Commit Graph

6423 Commits

Author SHA1 Message Date
Redbert
eddcbd4535 Pushes icebox monsters spawn away so they don't aggro Lia at round start (#77916)
## About The Pull Request
Pushes the monster spawns away from HoS office so they do not aggro Lia
at round start.


## Why It's Good For The Game
Lavaland mobs are really resistant to station weapons and the
positioning of HoS consoles makes it so that if a lavaland mob spawns
close its almost guaranteed to cause a breach at round start.

This is an icebox classic, and it is really funny to see security wipe
to a goliath before 5 minutes, but I've noticed that these breaches
don't get fixed often enough.

## Changelog
🆑
qol: Icebox monsters no longer spawn close enough to aggro Lia at round
start
/🆑
2023-08-25 18:18:47 -06:00
lessthanthree
037dd1dad1 Immovable rod meets unstoppable tram (#77656)
## About The Pull Request

Adds interaction between immovable rod and the tram for the rare
occasions the rod hits it at the front or back while flying at a
parallel angle.

The rod will push/pull the tram in the direction it's flying until a
short distance past the tram's usual landmark, eventually winning and
carrying on.

- Only applies to random rods, if the rod has a target it will ignore
the tram as usual.
- Looping rod only pushes the tram once.
- As long as the tram has power, can be returned to the rails as usual
by calling it.

## Why It's Good For The Game

When the HoP is having a really unlucky day.


https://github.com/tgstation/tgstation/assets/83487515/2f0393cd-f796-4b00-8674-d97e57358543


https://github.com/tgstation/tgstation/assets/83487515/f74c8497-8d62-4fcf-80a0-da7259160b7f

## Changelog

🆑 LT3
add: Immovable rod will now battle the unstoppable tram should they
cross paths
fix: Birdshot's maint tram doors now work properly
fix: Tramstation's exterior light fixtures no longer get destroyed as
soon as the tram moves
code: Tram landmarks are now all subtyped instead of map varedits
/🆑
2023-08-24 22:20:30 +00:00
Derpguy3
2021f8d17a Rotates a stationary water tank on Icebox (#77867)
## About The Pull Request
Did you know the lower service hallway's plumbing system which connects
to the bar, wasn't connected to the reservoir? This properly connects
the plumbing by rotating a water tank 90 degrees.
## Why It's Good For The Game
The plumbing system and the bar's sinks work much better when connected
to a water source.
## Changelog
🆑
fix: Rotated a water tank in icebox's lower service hall, connecting the
plumbing to the water source.
/🆑
2023-08-23 18:23:37 -07:00
Dmeto
ee0e4f201b Cleans up incident display adverts on Northstar and Birdshot. (#77812)
## About The Pull Request

Moves 4 wall mounted devices that were blocking the Safety Moth advert
parts on incident displays for Northstar and Birdshot.

Moves 2 air alarms on Northstar and 1 mounted fire extinguisher on
Birdshot, removes a mounted radio on Birdshot as there was another to
the east of it.
## Why It's Good For The Game

Cleans up wall mount positioning covering each other, Safety Moth
getting their full advert space.
## Changelog
🆑

fix: Some incident display adverts on Northstar and Birdshot have been
unobstructed.

/🆑
2023-08-23 18:20:03 -07:00
Redbert
73cbea9423 Adds air supply to cycling airlocks (#77787)
## About The Pull Request
Adds air supply to cycling airlocks in Delta, Icebox, Meta, Birdshot,
Northstar, and Tram stations
Adds missing incinerator airlock control console to Tram station
Converted internal incinerator reinforced floors to vacuum reinforced
floors

Examples.
Delta ordnance

![2753ac5d1413207cbd55f06cc1a2a9b0](https://github.com/tgstation/tgstation/assets/109347230/ded710d0-e579-435a-ae89-5932f76d0852)

Delta incinerator

![fa970e67d8b0fa7c97bd156a9b5d0efa](https://github.com/tgstation/tgstation/assets/109347230/e8a31f5c-5f38-45ac-9adf-9a6eda12bc60)


## Why It's Good For The Game
Waiting for cycling airlocks to pressurize really SUCKS, this change
makes them faster at round start

Cycling airlocks in atmos incinerator and ordnance burn chamber require
distro to be pressurized in order to use them. Distro starts
unpressurized and takes several minutes from round start to have enough
air to make cycling airlocks usable in the intended way. This requires
burn chamber modifications to either wait 5-8 minutes, get help from the
AI, ask the head of department to use their remote, or hack the doors.

I can think of only two downsides to adding a round start air supply.
There is extra air for the station if someone chooses to replace the air
pump with a straight pipe. Science and engineering have two or three
fewer tiles of space to work with on nearly every station. but i think
making cycling airlocks actually usable is a good trade

Added incinerator airlock control console to tram station because it was
missing and the cycling airlock was entirely non functional.

Changed incinerator reinforced floors to vacuum reinforced floors
because it makes the cycling process a little bit faster. If
modifications are done to the chamber cycling the airlock will make it a
vacuum anyway, and if players make no change to the internal chamber set
up, the extra air mix doesn't really affect the burn.

## Changelog
🆑
qol: Adds air supply for cycling airlocks in ordnance and atmos
incinerator on all stations
qol: Makes internal incinerator chamber a vacuum
fix: Adds missing incinerator airlock control console to Tram station
/🆑
2023-08-23 18:17:29 -07:00
YehnBeep
e4afb3ee82 Adds holopads to Icebox perma (#77864)
## About The Pull Request

Adds a holopad to the rec/common room, the library, and the transfer
area

## Why It's Good For The Game

Someone made a comment in another PR that there aren't any and should
be, and I happen to agree. Since one floor or the other might be
rendered defunct by in-round events, there's one on each floor in
communal areas. Then there's an extra at the entrance/transfer area -
which may prove particularly useful if the PR to lock those doors is
merged and players might get stuck there, but I think is sensible
regardless.

