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87f32e149fe25ad4d2befdb9e60cf4c07718c8fb
497 Commits
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9d6e70171a |
Adds arctangent 2 component to circuits (#79892)
## About The Pull Request Adds an arctangent 2 component (atan2) ## Why It's Good For The Game It's made to convert offsets into angles, something thats pretty useful in a coordinate based game ## Changelog 🆑 add: Adds an arctangent2 component to circuitry! /🆑 |
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f6f25a4b14 |
Adds some more engi borg modules and buffs the engi borg RPED (#79374)
- add Internal inducer: An inducer for engi borgs, it uses power from there own cell to charge other devices - Buff the RPED module to be onpar with BSRPED in storage(same otherwise) - Borg chargers now also draw from powernet like cells do The RPED buff is more because the standard capacity for parts is really low, this lets borgs use RPED more hassle free. They still need to physicaly be next to the machine so its not an insane buff otherwise |
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84cb29b23e |
[READY] The Cyberbrawlening: Augment your Unarmed Strikes for Maximum Damage (#79705)
## About The Pull Request Robotics can print Advanced cybernetic arms and legs. These limbs have a higher max health (though contribute the exact same amount to core health as normal limbs), higher unarmed damage and higher unarmed effectiveness than organic limbs. In addition, Strongarm implants now respect the unarmed potential of the limb it occupies. This means you can potentially get much higher damage output if your arm would be capable of higher potential damage and armor penetration. They also do additional stamina damage (1.5x punch damage) so that you can capitalize better on unarmed combinations. Surplus Prosthetic limbs now contribute a total of 250% of their carried damage against overall health. With only 20 max HP, that means at full damage, the user suffers 50 damage per limb. They also have terrible unarmed values. Cleans up exofabricators a touch and creates some defines for limb values. New Sprites   ## Why It's Good For The Game I really want to encourage people to get involved in unarmed combat, so I want to include some potential ways to seek out improving your unarmed combat ability. One possibility should be robotics! Currently, Strongarm implants are....possibly worse than unarmed attacks? To solve that slightly, they now utilize the attacking limb's unarmed potential as bonuses to the damage dealt as well as penetrative power. I don't have a perfect solution for this at the moment, but at least anyone utilizing this implant isn't unintentionally harming their unarmed combat potency...too much. Surplus Limbs are, once again, extremely good at taking damage and have almost no actual negatives at the moment. I tried to resolve this in https://github.com/tgstation/tgstation/pull/71739, but the code changes I added have since become obsolete once again, leaving us once again with surplus limbs acting as a health _boost_ rather than a health _malus_. This fixes that issue once and for all, and if you have these limbs, they're going to fucking _suck_. ## Changelog 🆑 add: The battle against Maint Khan's forces rages on in the periphery stations of the Spinward Sector. And with it, a new breed of unarmed warrior has emerged; the cybernetic martial artist. Nanotrasen, rather than quell the minor maintenance civil war brewing in their sector, have chosen to exploit this conflict to push their weapons and cybernetics research to new heights! add: Advanced cybernetic arms can be printed at the Robotics exofabricator once researched. They are unlocked by researching the Advanced Robotics Research node. add: Advanced cybernetic arms are more durable than standard limbs, and also have higher unarmed potential. balance: Strongarm implants now utilize the attacking limb's unarmed potential to determine damage and potential armor penetration. It also does additional stamina damage (1.5x punch damage) balance: Surplus prosthetic limbs contribute more of their carried damage to overall health (AKA they make you actively more vulnerable to damage), and deal less damage with unarmed attacks. Take Quadruple Amputee at your own risk. /🆑 |
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1e4583b11b |
Fixes an issue with un-hidden (alien, syndie etc.) nodes not being researchable. (#79763)
## About The Pull Request Recently, I've been trying to unlock the ayy node, but couldn't even after disassembling an alien tool. Looked into the variables viewer and saw the node id wasn't set in the `available_nodes` list. It seems there was no update after it being unhidden. ## Why It's Good For The Game Fixing an issue with the destructive analyzer, maybe from the new UI refactor, but I couldn't bother to git blame it. ## Changelog 🆑 fix: Fixed an issue with un-hidden (alien, syndie etc.) nodes not being researchable. /🆑 |
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5175ae0637 |
TGUI Destructive Analyzer (#79572)
