwave beam 2 -> 1
Despite the cool name this just fries food. I don't think that should be
expensive!
> Drill 2 -> 1
The drill module is mostly redundant when by the time you get it,
chances are you have a plasma cutter already which is usually better, if
not as space-efficient. There's also the dumb issue with drilling into
gibtonite which instantly blows it up.
> All visors (including NV and thermals) 2 -> 1
Similarly to the health analyzer, chances are if you HAVE the module you
don't actually *need* it as you're already.. that job.
Additionally, and this is also part of the reason for the NV, thermal,
and even the health analyzer modules, is that traitors/nukies now have
to balance MOD economy alongside TC count, and I can't tell you just how
frustrating it is to buy something and be told I don't have enough
complexity to put it into the MODsuit. I already spent the damn TC!
> Circuit Adapter 2 -> 1
This thing seems pretty useless. All it can really do is open and close
your modsuit, which like, wow okay. No need for it to be expensive.
> The Mining MODsuit has had its complexity increased to 15 and now
starts with the eating apparatus module, with a total base complexity of
10/13 now.
The complexity increase is because for some reason the MODsuit is
already filled to the brim by default, which means that actually
interacting with robotics in any way is thoroughly disincentivized as
you'd need to take so many modules out to do so that it makes the
purchase and interaction pointless. Now you CAN go and ask robotics for
anything you need, though there isn't much a miner would want and value
enough to trek across the station, for now.
Also, it starts with the eating apparatus because it really looked like
it should! The flavor text even talks about miners, it's strange for
that to be there if miners won't use it. It'll also encourage it to
actually be bought more by allowing you to eat through it.
> The Prototype MODsuit's active slowdown has been decreased from 1.5
(!) to 1.
1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it
completely kills the damn thing, even for the charlie station crew! You
can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a
reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which
is a nice middleground between 'fast' suits like the medical and
security ones, and the 'slow' ones like civilian, engineering, science.
## Changelog
🆑
balance: Reduced the complexity cost of a lot of MODules.
balance: Pathfinder 2 -> 1
balance: Tether 3 -> 2
balance: Temperature Regulator 2 -> 1
balance: DNA lock 2 -> 1
balance: Health analyzer 2 -> 1
balance: Sonar 2 -> 1
balance: Microwave beam 2 -> 1
balance: Drill 2 -> 1
balance: All visors (including NV and thermals) 2 -> 1
balance: Circuit Adapter 2 -> 1
balance: The Mining MODsuit has had its complexity increased to 13 and
now starts with the eating apparatus module, with a total base
complexity of 10/13 now.
balance: The Prototype MODsuit's active slowdown has been decreased from
1.5 (!) to 1.
spellcheck: Fixed a type on the energy net module.
/🆑
* MOD Complexity rebalance
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Fixes some stupid airlock sleeps
* Fixes the conflicts before checking the merge conflicts
* Converts another wires = to set_wires() and removes another issue
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds wound armor to ALL jumpsuits that were missing it (#75956)
## About The Pull Request
Adds wound armor to ALL jumpsuits that were missing it.
Every jumpsuit, by default, has 5 wound armor. However, because for some
godforsaken reason armor datums don't use subtypes (seriously, the
fuck?), the vast majority of jumpsuits weren't updated to have anything
in case they overrode the base armor.
This includes critical oversights such as any nonstandard jumpsuit meant
to be armored (Tracksuits, turtlenecks, admin suit, tgmc suit). This is
especially critical a problem on nuclear operatives, who face a lot of
combat every round and need that wound armor.
Any nonstandard jumpsuit that also protects from departmental hazards
doesn't recieve the wound armor, this is seemingly reasonable with, say,
medical jumpsuits, but starts to get weird when it includes engineering,
botany, the RD, CMO, and CE..
Plasmaman envirosuits also don't by default. This may or may not be on
purpose but I added it on them just in case.
Armored jumpsuits that didn't have the wound resistance now have 10,
instead of the base 5, since they're meant to be, well, armored. This
might also make durathread useful for something (lol, as if)
## Why It's Good For The Game
Consistency. It's very inconsistent that 'wound' armor randomly pops in
and out of places ingame. It requires you to think like a space whale to
figure out what's the Best Combat Uniform rather than picking what
SHOULD be the right choices.
## Changelog
🆑
fix: Adds wound armor to ALL jumpsuits that were missing it
/🆑
* Adds wound armor to ALL jumpsuits that were missing it
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Atmos MODsuits now have quick carry module pre installed. (#76180)
#72736 added the firefighter gloves to atmos techs which lets them quick
carry wounded people faster.
Firefighting RP is fun, so this PR just gives the quick carry module to
the Atmos MODsuit. Now they don't miss on the best part of the job!!!
* Atmos MODsuits now have quick carry module pre installed.
---------
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
* Expanding the Experimental MODsuit Bepis Node with three new modules.
* update modular, I hate this file btw
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* The Debug and Admin MODsuits now take a lot less time to (de)activate. (#76261)
## About The Pull Request
Read the title. An equivalent 'activation_step_time' variable has been
added to the mod theme datum to accomplish that.
## Why It's Good For The Game
Why do we have to wait over 10 seconds for a debug suit to activate or
deactivate on top of everything else that comes with coding,
programming, bugfixing etc? It now takes about 2 seconds to do so, which
should be enough to notice the effects of modules such as the springlock
anyway. The admin one takes 0.5 seconds, as it's by all means a better
debug suit.
## Changelog
🆑
admin: The Debug and Admin MODsuits now take a lot less time to
(de)activate. 2 and 0.5 seconds respectively, compared to the default of
10s.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* The Debug and Admin MODsuits now take a lot less time to (de)activate.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Stops shields getting broken by pillows and disablers. (#75759)
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.
## Why It's Good For The Game
Fixes#74876.
## Changelog
🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
* Stops shields getting broken by pillows and disablers.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Makes syndi-mod in Tactical NukeOps Metagame Syndi-kit unrestricted with access. (#75696)
## About The Pull Request
Basically someone forgot to make it unrestricted or add agent's card to
the kit so it would be usable when mods were added.
## Why It's Good For The Game
1 more thing that works as intended?
## Changelog
🆑
fix: Syndicate mod-suit in Tactical NukeOps Metagame Syndi-kit (the one
with bulldog shotgun) now doesn't require any access, so you don't need
to buy agent card to simply use it.
/🆑
* Makes syndi-mod in Tactical NukeOps Metagame Syndi-kit unrestricted with access.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>