## Changelog

🆑
qol: Icebox perma now has holopads.
/🆑
2023-08-23 13:41:40 -06:00
John Willard
17e16ad0c2 Replaces Camera bug with Camera tablet app (#77713)
## About The Pull Request

Replaces the Traitor's Camera Bug item with an application that allows
you to view camera apps.
The difference between this app and the Security one is that it does not
have an access requirement, does not make noise (it didn't previously
due to a bug, fixed in this PR), and can be installed on PDAs.
This can also be installed from syndienet, which means nukies now have a
way to see the station cameras while off the ship.

Adds Syndicate app disks, which are made of Gold. This is only used by
the Camera app as of right now.

I also fixed some issues along the way;
- Camera tablet app now properly shows cameras
- It now properly makes the noises it is supposed to
- It clears the viewers properly on the ui being closed or the app being
exited.

Syndicate app disks ddelete their apps upon being transferred over (like
maintenance disks), trying to remain consistent with previous behavior.

I also made this for a [personal project I am currently working
on](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA). I could just make this UI
be TGUI, but I thought it could be worth trying to turn it into a better
item first.

Tracking people is much simpler now- You choose anyone from a list of
people found on cameras, and it will try to find a camera that sees
them. It follows them until you close the app or switch camera.

https://github.com/tgstation/tgstation/assets/53777086/1536ebb9-0c4f-45bb-b593-f98791ea6d23

## Why It's Good For The Game

The Camera Bug is one of the worst traitor items as of current. You can
remotely shut off a single camera, something that can be done with basic
tools you are likely carrying around anyways, and uses an HTML clunky UI
to flip through cameras.
This new Traitor item makes it much easier to use, since the camera
consoles are something you are likely already used to.
It also means emagging a tablet is slightly more useful, and golden data
disks are pretty cool.

Unfortunately this means that they no longer grant illegal tech, because
otherwise you can simply clone the app infinitely for personal use, and
deconstruct the disk itself for tech. This can be grinded into gold, but
I think if we want an illegal tech item, it'll have to find a new host.

Closes https://github.com/tgstation/tgstation/issues/74839
Closes https://github.com/tgstation/tgstation/issues/39975
Closes https://github.com/tgstation/tgstation/issues/53820

## Changelog

🆑
balance: The Traitor's Camera bug is now a tablet app that works like a
silent camera console with an extra ability to track people through
their nearby cameras.
/🆑
2023-08-23 21:09:28 +12:00
Redbert
de32e1f0b1 Birdshot pharmacy airlock now requires pharmacy access, not chemistry (#77792)
## About The Pull Request
Changes pharmacy airlock to require pharmacy access and not chemistry
access

## Why It's Good For The Game
I understand birdshot is meant to be a miserable experience, but that
misery should only go so far. Doctors shouldn't be required to climb
over tables and through the windoors to access pharmacy. Access to the
room is now consistent between all entrances.

## Changelog
🆑
fix: Birdshot pharmacy airlock now requires pharmacy access
/🆑
2023-08-22 16:49:28 -07:00
Ben10Omintrix
81e59f7ff2 Goldgrub basic (#77733)
## About The Pull Request
the goldgrub is now a basic monster. the goldgrub will now look for
walls to mine and look for ores to eat. if he finds any nearby humans he
will escape and dig away. also if he sense a storm is coming he will dig
away and only come back out when the storm is gone. the goldgrub will
escape from u but u can now befriend the goldgrub. if u feed him ores he
will love u and become ur pet u can ride him or make him follow u. he
will also help u mine, if u leave him to mine for a bit and come back to
him later u can ask him to spit out all the materials he mined and he
will give them to u. also if u feed him a bluespace ore, he will lay an
egg and have a baby. the goldgrub is very protective over this egg he
will drag it around with him. the goldgrub baby will follow his mom or
dad until he grows up to be like his mom or dad

## Why It's Good For The Game
give the goldgrub more character and now he can help miners to mine if
they befriend him

## Changelog
🆑
refactor: the goldgrub has been refactored please report any bugs
add: the goldgrub can now be tamed and he can have babys
/🆑
2023-08-22 01:26:34 +00:00
Rhials
ea3ea6c7a3 Moves an intercom in Metastation arrivals (#77706)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/28870487/15ea1fad-163e-4ef7-9e8a-0f49dee8d318)

What the hell man that's not supposed to be like that
## Why It's Good For The Game

Moves two overlapping wallmounts off of each other.
## Changelog
🆑
fix: Metastation's arrivals area no longer has an intercom overlapping
with the request console.
/🆑
2023-08-21 17:07:30 -07:00
Helg2
97eb04f295 Replaces med surgery duffel to the coroner's surgery duffel in Morgue on Birdshot. (#77752)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/77661.
## Changelog
🆑
fix: [Birdshot] Morgue now has coroner's surgery duffel bag instead of
regular surgery duffel.
/🆑
2023-08-21 17:44:37 +02:00
distributivgesetz
3645fa7d89 Replaces slime clone damage with a "Covered in Slime" status effect (#77569)
## About The Pull Request

This PR replaces clone damage dealt by slimes with a new status effect,
"Covered in Slime".

The status effect is applied when you wrestle a slime off. The status
effect has a chance of not applying if your biohazard protection on your
head and chest is good enough.

It deals brute damage over time and gets removed when you stand under
the shower for about 10 seconds or when you are about to enter softcrit.

As a direct consequence of adding this feature I added showers to the
North Star and Birdshot Xenobiology Labs. I'm sorry, I'm sure you wanted
to make a statement with this, but we kind of require them in there now.

## Why It's Good For The Game

One source of clone damage eliminated whilst hopefully keeping a
"unique" interaction when dealing with slimes. No other source of clone
damage has been touched.

Clone damage is a damage type that shouldn't exist anymore, it's a relic
left from the era of cloning and it's so specific of a damage type that
it rarely gets used as a result. It really should be a type of
affliction (wound etc) instead of its own damage counter.

However, some things in the game still depend on clone damage being
around, so those needs to be addressed first.
We start off with slimes in this PR.

This status effect either lets you either continue with your work if you
react fast enough or it forces you to medbay, giving a victim more
control over the situation, as opposed to just being dealt a rare damage
type that always forces you to go to medbay if you want it healed.