## About The Pull Request I made this to help me move more towards my goals [laid out here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't have much interest. This makes the Destructive Analyzer use a little neat TGUI menu instead of its old HTML one. I also touch a lot of science stuff and a little experimentor stuff, so let me explain a bit: Old iterations of Science had different items that you can use to boost nodes through deconstruction. This has been removed, and its only feature is the auto-unlocking of nodes (that is; making them visible to the R&D console). I thought that instead of keeping this deprecated code around, I would rework it a little to make it clear what we actually use it for (unhiding nodes). All vars and procs that mentioned this have been renamed or reworked to make more sense now. Experimentor stuff shares a lot with the destructive analyzer, so I had to mess with that a bit to keep its decayed corpse of deprecated code, functional. I also added context tips to the destructive analyzer, and added the ability to AltClick to remove the inserted item. Removing items now also plays a little sound because it was kinda lame. Also, balloon alerts. ## Why It's Good For The Game Moves a shitty machine to TGUI so it is slightly less shitty, now it's more direct and compact with more player-feedback. Helps me with a personal project and yea ### Video demonstration I show off connecting the machine to R&D Servers, but I haven't changed the behavior of that and the roundstart analyzers are connected to servers by default. https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b ## Changelog 🆑 refactor: Destructive Analyzers now have a TGUI menu. /🆑 |
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91af16bcbf |
Adds Paddy, the Security Mech (#79376)
## About The Pull Request - Adds a new combat mech, Paddy. Paddy is a modified Ripley MK-I, intended for use by the station's security force. Like the MK-I, the Paddy features an open-air cockpit design (and thus does not protect from ranged weapons), but maintains the speed of the base unit. Constructing a Paddy is similar to constructing a MK-II, though the kit requires combat-mech level research. Sprites by [DrDiasyl](https://github.com/DrDiasyl) -- The paddy has an internal cargo bay capable of holding up to four individuals (loaded with a hydraulic claw). If the pilot exits the Paddy, any loaded individuals are likewise ejected. Individuals can attempt to resist their way out of the mech, but it requires the mech to be stationary for 45 seconds. If they do this, all individuals in the holding cell are ejected. - Adds a new mech equipment piece, the hydraulic claw. Similar to a clamp, this Paddy-exclusive item can load mobs into the Paddy's cargo bay. Humanoid mobs are handcuffed upon loading. The hydraulic claw is unlocked on the same tech node as the Paddy. - Adds a round-start Paddy, carrying one peacekeeper disabler and one hydraulic claw, to each security area on all maps. Round-start Paddys are also pre-locked with security access. Security now has access to a mech charger, and a small bay for it all. Map edits were done by [Maurukas](https://github.com/Maurukas). - Also did some minor cleanup of various mech-related code. Ripley mech cargo is no longer stored in the mech, but within the "ejector" object. This doesn't have any player-facing changes, but it is easier to organize behind the scenes. additionally, if Ripleys are destroyed now, they drop their stored objects rather than deleting them. ## Why It's Good For The Game Playing lone security is probably one of the least fun aspects of the game. Arresting any assistant is inevitably setting yourself up against the tide as a whole; You try to stun any one person and they crawl out of the woodworks to get in your way, drag off the arrestee, and probably try to steal your gear. The Paddy is set up to be functional against low-threat targets, but not particularly good against anything with purpose. The round-start Paddy carries the disabler equipment, as well as the law claw, to detain individuals in a *somewhat* safe manner. Being that you're inside an exosuit, you're immune to shovespam that plagues the halls, and you don't risk dropping important gear quite as easily. However, The open canopy gives you no protection at all from ranged attacks, nor from atmos hazards. Being that you're in an exosuit, you cannot use other items or equipment. The AI will have trouble finding you to open a door, due to your name not jumping their camera to your location. ## Changelog 🆑 Zxaber, DrDiasyl, Maurukas add: A new security-focused combat mech, the Paddy, has been added, intended to be particularly helpful for lone sec officers. You will find one in the Security main office, and a replacement can be built with late-game mech research. fix: Ripley MK-I and MK-II mechs no longer qdel their stored items when destroyed. /🆑  --------- Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com> |
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b5654d7203 |
Security Pen and Penlight improvement (#79299)
## About The Pull Request Improves penlight sprite and code. A new type of pen has been introduced - the Security Pen. This pen is red and can create a holograph around a person, similar to a medical penlight. The holograph prompts the person to surrender for 30 seconds, and the holograph itself is visible for 5. There is a 30-second cooldown between usage. Holosign itself does nothing except be visual, just like medical holosign **(DO NOT MISTAKE HOLOSIGNS FOR HOLOBARRIERS)** https://github.com/tgstation/tgstation/assets/42353186/1ee5f794-7218-4e52-b04f-3ebb50bd224a Now every Security member spawns with a Security Pen in their PDA. Now you can print Security Pens at Security Techfab, and Penlights at Medical Techfab. ## Why It's Good For The Game The only way to prompt someone to perform the surrender emote is by holding them up with a gun. However, this mechanic can be quite unreliable, even after updates, especially if the person is moving. As a result, many players are unaware of how to prompt the surrender emote or even about its existence, so they don't know they can trigger it themselves by typing "*surrender". This enables non-lethal arrests without stun batons or other tools. Sprites are a significant improvement as the previous penlight sprites were outdated. ## Changelog 🆑 qol: There is now a more convenient way to prompt surrender to emote - the Security Pen. Each officer is equipped with one in their PDA. Simply click someone with it to prompt a 30-second surrender. They are printable at Security Techfab as well. qol: Penlights now are printable at Medical Techfab. image: Penlights got a new cleaner sprite to replace its ancient one code: The code for Penlight's holographic sign has been improved. /🆑 |
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c9186b4bfd |