## Changelog

🆑 distributivgesetz
add: Replaced slime clone damage with a "Covered in Slime" status effect
that deals brute damage over time and can be washed off by standing
under a shower.
add: Northstar and Birdshot Xenobiology have been outfitted with a new
shower.
code: Replaced the magic strings in slime code with macros. Also
included some warnings to anyone daring to touch the macros.
/🆑
2023-08-21 00:01:07 -06:00
YehnBeep
0552b41f7b Makes satchels craftable + small map fix (#77702)
## About The Pull Request

This makes satchels craftable using the exact same recipe as backpacks.

Also because it seems too small to be worth making a whole separate PR
for (though I can if it'd be preferred), also included is a fix for a
light inside a wall on Delta Station.


![image](https://github.com/tgstation/tgstation/assets/86855173/c72abe7e-6fd4-4fb0-a15a-a5bcf19f41e2)


## Why It's Good For The Game

I think it's a bit of a fashion crime that we can make backpacks but not
satchels.

## Changelog

🆑
qol: Satchels can now be crafted using the same recipe (4 cloth) as
backpacks.
fix: Fixed a light inside a wall on Delta Station.
/🆑
2023-08-21 02:09:21 +02:00
Redbert
68cff61b41 Add icebox magboots (#77760)
## About The Pull Request
Adds two magboots to the engine SMES room on icebox station

## Why It's Good For The Game
Icebox air alarm is in a very dangerous position and magboots are almost
required to adjust it without dusting yourself during an active delam.
There are currently two engineering modsuits but they are sometimes
taken and lost in the chaos. With the additional of magboots, it gives
players more options and more resources to stop an early engine delam.
Icebox is currently the only station without round start magboots. 
Magboots gives more options for modifying the internal chamber of the
supermatter when other players grab the modsuits for themselves

## Changelog
🆑
qol: Added two magboots to engine SMES room on icebox station
/🆑
2023-08-21 01:54:37 +02:00
Fikou
b77c1c85ea 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.

![image](https://github.com/tgstation/tgstation/assets/23585223/eb387738-0839-463a-aed8-4703d139b11a)
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

![image](https://github.com/tgstation/tgstation/assets/23585223/5a822f9f-e823-497e-b766-40055f2fc0d6)
![image](https://github.com/tgstation/tgstation/assets/23585223/062983ee-6058-4e78-a3aa-bccda1a3e224)


## 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!
/🆑
2023-08-19 06:24:57 +00:00
Fazzie
1fb71afb07 Adds more equipment to most maps' Cytology Lab (#77571)
## About The Pull Request

Adds a hydroponics tray to most maps + a few other changes. Check
https://tgstation13.org/phpBB/viewtopic.php?f=11&t=29003 for more
details on why this is needed.

## Why It's Good For The Game

Cytology is in a pretty bad state right now: Lack of rewards, lack of
people actively working on the feature, very little in-game
experimentation, etc. One of its main problems is lack of proper mapping
support; recently Northstar has added a big support for Cytology and I'm
doing a similar thing to the other maps

Note that I'm not merely mirroring Northstar's changes; I added the
hydroponic tray however in the name of map uniqueness
I did a number of small loot changes between stations. Namely:
-> Meta has some tofu roundstart for extra protein
-> Tram has a second hydroponics tray
-> Birdshot has a few cell spawners in its lab
Delta had a very confusing layout for me and it just in general looked
very odd; I can't really tell what the pros and cons of cytology is on
Delta so I just slapped the tray there and called it a day.
As for Icebox... Icebox is _bad_. Like, there is not even a dedicated
pen for Cytology. This shit needs a full blown redesign; there's not
even a petri dish storage - something that was already standard in all
other rooms! I'll likely come back for Icebox later, adding a dedicated
Cytology lab area. Unless Chilled comes first. godspeed.

🆑
qol: Made the cytology lab in many maps much more convenient.
/🆑
2023-08-19 01:30:51 +02:00
Helg2
15cf79c27c Fixes lavaland beach bartender closets. (#77698)
## About The Pull Request
I subtyped the closets under bar closet as we have no wooden closet
subtype which is stupid, and this may not be the best solution. But hey,
now it's not varedited just in the map.
Fixes https://github.com/tgstation/tgstation/issues/76943.
## Changelog
🆑
fix: fixed lavaland beach bartender closets looking off.
/🆑
2023-08-19 01:01:12 +02:00
Fazzie
d69d526b91 Makes Delta's Det Office Better (#77689)
## About The Pull Request

Less stacked items, easier to see the items, makes it prettier, yadda
yadda this is like the 20th of these that I make y'all know the drill by
now

## Why It's Good For The Game

Makes the game look better

## Changelog


🆑
qol: Delta's Detective Office looks better now.
/🆑
2023-08-17 23:02:44 -04:00
Fazzie
246f9b7cc8 Makes Meta's Custodial Closet look better (#77688)
## About The Pull Request

Exactly what it says on the tin - no more stacked items atop eachother.

## Why It's Good For The Game

Makes the room look better, more natural and easier to see how many
items there is inside it.

## Changelog

🆑
fix: No more stacked items in Meta's custodial closet
/🆑
2023-08-17 22:59:48 -04:00
Helg2
abe4af3fa3 Fixes iron floor tiles instances without /base subtype. (#77669)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/77564.
As it was reskinning into the `/obj/item/stack/tile/iron` it couldn't
merge with the `/obj/item/stack/tile/iron/base` tiles.
## Changelog
🆑
fix: Base iron floor tiles now will be able to stack with other base
iron floor tiles after being reskined to the base subtype.
/🆑
2023-08-17 22:06:26 -04:00
Helg2
0ac56530f6 Few waystation fixes. (#77561)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->

## About The Pull Request
Windoor on waystation had access set for `brig` which is kinda illogical
so i set it to `away_sec`
Also there was a window on the same place as windoor which was just
blocking the way, so i deleted it.
`AWAY_ACCESS` defined list missed some of the defines.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Changelog

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🆑
fix: [Waystation] Windoor for secret documents now can be accessed with
away station secoff's id.
fix: [Waystation] Deleted a window on the same place as windoor so it
won't block your path to secret documents.
/🆑

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2023-08-17 21:59:22 -04:00
DeerJesus
6622fd096f fixes conveyor lever, replaces injector with passive vent in birdshot incinerator (#77608)
## About The Pull Request

the conveyor lever was set to activate some belt in cargo for some
reason. its now set to activate the belt in incinerator

also replaces the injector with a passive vent in birdshot so it can
actually function
## Why It's Good For The Game

fixes #77577
## Changelog
🆑
fix: replaced injector with working passive vent in birdshot incinerator
fix: conveyor lever in birdshot incinerator
/🆑

Co-authored-by: oilysnake <63020759+oilysnake@users.noreply.github.com>
2023-08-17 10:58:03 -07:00
Fazzie
205be10da4 Moves the RD's plant to their office in Northstar (#77565)
## About The Pull Request

The RD's potted plant is not in its place in Northstar; the science
rework accidentaly left it in the foyer and not in the RD's room.

## Why It's Good For The Game

The joke is a lot funnier when the plant is in the RD's shitty apartment
than when it's out in the open

## Changelog
🆑
fix: Moved the RD's plant to its proper place in Northstar
/🆑
2023-08-17 03:55:12 +02:00
lessthanthree
635bae421f Multi-tile airlock assemblies/pathing [NO GBP] (#77537)
## About The Pull Request

Small fixes after https://github.com/tgstation/tgstation/pull/76732
- Creates base large subtype for mapping
- Door assembly naming consistent with other airlocks
- Base subtype large airlock no longer spawns in a normal sized airlock
- Renames station2 subtype to public for consistency

## Changelog

🆑 LT3
fix: Base large airlock subtype no longer spawns a normal sized airlock
image: Added mapping icons for large airlocks
code: Repathed all public airlocks to consistent naming
/🆑
2023-08-16 20:21:47 +01:00
Jacquerel
72174845f5 Basic Watchers & Basilisks (#77630)
## About The Pull Request

This one is a double feature because Watchers and Basilisks share the
same typepath. You might see a couple more of those.
As is tradition I decided to fuck with them rather than just port them.
Here's what's up.

**Basilisks**

![image](https://github.com/tgstation/tgstation/assets/7483112/9e4b0115-65dd-4df7-b62a-21c7be8549bf)

![image](https://github.com/tgstation/tgstation/assets/7483112/59162e68-7d73-4659-9531-5078ff751228)

- Have a new soulless sprite which looks less like a living blue hedge.
- Walk at you and shoot you while you are not in range (just like
before).
- Become supercharged if they become "heated" by lava, lasers, or
temperature weapons. This was a feature they also previously had but
they would never encounter lava, so now it also works if you use the
wrong gun on them.
- Lose their supercharge if you cool them down.
- Otherwise pretty normal mobs.

**Watchers**

https://www.youtube.com/watch?v=kOq_Bf78k5A
Here's a traditional video of me intentionally getting hit by mechanics
(trust me its definitely on purpose)

- They glow emmissively a little bit so you can see them from further
away.
- Their eyes light up about 0.5 seconds before they are able to shoot at
you.
- No longer melee attack, instead try to stay out of melee.
- Will occasionally put you into "Overwatch", meaning they will shoot
you rapidly if you move or act while they're staring at you for a brief
time period (after which you become immune for 12 seconds, and during
which other watchers will play fair and stop shooting at you).
- If they start taking damage they will also start using their "Gaze"
attack, look away or suffer some kind of negative effect!
- - Normal watcher gaze flashes and confuses you.
- - Magmawing watcher gaze obviously burns (and briefly stuns) you.
- - Icewing watcher gaze freezes you and throws you backwards.
- Magnetically attract and eat diamonds. They also used to do this, but
just if they happened to coincidentally walk past some.

**Other accompanying changes**

All basic mobs will now adopt the "stop gliding" trait if they get
slowed down too much.
I moved behaviour for "fire a projectile from this atom" into a helper
proc because I was using it in three places and I will probably use it
in more places. There are probably other places in the existing code
which could be using this.
I think I made the basic mob melee attack forecast default a little more
forgiving, they were fucking me up too much and I am the playtester.

## Why It's Good For The Game

Another one off the list.
New tricks for old dogs.
Framework for making mobs with ranged attacks "fairer" (you can see when
they are ready to shoot you).
More (hopefully) versatile AI behaviours which we will reuse later (I
hope I'm not duplicating one someone already made).
If our players "enjoy" them enough we can give more mobs "don't look at
me" mechanics.
Removes some soul sprites.

## Changelog

🆑
refactor: Basilisks and Watchers now use the basic mob framework. Please
bug report any unusual behaviour.
sprite: Basilisks have new sprites.
add: Basilisks will go into a frenzy if heated by energy weapons or
temperature beams as well as by lava.
add: Watcher eyes will be illuminated briefly when they are ready to
fire at you.
add: Watchers can now briefly put you into "Overwatch" and penalise you
for moving while they can see you.
add: Wounded watchers will occasionally punish players who look at them.
balance: Unusual watcher variants are more likely to appear.
/🆑
2023-08-16 13:04:41 -06:00
YehnBeep
8cf9d6050f Fixes missing wire in Delta tech storage (#77633)
## About The Pull Request

This fixes a missing wire from the APC terminal on Delta's tech storage.
Credit/thanks to breadeagle for reporting.

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/86855173/4faf8d7a-08de-4f00-87e2-7f51958d16d4)

## Changelog

🆑
fix: fixed a disconnected APC in Delta's tech storage.
/🆑
2023-08-15 16:23:51 -07:00
Paxilmaniac
e3a22f5e91 Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle.
balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope.
2023-08-15 00:47:32 -04:00
YehnBeep
66e98284db Fixes missing seating at the All American Diner ruin (#77589)
## About The Pull Request

Fixes a missing sofa on All American Diner

## Why It's Good For The Game

Visiting the ruin recently I noticed a section of the seating was
missing; at first I'd thought maybe something had happened to it but
then I noticed it was missing across several rounds and opening up the
map editor, it seems it got deleted somehow.

So, this is just a tiny fix that adds it back.