Fishing-related bounties. (#79136)
## About The Pull Request This PR adds three basic/assistant bounties for shipping fish. The reward is above par when compared to other basic bounties, however, each shipped fish that is either dead or comes from a case (bought from cargo, cause that's lazy) will reduce the payout by a portion of it, also the pool of assistant bounties is quite big you wouldn't roll them too often. The three bounties are the following: One for any kind of fish, another for fish of matching fluid type (freshwater, saltwater, sulphuric water), and lastly, one for specific types of fish, possibly easy money if RNG is with you. ## Why It's Good For The Game I wanted to add something diffrent from most grimy assistant/basic bounties where you either just print the stuff from the nearby autolathe or fetch it for little money. Also, this provides another outlet to fishing, I guess. ## Changelog 🆑 add: Added a few fish related bounties. add: Fish cases to store and preserve life fish within can be now printed from the service techfab and the autolathe. /🆑 |
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9ff9e4b9a8 |
Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)
## About The Pull Request Allows for damage falloff to apply to more than just shotgun pellets. Now any projectile can have a damage falloff defined. Scatter Laser shells no longer use the minigun beams to determine their damage. Instead they use the actually defined scatter laser beams. Those beams do 7.5 damage per pellet, times by 6 pellets. Scatter laser beams now have damage falloff, a separately defined (positive) wounding power from normal beams, and wound falloff. Scatter laser shells can be printed from security protolathes once you have weapon tech. Scatter laser shells _may_ be damaged by EMPs based on severity. The result is that it fires a practically useless volley of laser fire. They cause a honk sound when they hit, so you know when you've shot one of these. ## Why It's Good For The Game Well, we want shotguns universally to not be defined by their damage output (especially extreme damage output) but by niche. What does the scatter laser shell currently occupy as a niche? The single highest damage output of any projectile weapon in direct damage. The thing we don't want of shotguns, and it is reigning champion of all guns. Okay, that's a bit misleading, because obviously it is competing with the likes of .50 BMG which does 70 damage outright and dismembers limbs, potentially doing upwards of 90 damage if it does, and also hard stuns people. Obviously _that_ is technically a stronger bullet. But not for raw damage, because the scatter laser does 90 damage out the gate, barring any potential wounding that might occur which increases the damage multiplicatively. No gimmicks, no extra procs, nothing. It's just 15 force lasers (with no damage dropoff) split between 6 beams. And the reason for this is because this shell has been nerfed once prior by making it not fire 6 normal laser shots into someone. That was 120 damage at the time, 120 to 90 was...I guess a nerf during the taser era. Depends on how you viewed it. Buckshot was doing like 80 at the time, believe me it was a wild period. But anyway, when we did the whole damage rearrangement over the course of the laser few years, every other shell got touched except this one for some reason. Even pulse slugs lost 10 damage while this was still sitting on 90 force point blank. So what is the new niche? Well, it's laser buckshot. That's not a niche but crew don't get buckshot, so this is their buckshot. It wounds real good. Real goddamn good. And its is a laser. It fits the aesthetic, obviously. Okay, thanks. ## Changelog 🆑 balance: Scatter laser shells actually utilize the _real_ scatter laser beam. This comes with damage changes. And wounding power. feature: EMPs can potentially damage scatter laser shells. refactor: All projectiles can now have damage falloff defined. Yay. balance: Scatter laser shells can be printed when weapons technology is researched. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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074edb4f2e |
Advanced Robotics Techweb Tweak and General Techweb QOL (#78985)
## About The Pull Request This PR is half a successor to #77399, and half QOL changes. When I made the old PR, I originally wanted to add a scanning experiment to the advanced robotics node, but several people (including at least one maintainer) had reservations with this idea. My plan was to make the experiment be completed automatically, instead of needing someone to wave the scanner around, but as it turns out the experiment system is just fundamentally not designed for experiments like that. Now I've realized that there doesn't really need to be a new experiment. So now the advanced robotics node is just not dependent on neural programming, and that's it. No cost increase, no experiment needed. As for the QOL changes, it just allows certain experiments to be completed earlier than they otherwise would be. Normally, for an experiment to even be available for completion, you need to get at least one prerequisite node for one of the nodes the experiment benefits (as in, one of the nodes it is required for or grants a discount too). However, this sometimes means that you can't complete an experiment even if you have the means to do it. Nonhuman autopsy is a good example; you can autopsy a nonhuman corpse right at the start of a round, but the experiment won't actually be completed unless biological technology has been researched. The tier two laser experiment is another example. You get access to tier two lasers necessary for the experiment by researching industrial technology, but the experiment itself is locked behind electromagnetic theory. Now, the nonhuman autopsy experiment, divergent biology