## Changelog

🆑
fix: fixed missing seating at the All American Diner
/🆑
2023-08-14 16:17:05 -06:00
carlarctg
5abafddaea Adds a unique medibot to the Syndicate Infiltrator (#77582)
## About The Pull Request

Adds a unique medibot to the Syndicate Infiltrator. It doesn't like
nukes - when one is armed, disarmed, or detonating, it says an unique
line. Players can optionally enable personalities on it if they want to.
Probably best to just let it stay on the shuttle though. (It's also in
the Interdyne Pharmaceuticals ship, renamed)

Fixed an issue that made mapload medibots unable to load custom skins.

This PR adds a medibot subtype to the simple animal freeze list, which I
don't think is a big deal as this isn't a 'true' simplemob but just a
slightly altered medibot, similarly to my 'lesser Gorillas' in the
summon simians PR.

## Why It's Good For The Game

> Adds a unique medibot to the Syndicate Infiltrator. It doesn't like
nukes - when one is armed, disarmed, or detonating, it says an unique
line. Players can optionally enable personalities on it if they want to.
Probably best to just let it stay on the shuttle though.

I know what the inmediate reaction is here - but hear me out. Besides
the meme of the month, it really, genuinely is cute and amusing to have
a friendly medibot that shows dismay when you're arming the nuke and
horror when it blows up (with you, hopefully, at the syndibase), and
still fits quite well within SS13's charm and flavor. The reference
isn't overt and in-your-face.

Besides that, slip-ups, friendly fire, and accidents are semi-common on
the shuttle and, just like Wizards, nukies deserve a bot to patch their
wounds up.

> (It's also in the Interdyne Pharmaceuticals ship, renamed)

I think it makes sense for the pharmacists to have an evil medibot!

> Fixed an issue that made mapload medibots unable to load custom skins.

Fixed "bezerk" skin not appearing. Didn't fix it being ugly as sin
though.

## Changelog

🆑
add: Adds a unique medibot to the Syndicate Infiltrator. It doesn't like
nukes - when one is armed, disarmed, or detonating, it says an unique
line. Players can optionally enable personalities on it if they want to.
Probably best to just let it stay on the shuttle though. (It's also in
the Interdyne Pharmaceuticals ship, renamed)
fix: Fixed an issue that made mapload medibots unable to load custom
skins.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-14 16:11:29 -06:00
MrMelbert
37181fb67d Meta Med Mapping Miscellanea (#77438)
## About The Pull Request

- Adds a lot of missing wall mounted items to Metastation, particularly
around the medbay.
   - Ai displays
   - Evac displays
   - Newscasters
   - Intercoms
   - A few requests consoles
   - And some flavor mounted items like clocks. 

- Does some general mapping to Meta's medbay. Nothing big, largely decal
work.

- Remaps Meta's Morgue. 


![image](https://github.com/tgstation/tgstation/assets/51863163/1423d3a9-9e19-4aa4-8250-57ded4349210)

## Why It's Good For The Game

Some aspects of Meta are really falling behind and it'd good to give
them a shine with some elbow grease every now and again.

In particular I noticed a ton of decal work in Meta med that were all
designed around changed layouts (from what I could see) - Decals offset
from doors or floor tiles in incorrect spots.

For the wallmounts, a lot of these provide tangible use in game and them
being absent can be noticable. (The treatment center had no intercom!)

## Changelog

🆑 Melbert
qol: Minor mapping work to Metastation. Wallmounts, decal changes, etc -
especially around Medbay.
qol: Remapped Meta's Morgue slightly. 
/🆑
2023-08-14 20:27:05 +02:00
OrionTheFox
8935d91e95 Adds lights to the Tramstation Escape Pod Bay (#77579)
## About The Pull Request
These probably should be there

Moved the fire alarms to be like 1 tile away from previously so that
they'd not be colliding with my light too, and added a lamp to a table
down here because it was really eerie how empty it was.
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/76465278/93dd24b3-32e7-49ae-8821-1906fef7f015)
Very nice being able to see while you **"evacuate in an orderly
fashion".**
## Changelog
🆑
fix: fixed the Tram Pod Bay having no lights
/🆑
2023-08-13 20:13:58 -06:00
Fazzie
85514107a8 Doctors no longer spawn where assistants should spawn in Northstar (#77547)
## About The Pull Request

Swapped two doctor spawns for assistant spawns. also slightly moved up a
pAI spawner because it wasn't properly on the table before

## Why It's Good For The Game

All other spawns in the area were assistants, + it's very unlikely they
were put there intentionaly. Fix.

## Changelog
🆑
fix: Doctors no longer spawn in the bedroom in the northstar
/🆑
2023-08-13 20:27:48 +02:00
Fazzie
ffa38e277a Makes the Icebox bridge look better (#77545)
## About The Pull Request
Makes the icebox bridge look better. Just general move stuff around so
stuff don't seem stacked atop eachother and other minor visual
improvements

## Why It's Good For The Game

Mapping good

## Changelog
🆑
qol: The icebox bridge had its items moved to better positions. No items
were added or removed, and none left their original room (except the
captain's electric razor, which went to the bathroom).
/🆑
2023-08-13 17:18:38 +02:00
Fazzie
c6c843e2e6 The chef can no longer close the HoP's shutter in Meta (#77548)
## About The Pull Request

The HoP's shutter had "Kitchen" as the access, meaning in addition to
the HoP the Chef could also close these shutters. Only god knows how
long this has been a thing for.

## Why It's Good For The Game

Fixes an oversight in access

## Changelog
🆑
fix: The chef can no longer close the shutters in Meta's HoP office.
/🆑
2023-08-13 16:58:53 +02:00
Lamb
36274f2b62 Adds Mining Weather Radios (#76961)
## About The Pull Request
Adds a new item, the mining weather radio, to the mining points vendor,
QM locker, public mining docks, and lavaland.
This item can be used as a radio to communicate over supply channel with
other miners, cargo techs, or the QM. In addition to this, it has a
screen that displays warnings depending on the time left until an ash
storm or snow storm.
there is a separate wallmount version that does not have supply channel
access, but still displays updates on the weather.
you can examine either device to get an accurate readout of the
remaining time till the next storm.

![image](https://github.com/tgstation/tgstation/assets/110322848/d410a62c-72f3-46ed-929b-d73a93cb1cae)
## Why It's Good For The Game
letting miners know when a storm is coming allows them greater
flexibility when interacting with the station, and advance warning if
they are planning to head back to lavaland in the event of an ash storm.
It also strengthens the link between miners and the rest of the cargo
department by emphasizing use of the supply channel, and incentivizes
using it with the radio's built in microphone.
## Changelog
🆑 CoiledLamb, Jacquerel
add: Adds mining weather radio
/🆑
2023-08-13 03:20:25 +02:00
Ben10Omintrix
7f1d53e719 convert the eyeball a basic monster (#77411)
## About The Pull Request
I have created a basic eyeball monster with new abilities and behaviors.
The eyeball has a unique power that allows it to glare at humans and
make them slow for a short period. However, this ability only works if
the human can see the eyeball monster. If a person is blind or unable to
see the eyeball, the ability won't affect them. Also, if someone turns
their back to the eyeball, it cannot use the ability on them. But be
cautious because the eyeball will try to position itself in front of the
person's face to use its power.

The eyeball is hostile towards all humans except for the blind ones and
those with significant eye damage. It has a compassionate side too, as
it loves to help people with eye damage by providing small healing to
their eyes.

Furthermore, the eyeball has a fondness for eating carrots, which not
only satisfies its appetite but also grants it a small health boost. To
add to its appearance, I've given it a new, larger, and scarier sprite.
However, I am open to changing it back to the old sprite if the player
prefers it that way.

Additionally, the eyeball displays emotions, and if you hit it, it will
cry tears as a sign of pain or sadness.
![eyeballs
pictures](https://github.com/tgstation/tgstation/assets/138636438/8933ea63-d339-474b-8c6e-90a222b74945)

## Why It's Good For The Game
the eyeball now have more depth and character to his behavier.

## Changelog
🆑
refactor: the eyeball is a basic monster, please report any bugs
sprites: the eyeball now is bigger and scarier and now he will cry when
u hit him
/🆑
2023-08-12 13:15:28 -06:00
Sealed101
f21e88c225 Makes labor camp sustenance vendor cost labor points (#76976)
## About The Pull Request

On the tin.
Labor camp vendor is a subtype of the sustenance vendor, same stock,
different currency.
If a user doesn't have a prisoner ID, they won't be able to buy anything
from that vendor.

![изображение](https://github.com/tgstation/tgstation/assets/75863639/e266e168-0c3c-4caf-ab05-879c4a18323c)

## Why It's Good For The Game

Brings to a close the inconsistency of permabrig vendor costing money
but the labor camp vendor being free...
...with the caveat that now it actually costs your freedom points. Which
has been agreed upon to be equal parts fun and evil.
Closes #40889 

![изображение](https://github.com/tgstation/tgstation/assets/75863639/a10241ca-f7e4-4a62-a945-569c2f8be534)
Keeping it as a fix but lmk

## Changelog

🆑
fix: Labor Camp Sustenance vendor is no longer free; instead, it takes
your labor points that you'd otherwise use for paying off your point
goal.
/🆑
2023-08-12 14:15:20 -04:00
Jacquerel
497f18ea32 Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request

Fixes #77501

Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.

While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.

Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.

Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.

## Why It's Good For The Game

While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.

## Changelog

🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑
2023-08-11 20:43:04 -06:00
Ical
4c9b104105 Fixes department and name-less requests consoles in several maps (#77525)
## About The Pull Request
Fixes #77038

Adds missing names and departments to requests consoles in each station.
Also fixes consoles in arrival shuttles and one emergency shuttle.
## Why It's Good For The Game

Fixes announcements coming from an unknown source, and makes department
requests more clear.
## Changelog
🆑
fix: fixed missing departments and names in request consoles
/🆑
2023-08-11 16:35:54 -07:00
Cheshify
dc6ddd821b North Star Science Rework And More (#77439)
## About The Pull Request
I fixed a few miscellaneous issues and also redid science (mainly
genetics, cytology, and xenobiology)
This is genetics, it's basically the same but moneky have bananas and I
rotated it so they'll be visible from the front desk.

![geneticsnew](https://github.com/tgstation/tgstation/assets/73589390/7c10d75b-2a7a-47b2-a6ca-a30354d713c3)

Holy fuck it's Cytology as a proper area. It now has main hall access
and a public access petting zoo. Now you can show off all your new
creatures (it also has some items cytologists generally want)

![cytonew](https://github.com/tgstation/tgstation/assets/73589390/7d9256c9-b39a-4502-b599-9226a2ca5cd8)

Upstairs is Xenobio, which is now much larger and soulless. Instead of a
normal holding cell there's a prefilled room of oxygen and BZ (the
holding room, why is BZ invisible?)

![xenonew](https://github.com/tgstation/tgstation/assets/73589390/5dc28dba-a051-4858-a9fc-16d51e987c33)

I also gave Ordnance 5 TTVs, same as other maps.
Also the coroner no longer has an unreachable box of bodybags
Also sec now has 2 secways + 2 keys for their usage
## Why It's Good For The Game
I'm forcing xenobiologists to be closer to a hall so they might actually
interact with people, and giving cytologists a reason to do anything
ever because they have a petting zoo to show their creatures off in. Oh
yeah also cytology gets equipment they should just have (a botany tray,
tools to butcher with, a shitty old laser gun to kill experiments gone
wrong)
Genetics is just better because people from the hall can see the
Geneticists working so they can bug them for stuff.

A few of the fixes are very tiny, like moving a few areas by the service
hall and adding a single pipe to the AI SAT
## Changelog
🆑
qol: North Star's Cytology and Xenobiology are now significantly more
usable.
add: North Star's Genetics has been tweaked.
fix: The North Star's AI SAT has a working vent and it's service hall
has a working lightswitch
/🆑
2023-08-11 19:31:08 -04:00
Fazzie
0ce9fbb716 Changes the flower's positions in Meta's Chapel (#77508)
## About The Pull Request

Title. The flowers in meta's chapels were all stacked atop one another
and it was impossible to tell if it was just one flower or many.