experiment, and all medium and high grade material scanning experiments are unlocked round-start. The tier two lasers experiment is unlocked by industrial engineering. ## Why It's Good For The Game For the advanced robotics change, I'll just quote myself from the last PR: > Robotics should not be dependent on an entirely different department to access their core job content. Such dependencies encourage tiding and other toxic interactions between departments. For the QOL changes, it makes the whole system a lot more newbie-friendly. For the autopsy especially, its common to see new coroners autopsy the nonhuman bodies first and the human one second. This means that, when the nonhuman autopsy experiment is actually unlocked, there aren't any nonhuman bodies left to autopsy. Now it doesn't matter which order they're autopsied in. ## Changelog 🆑 qol: Nonhuman autopsy, Tier Two Lasers, and several other experiments can now be completed earlier. balance: Advanced robotics techweb node no longer requires neural programming node. /🆑 |
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7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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c2fb08407a |
Microwave upgrades: Microwave PDA charging, power cells (#78717)
## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2d39c1289f |
Adds tongs (#78698)
## About The Pull Request . Adds tongs, as requested on the [Official TGStation13 Forums](https://tgstation13.org/phpBB/viewtopic.php?f=9&t=33026) Tongs can be used to pick up food from two tiles away, and feed it to people who are two tiles away. You can also use them while in your hand to snap them together like a crab, or use them to harmlessly pinch people who are up to two tiles away. Tongs are available from the kitchen's dinnerware vendor, the autolathe, and the service lathe. ## Why It's Good For The Game You can feed people from across a counter, without touching the food and spreading your germs to them. ## Changelog 🆑 Coded by Jacquerel, Sprited by Dalmationer add: Added tongs to the kitchen, which you can use to manipulate food from further away /🆑 |
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |
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65b3788bcb |
Advanced Plastic Surgery 2.0, It's rare now. (#78504)
## About The Pull Request A revival of #76508 which got closed due to it eating up genetics niche. This PR fixess that issue by seperating the surgery into two. the normal roundstart plastic surgery and advanced plastic surgery. both works identically with the one exception being that the advanced one allows the feature that the last PR tried to add. which is to allow surgery to mimic people in photographs. the regular one remains as-is. The disk containing the surgery can be found in a lot of places, a role-restricted item to doctors and roboticists for 1TC, as a rare maint loot and BEPIS technode reward ## Why It's Good For The Game Opportunity for more fun gimmicks, ammo for BB's and paranoia, staple of SS13 gameplay. This also retroactively buffs forensic scanners and records since it really only changes your name and voice. You can change your hair all you want but anything more than that is a trip to genetics. overall allows for more engaging gameplay while not detracting from genetics niche with how niche and rare it would appear in rounds. ## Changelog 🆑 add: Adds an advanced plastic surgery procedure, allowing you to imitate people in pictures. Simply hold a picture in your offhand of the person you wish to imitate as while conducting the surgery! Remember, it's not foolproof, it only changes your name and voice! adds: You can obtain the disk containing the afromentioned surgery. as a role-restricted item to doctors and roboticists for 1TC, as a rare maint loot and BEPIS technode reward /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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1599dc6b21 |
Adds the message monitor to the tcomm research node (#78426)
## About The Pull Request After five long years of waiting, adds the messaging monitor board to the tcomm research node. Closes #35946 ## Why It's Good For The Game Consistency! |
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c7a33df99b |
Buildable mass drivers (#78360)
## About The Pull Request Adds the ability to build mass drivers, you activate them by attaching a signaler to their launch wire. They also have a safety wire, that when pulsed, increases the power of it. To reset the power back to normal you cut the safety wire. This is mostly just a port of https://github.com/BeeStation/BeeStation-Hornet/pull/5563 ## Why It's Good For The Game Less weird unique machines, and you can do some interesting stuff with mass drivers, like traps, cannons, and many other interesting things. ## Changelog 🆑 add: mass drivers are now buildable, you activate them by attaching a signaler to their launch wire, and can increase their power by pulsing the safeties wire, and reset it back to normal by cutting the safeties wire. /🆑 |
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b7778ff44c |
Service borg extra apparatus upgrade (#78077)
## About The Pull Request Adds an upgrade similar to the extra beaker storage for mediborgs to service borgs, which adds an additional drink apparatus (that also doesn't do the weird drink refilling thing) ## Why It's Good For The Game This can allow the service borg to carry a wider variety of drinks, also considering they specialize in chemistry, they should get an apparatus upgrade like mediborgs. ## Changelog 🆑 add: Added the service borg "drink apparatus" upgrade, which adds an extra drinking apparatus to the borg, up to a maximum of 5 extra. 🆑 |
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aa820c08fe |
Oldstation now has their own RND (#78132)