## Why It's Good For The Game

Prettier chapel + it makes it easier to see at a glance how many flowers
are there

## Changelog


🆑
qol: The flowers in Meta's chapel are no longer stacked atop eachother
/🆑
2023-08-11 16:27:51 -07:00
Derpguy3
6da7eb7ea9 Fixes the shutters in metastation's law office (#77436)
## About The Pull Request
The button in the law office on metastation which controlled the
shutters was turned into an ID-less generic button at some point, this
fixes it by properly connecting the ID of the nearby shutters, as well
as giving it a name.
## Why It's Good For The Game
Shutters work better, if the button that controls it also works.
## Changelog
🆑
fix: The metastation law office's shutters now function again.
/🆑
2023-08-11 16:20:38 -07:00
Tim
995dce77a1 Emergency shuttle information display improvements (#77457)
## About The Pull Request
Emergency shuttles now:

- Display occupancy limits and prerequisites  
- Has their own folder that is split into several subfiles
- Have documentation for a few variables

## Why It's Good For The Game

![4cUSVwSNl8](https://github.com/tgstation/tgstation/assets/5195984/01cd7e10-27f6-4a7d-a9a9-88477cc93310)


## Changelog
🆑
qol: Emergency shuttle now gracefully display occupancy limits and
prerequisites in the communication console.
/🆑
2023-08-11 20:39:28 +02:00
lessthanthree
ed2c74c8b3 Multi-tile airlocks (#76732)
## About The Pull Request

Makes the large glass airlock operate properly on both tiles instead of
being a single tile airlock with a larger icon.

## Why It's Good For The Game

The right side of the current large glass airlock isn't really an
airlock tile, so any procs that check for the airlock's turf don't work
on the right side of the airlock.

<details>
<summary>Video</summary>

After:


https://github.com/tgstation/tgstation/assets/83487515/5bd571b5-fc9c-4135-942b-b712ae9ec960

Before:


https://github.com/tgstation/tgstation/assets/83487515/e752c085-e663-468b-ac21-2ae5d230b4be

</details>

## Changelog

🆑 LT3
fix: Large airlocks are now a subtype and function on both tiles
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-10 18:14:45 +01:00
Inari-Whitebear
a54355fb9c Fix MetaStation APC Kitchen Wiring (#77453)
## About The Pull Request

Fixed kitchen APC wiring on metastation

#77282 had moved the APC up one tile, but didn't the cables, so the APC
wasn't getting power at shift start until someone fixed the cabling.
2023-08-09 12:42:20 -05:00
Bobabiboo
b6e1a5e78a Missing object Added (#77454)
## About The Pull Request
A camera in atmos was messed up so I fixed that and added a camera to a
room that didnt have one in chem just incase the cameras in chem couldnt
reach that room
## Why It's Good For The Game
It fixes an annoying camera that was not connected to the wall
whatsoever and makes it so you wont go crazy over that
## Changelog
🆑
fix: fixed a Camera in atmos
add: missing Camera in chem storage
/🆑
2023-08-09 17:16:11 +02:00
Alexis
486d934b4e Re-added lights to the tramstation kitchen (#77430)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
I added some light to the tram kitchen

![image](https://github.com/tgstation/tgstation/assets/20053168/6e56de5f-f7dd-408f-98ed-b7512523a187)

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/77328
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
fix: Fixed the tramstation kitchen not having any lights
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2023-08-08 17:29:21 -07:00
Singul0
a0a669c1e2 Geode Pirate Fixes (#77226)
## About The Pull Request
Upgraded the bluespace console room by adding a camera console and
diagonostic hud in it. also adds a toolbox for it to be easier to link.
since it isn't linked as it spawns
fixes pirate shuttle moving sideways
## Why It's Good For The Game
fixes good also makes geode pirates more fun by letting them do their
sthick more easily
## Changelog
🆑
balance: Geode Pirates have upgraded their launchpad room to be more
usable
fix: Fixes a bug in the navigational computer of the Geode pirates
causing their shuttle to move sideways.
/🆑
2023-08-08 17:28:22 -07:00
Ben10Omintrix
444f1b5bc0 make the hive bot a basic bot (#77274)
## About The Pull Request
i make the hivebot a basic bot also the old hivebot simple bot he was
chaneged apperence when he finded a target so i maked a new element to
allowed this behavier so now when the basic finded a target he apperence
can also changed and this elememt can be gived to another basic monsters
so they can changed apperence when they found a target. i give him new
behaviers now the hivebot will look for ech other and when he finded ech
other they will comunicated with binyary messages and now the mechanic
hivebot he will go to look for broked machines so he can repair him

## Why It's Good For The Game
the hivebot is a basic and he have a better behaver 

## Changelog
🆑
refactor: the hivebot is now a basic please report any bugs
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-08 11:42:37 +01:00
necromanceranne
6c34d93be7 Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request

Massively overhauls and standardizes the nuclear operative uplink. 

### Weapon Kits

Essentially, all the main weapons of the uplink have been changed to
instead come as 'weapon kits', which are essentially cases containing a
weapon loadout to enable operatives to easily start operating on only
just one item purchase, without the fuss of worrying whether or not
operatives are getting spare ammo, or getting relevant equipment for
success. Consider this a pseudo-loadout, though without necessarily
restricting the purchasing of more weapon kits.

All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC)
and High Cost (18 TC). This is also matched by categorized ammo costs;
Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC),
Incendiary (3 TC) and Special (or anything that does not easily fit
these categories and does something real extra) (5 TC). Weapons that
lacked these ammos have gained these ammo types to fill the gaps.

<details>
There is may one exception to this in disruptor ammo, which is priced as
basic ammo if only because it isn't _quite_ good enough to justify
pricing at 5 tc and I can see an op wanting to use it as a basic ammo
type instead of normal .50 BMG against, say, a silicon/mech heavy
opposition. Since it cannot kill organics on its own, I'll consider this
mostly basic-adjacent
</details>
The kits have also been labelled based on potential difficulty. This
reflects possible difficulties in using the item, how conducive it is to
success for how much game knowledge needed to actually use it, and how
likely an op is to succeed using it. I don't expect ops to win using
nothing but a rocket launcher, but I think ops should get a fair shake
at trying, yeah?

The kits are as below:
#### **Low-Cost**
_Bulldog (Moderate):_ Shotgun and three magazines of standard ammo.
_Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo.
#### **Medium Cost**
_C-20r (Easy):_ SMG and three spare magazines of standard ammo.
_Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a
special hat)
_Revolver (Moderate):_ Revolver and three speedloaders of standard ammo.
_Rocket Launcher (Hard):_ Rocket launcher with three spare rockets.
#### **High Cost**
_L6 SAW (Moderate):_ LMG, and that's it. No spare ammo.
_M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box
of rubber grenades.
_Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and
one magazine of disruptor ammo. Also suit and tie.
_CQC (Very Hard):_ Comes with a stealth implant and a bandana.
_Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap,
antislip module, meth injector and a prisoner jumpsuit.
_**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher
(the one that launchers chem grenades). (I replaced the shit acid
grenade with another flashbang in the belt)

Surplus SMG (Flukie difficulty) has been unchanged. It just now comes
with two rations.

Includes two new revolver ammo types: Phasic, which goes through walls
and armor, but has significantly less damage as a result (I've equalized
the revolver damage and the rifle version's damage to 30 for both). And
Heartseeker, which has homing bullets. Both are Special ammo, and are
priced at 5 TC a speedloader.

### Other Gear

The other items in the uplink have also been consolidated and
standardized in various ways.

#### Grenades

Most now cost 15 TC for three grenades of any given type (including the
full fungal tuberculous). This is pretty much identical to the previous
price, just more consistent overall and front-loaded in cost.

#### Reinforcements

All the various reinforcements now cost 35 TC and all refundable,
equalizing cost to the average across the reinforcements. This is
primarily because I feel like all these options should be weighed
equally, and not one of these options are necessarily worse or better
than the other in their current balance. They're largely inaccessible
for normal ops regardless, and typically come out when there is a
discount or war ops. I took the average value and went with it. Not much
more to say.

#### Mechs

They're just cheaper. These things still suck and they need help.
They've always needed help. A slightly less excessive value for the
mechs may help see people willing to spend the TC on them. I doubt it. I
seriously suggest not buying these still. I keep them in primarily
because they are big stompy mechs and are kind of iconic 'war ops' gear.

#### Bundles

Since I've implemented weapon kits, gun bundles are rather redundant. So
the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and
technically the sniper bundle were removed. The sniper bundle is now the
weapon kit, obviously.

Nothing else here really. Except for one....

#### Implants

Not much changed here. I standardized the implant prices to 8 TC a pop.
This is in accordance with traitor implants, which ops also get. So
everything in this category bar a few exceptions (like macro/microbombs)
are around 8 TC. Makes sense to me, really.

Importantly, I made the Implant bundle 25 TC, and I unrandomized the
contents. Who in the right fucking mind would spend 40 TC just to get
five reviver implants is beyond me. But instead, you get one of each of
the cybernetic implants except thermal eyes (you can just buy thermals
and get the benefit of both vision types; x-ray and thermal vision, if
you want to use smokescreens a lot).

#### Base Keys

They're all now 15 TC, except the fridge which is 5 TC. It's weird
they're valued differently when they are taken mostly to do gimmicks
like xenobio and toxins in a hurry before hitting the station. So we've
standardized it.

## Hat Crate

**YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE
FOR ONLY 5 TC!**

**NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD
ISSUE CROWBAR!**

**ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!**

**PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!**

~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~

<details>
There is a 1% chance to instagib people with direct hits from a rocket.
This does the crit effect.
</details>

## Why It's Good For The Game

The uplink needed more spring cleaning and standardization.

With this, I've partially implemented my older idea for ammo consistency
and initial allowance for nukies. Ammo is kind of over-priced and often
where a good chunk of TC goes towards without really pushing nukies
towards meaningful success. And it is often what is tripping up new
players who didn't think to get any. Now, when they get a gun, they get
ammo in their case. On top of this, the weapon kit category is both at
the top of the uplink AND has a little label to say 'Recommend', so that
these new players will hopefully know they should be looking there
first.

In addition, it is the gateway towards a concept that is currently being
worked on. Nuclear operatives having some degree of predefined loadouts
for players to select if they aren't sure what they want, or don't know
what to get. Nukies is very confusing for many players. So giving them a
fighting chance with some premade setups can help ease them into the
role without needing too much player knowledge in how to apply the
items. This is only one step towards that, so that players can identify
what gear they need to help succeed based on their skill.

I wanted to implement a difficulty warning so that players can choose
gear loadouts that are actually conducive to their skill and knowledge.
I based it on how much players would need to know to engage in combat
with it, and how much fiddling is required to get something to work
properly (overly involved reloading is a consideration, for example, as
well as precise button presses). In addition, how much of a force
multiplier some weapons can be for their ease of use.

Most people recognize the c20-r as the most new player friendly weapon,
as an example. So it would be good to steer players towards taking that
gun because of how easy it is to use, understand and succeed with it.

And most importantly of all; Having standards within the uplink is
important. Most of the values in the uplink are just completely random.
Nobody has a good grasp of what is too much or too little. Even just a
hint of consistency, and people will stick to it (see implants for what
I mean). And there is still some work to be done even there. A good
start is weapons. Price for power can be meaningful when decided whether
we want some weapons to come out more often than others. Players do
enjoy making informed decisions and choices, and having affordability be
a draw to some otherwise less powerful weapons (looking at you, Bulldog)
can actually be a worthwhile and meaningful difference.

~~I thought it would tick off the gun nerds to change the calibers on
the guns.~~

~~I also thought adding hats would be funny given the release of TF2's
most recent update.~~

## Changelog
🆑
balance: Standardizes some of the nuclear operative entries to have more
consistent pricing within their respective categories.
add: Adds some new categories so that players have an easier time
navigating the nuclear operative uplink.
balance: Many items have had prices reduced or adjusted to make them
more desirable or more consistent within their category.
add: Weapon kits have replaced almost all the individual weapons in the
uplink. You now buy these instead of the individual weapon. These often
come with spare ammo or relevant gear for success.
add: Most ammo types have been standardized in price.
refactor; Removes a lot of redundant item entry code and tidies up the
actual code part of the nuclear uplink so that it is much easier to find
things within it.
add: Added 40 new cosmetic items to the Syndicate Store. Buy them now
from the Hat Crate, only 5 TC!
code: Updated the nuclear operative uplink files.
/🆑
2023-08-08 11:40:23 +01:00