## About The Pull Request This PR does many things and I expect to be asked to atomize some stuff. ### Oldstation Additions Oldstation now has their own research server, generating their own points. To help alleviate major concerns, they have a few stuff to help with this: - They now have a pre-built operating computer - They now have an Autopsy scanner - They now have access to Experimental Dissection Experimental Dissection is the old dissection, giving research points in the form of paper notes on completion. They must be turned in to the RND server (only works on the Oldstation one, so you can't abuse this) for points. This was an idea I've had for some time, as Oldstation is used somewhat as a representation of how ss13 used to be (through its use of directional windows (before they got removed, but I'd like to bring them back), old IDs, RTGs, and old engines before they got removed from the game fully) Considering there are 11 alien mobs in Oldstation, there is 27.5k research points to get from alien corpses, enough to bring them up to speed with whatever they wish to do. This is their 'alternative' for experiments (which they can still do if they want, but it is very hard to do, outside of dissection which is needed for the node). This surgery isn't repeatable, isn't upgradable, and isn't removed by being healed. It is not mutually exclusive with autopsy (so you can't ruin yourself doing the wrong surgery). ### Other stuff - Ninjas now drain RND points from the server they drain from, rather than always hitting science - Syncing machines to research roundstart is now a macro, and now immediately syncs to a server on your Z-level. Machines will automatically connect to the Science servers if none else are available. ### non-player facing - Science, Admin, and Oldstation techwebs are now no longer vars on research, but stored in research's list of techwebs. - ``get_available_servers`` and ``find_valid_servers`` are now procs on the research subsystem, rather than the experisci component. - Oldstation code has been split into separate files. ## Why It's Good For The Game Oldstation is one of my favorite ruins, but it is also one of the largest complaints for RND (along with Golems) because they use the station's Science nodes & points (I recently tried de-hardcoding Science stuff to help prepare for this, but I didn't get everything in advance). The complaint stems from these ghost roles, who are meant to be a fun activity to do while waiting for the next round, using the station's research points for their own stuff, completely untrackable unless someone goes out of their way to grief a ghost spawn just for using points to get things they need. These roles make their own servers to drain the station, and I find that unfun and quite boring for everyone- it's also not very flavorful, why would Charliestation know of the station's RND to take advantage of it? This hopes to fix those issues, make Charliestation more worthwhile, and more flavorful. ## Changelog 🆑 fix: Getting a node researched now properly makes it no longer hidden. fix: Ninjas draining RD servers now drains it from the connected techweb, rather than sniping Science. balance: Machines will first try to connect to a techweb with servers on their z-level, with the Science techweb remaining as fallback. add: Oldstation RND, comes with their own Techweb and special surgery to gain research points through dissecting Xenomorphs. /🆑 |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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899eac56f7 |
Fixes alien alloy's destructive analysis not giving the Alien Technology node (the one that lets you print alien alloy) (#77931)
## About The Pull Request Title. Was a thing in the old days of yore of `origin_tech` (`Nov 7, 2017` - the commit before the techweb refactor) |
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52b9c952b9 | Adds associative list manipulation to circuits, updates a few list circuit components. (#77803) | ||
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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.  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! /🆑 |
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766144a443 |
Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request - Gives engineers an RCD as part of their round start equipment - RCD by default will build/deconstruct slower if you already have another one in progress. This can be upgraded with the new cooling upgrade disk. Reconstructing (anything that was there roundstart as per the destructive scan) doesn't have this downside, only construction/deconstruction. - RCD construction effects can now be attacked in order to cancel them. This can be deterred with the anti-disruption upgrade disk. - RCDs for nukies and whatever don't have these downsides - The CE's roundstart RCD also doesn't have these downsides ## Why It's Good For The Game Construction and reconstruction are currently one of the worst aspects of SS13--they are so slow and tedious that any sort of mass destruction goes unfixed for 10-30+ minutes, if fixed at all. This limits us because it means people don't want traitors to create large explosions, for instance--I do and so I think it's crucial that we fix construction. Reconstruction has already been improved on the RCD with the destructive scans, but I see no reason to limit this to something so out of the way. Ideally the RCD even gets more functionalities, like the ability to print stock parts (or having stock parts removed), etc, in order to lessen this burden. ## Changelog 🆑 add: Engineers now have an RCD round start. balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this. balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction. balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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8ffd321fc0 |
Cybernetic Moth Eyes : Cybermoff 2077 (#77617)
## About The Pull Request  Adds moth variants for most cybernetic eye types, unlocked with their respective variant luminescent eyes   ## Why It's Good For The Game Theyre only slightly worse than human variants but moths with human eyes look so fucking dumb giving them moth-size cyber eyes looks ok ## Changelog 🆑 add: cybernetic moth eyes and their variants fix: luminescent eyes no longer make you look like a cyclops in the dark /🆑 --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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2d34c7433a |
New Mech UI and equipment refactor (#77221)
 ## About The Pull Request Made a new UI and refactored some mech code in the process. Fixes #66048 Fixes #77051 Fixes #65958 ??? if it was broken Fixes #73051 - see details below Fixes other undocumented things, see changelog. ## Why It's Good For The Game The UI was too bulky and Mechs were too complex for no reason. Now they follow some general rules shared between other SS13 machinery, and there is less magic happening under the hood. ## Detailed Changes ### New Mech UI, Air Tank and Radio as separate modules Previous UI for comparison: <img alt="9SScrXAOjy" src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66"> Previously mechs came with radio pre-installed and air canisters magically pre-filled with air even when you build one in fab. Radio and Air Tanks are now both utility modules that are optional to install. Gas RCS thrusters still require Air Tank module to operate. This made the Mechs more barebones when built, giving you only the basic functionality. <img alt="5SDMlXTJxv" src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e"> To compensate this change, all mechs got two extra utility module slots. All other modules got new UI. And ore box now shows the list of ores inside. <img alt="SRX5FjvsHA" src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265"> ### Mounted Radio Works as a normal radio, but with subspace transmission. Available from the basic mech research node and can be printed in fab. ### Cabin Sealing To compensate for the lack of air tank by default, mechs with enclosed cabin (e.g. all except Ripley) got an ability to toggle cabin exposure to the outside air. Exiting the mech makes cabin air automatically exposed. When you seal the cabin, it traps some of the outside air inside the cabin and you can breathe with this air to perform a short space trips. But the oxygen will run out quickly and CO2 will build up. Sealing the cabin in space will make the cabin filled with vacuum, and it will stay there until you return to air environment and unseal the cabin, letting the breathable air to enter. There are temperature and pressure sensors that turn yellow/red when the corresponding warning thresholds are reached. You could also use personal internals in combination with cabin sealing for long space travels, so Air Tank is completely optional now and mostly needed when you need RCS thruster. ### RCS thrusters They are now available earlier in tech tree and consume reasonable amount of air (5 times more than human jetpacks), and they don't work without Mounted Air Tank, unless it's an Ion thruster variant. ### Mounted Air Tank Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen. <img alt="GrFDrH5Hwe" src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28"> Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister. Cabin pressure can now be configured in the module UI instead of Maintenance UI. Can be attached to a pipe network when the mech is parked above a connection port. Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes. Also has gas sensors that display gas mix data of the tank and the cabin (when sealed). ### Stock part changes All mechs now require a servo motor and they reduce mech movement power consumption instead of scanning module. Scanning modules are optional for mech operation (still required to build) and the lack of one disables the following UI elements: - Display of mech integrity (you can still see the alerts or examine the mech to get rough idea) - Display of mech status on internal damage (and you can't repair what you can't diagnose) The rating of scanning module doesn't have any effect as of now. Cargo mech comes without it roundstart. <img alt="2vDtt99oqb" src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7"> Capacitors now also reduce light power usage and raise the overclocking temperature thresholds (see below). ### Maintenance Maintenance UI removed, and its logic migrated to other places. Access modification now managed inside the mech, and anyone who can control the mech, can adjust the access in the same way as they can set DNA key. To open the maintenance panel you just need a screwdriver. It is instant when the mech is empty and it has a 5 second delay when there is an occupant to avoid in-combat hacking and part removal. It will alert the occupant that someone is trying to tinker with their mech.  Once the panel is open, you can see the part ratings:  With open panel you can hack the mech wires (roboticists can now see them): <img alt="mj205G2qDa" src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3"> There are wires for: - Enabling/Disabling ID and DNA locks - Toggling mech lights - Toggling mech circuits malfunction (battery drain, sparks) - Toggling mech equipment malfunction (to repair after EMP or cause EMP-like effect, disarming mech) - 3 dud wires that do nothing The hacker may be shocked if the mech power cell allows. When the panel is open and the user has access to the mech, they can remove parts with a crowbar: <img alt="jR40gyTWtJ" src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23"> Hitting the mech with an ID from outside now toggles the ID Lock on/off if the ID has sufficient access. ### Power consumption and overclocking Rebalanced mech power consumption. T4 parts were not working in Syndicate Mechs, as their effect was not calculated until you manipulate parts manually. Constructed mechs with t1 parts even had their energy drain reduced with upgrade to t1. Now all mechs apply their base step power usage correctly don't ignore the stock parts. Servo tier now reduces base power consumption by 0% at t1, 50% at t2, 33% at t3 and 25% at t4 Capacitor tier now reduces base power consumption of mele attacks, phasing and light by the same amounts. Gygax leg actuators overload replaced with mech overclocking. Any mech can be overclocked by hacking wires, but only Gygax has a button for toggling it from the Cabin. Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2 for Dark Gygax. When overclocked, mechs moves N times faster, but consumes N times more power.  While overclocked, mech heats up every second, regardless of movement, and starts receiving internal and integrity damage after a certain temperature threshold. The chance is 0% at the threshold, and 100% at thresholds * 2. The roll happens every tick. Capacitor upgrades this threshold, letting you overclock safely for longer periods.  When you stop overclock, the temperature goes back down. ### Other changes and fixes Concealed weapon bay now doesn't show up when you examine the mech, so it's actually concealed now. New radio module can properly change its frequency, as it didn't work for previous radio. Launcher type weapons were ignoring cooldowns and power usage, so you could spam explosive banana peals, while they should have a 2 second cooldown: <img alt="q5GjUsHwGr" src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535"> Now this is fixed and all launcher type weapons properly use power and have their cooldowns working. And now they have the kickback effect working (when it pushes you in the opposite direction in zero gravity on throw). Thermoregulator now heats/cools considering heat capacity instead of adding/reducing flat 10 degrees. So you can heat up cabin air quicker if the pressure is low. There were some other sloppy mistakes in mech code, like some functions returning too early, blocking other functionality unintentionally. Fixed these and made some other minor changes and improvements. ## Changelog 🆑 refactor: Refactored Mech UI refactor: Refactored mech radio into a utility module, adding extra slot to all mechs refactor: Refactored mech air tank into a utility module with an air pump, adding extra slot to all mechs refactor: Refactored mech cabin air - there is now a button to seal or unseal cabin to make it airtight or exchanging gases with the environment refactor: Removed mech maintenance UI Access is set in mech UI, and parts are ejected with a crowbar add: Mech now has wires and can be hacked qol: Roboticists now can see MOD suit and mech wires add: Mechs now require servo motor stock part and it affects movement power usage instead of scanning module add: Scanning module absence doesnt block mech movement and hides some UI data instead. Big Bess starts without one. qol: Hitting mech with ID card now toggles ID lock on/off if the card has required access fix: Fixed concealed weapon bay not being concealed on mech examine fix: Fixed mech radio not changing frequency fix: Fixed mech launcher type weapons ignoring specified cooldown fix: Fixed mech launcher type weapons not using specified power amount fix: Fixed mech temperature regulator ignoring gas heat capacity fix: Fixed mech stopping processing other things while not heating internal air fix: Fixed mech being able to leave transit tube in transit fix: Fixed mech internal damage flags working incorrectly fix: Fixed Gygax leg overloading being useless fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs now stronger against lasers and consume less energy on move. Upgrading from tier 1 to tier 2 doesn't make mech consume MORE energy than before the upgrade. balance: Rebalanced mech energy drain with part upgrades. Base energy drain reduced by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing, punching, light (Capacitor rating). balance: Hydraulic clamp now can force open airlocks balance: Made mech RCS pack consume reasonable amount of gas code: Fixed some other minor bugs and made some minor changes in the mech code /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e4ec9a5d85 |
Modular receiver now only appears in hacked autolathe. (#77555)
## About The Pull Request Resolves #77554 Removes the modular receiver design from the base tech node, so that it only appears in the hacked autolathe. This fixes a bug where hacking an autolathe would make this recipe appear twice. I assumed that _removing_ the receiver from the unhacked autolathe was the correct direction to go, since the design is in the hacked category. It would be easy enough to reverse this if desired, though. ## Why It's Good For The Game Designs shouldn't be appearing in the autolathe twice. It also appears that the intention was that you have to hack the autolathe to print a modular receiver - which makes enough sense. Printing out gun parts _probably_ shouldn't be default autolathe behavior. ## Changelog 🆑 fix: The modular receiver is now only printable from a hacked autolathe. /🆑 |
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b52f671be6 |
Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler (#77223)
## About The Pull Request "Behold, a navigation beacon" Plato says to the crowd of shocked onlookers.  What are you looking at here? Navigation beacons have been party reworked for significantly improved ease of use, and for significantly cooler functionality. As it stands, in order to explore space with a ship of some sort, you have to take the following steps: Fly to target zlevel Build a floor Build a machine frame, then make the beacon out of it Go back and park your ship Now, while this doesn't eliminate this process, it makes it a step shorter and a good bit less annoying to do. There are no gigabeacon boards, instead a compact beacon can be printed. This can be used inhand and, after a delay of three seconds, will create a brand new gigabeacon in front of you with no extra hassle. So, aside from the sprite (the old one is an alien power core, by the way), what's new? Just a bit of flavor. Examining a gigabeacon will mention a radio frequency. If you tune into this radio frequency, then you might be able to catch the automatic messages the beacons put out every five minutes. They detail a little bit about the beacon, namely its coordinates, and if its activate or locked. While not critical info my any means, it can be good information to have pop up every few minutes, or for discovering that there are gigabeacons you didn't know were there before. ## Why It's Good For The Game Gigabeacons had two big problems, one was that they were pointlessly annoying to set up, and two was that they didn't have their own sprite. Yup, they just used a random alien tech structure and nobody said anything about it. Hopefully this pr fixes both of those problems, alongside adding a little neat bit of flavor to them in the form of the automatic radio broadcasts they put every few minutes on a non-standard channel. ## Changelog 🆑 qol: Gigabeacons no longer need to be constructed like standard machines, instead being printed as items that can be deployed quickly inhand without tools. qol: Gigabeacons are no longer their own research node, instead being a part of telecomms tech (due to the fact they're RADIO navigation beacons) image: Navigation gigabeacons now have their own unique sprites, inspired by maritime EPIRB devices. If you find a yellow box with an antenna on it, you probably found a nav beacon! code: The deployable component now gives you an option to disable the examine blurb it adds to its parent /🆑 |
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b159edcc2f |
Anomaly gear: Polymorphic Field Inverter (#77383)
## About The Pull Request Adds a new device you can research called the "Polymorphic Field Inverter". It requires Advanced Biotechnology and Anomalous Research to unlock. Completing that research lets you print out a fancy belt. Using it for 5 seconds on a mob (dead or alive) which is organic in nature and isn't some kind of human or megafauna (monkeys are fine) will store a copy of its DNA. Scanning another creature will replace the original stored DNA. Storing DNA does absolutely nothing unless you have also inserted an active Bioscrambler core. If the item is activated with a Bioscrambler core then equipping it grants you the ability to transform into the same kind of creature as the one you scanned (and back). As in spells such as Wildshape you share health with your transformed form and if you die while transformed then you die, so be careful when turning into something like a cockroach which has one hit point. It has an associated experiment which makes the research free, which is to scan two humans with (non-prosthetic) organs that they didn't have when the round started. You can accomplish this through surgery, DNA infusion, or a bioscrambler anomaly. You can do it on some monkeys if nobody is cooperating with you. I copied a teeny bit of this code from #73969 although I didn't actually end up needing most of it. These are absolutely codersprites so if anyone wanted to make cooler ones, let me know. |
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95ec0e6545 |
Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. (#77386)
## About The Pull Request TRAIT_DISSECTED has had the surgical speed boost moved over to TRAIT_SURGICALLY_ANALYZED. TRAIT_DISSECTED now tracks if we can do an autopsy on the same body again, and blocks further autopsies if it is on the mob. A mob that comes back to life loses TRAIT_DISSECTED. This allows for mobs to be autopsied once again. Since it is completely redundant now (and was the whole time TBH), dissections have been removed in favour of just having the experiment track autopsies. Fixes https://github.com/tgstation/tgstation/issues/76775 ## Why It's Good For The Game Today I showed up to a round where someone autopsied all the bodies in the morgue, not realizing they were using the wrong surgery. Since I couldn't _redo_ the surgery, this rendered all these bodies useless. This was not out of maliciousness, they just didn't know better. There are two autopsies in the surgery list, but only one is valid for the experiment and doing the wrong one blocks _both surgeries_. Dissection is completely useless outside of experiments. This same issue also prevents additional autopsies on the same person, even if they had come back to life and died again after you had done the initial autopsy. Surely you would want to do more than one autopsy, right? That's two separate deaths! This resolves that by giving you a method of redoing any screwups on the same corpse if necessary. It only matters if the experiment is available anyway, so there isn't much reason to punish players unduly just because they weren't aware science hadn't hit a button on their side (especially since it isn't communicated to the coroner in any way to begin with). It also removes a completely useless surgery and ties in the experiment to what the coroner is already going to be doing. They can dissect their corpses to their hearts content without worrying about retribution from science for doing so. In addition, someone repeatedly dying can continue to have autopsies done on them over the course of the round. The surgery bonus only applies once, so the only reason to do autopsies after the first is to discover what might have killed someone. No reason this should block further surgeries, just block surgeries when the person remains a corpse. ## Changelog 🆑 fix: You can do autopsies on people who were revived and died again after they had already been dissected. qol: Autopsies have become the surgery needed to complete the dissection experiments. As a result, the dissection surgery has been removed as it is now redundant. qol: A coroner knows whether someone has been autopsied and recently dissected (and thus hasn't been revived) by examining them. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6faf547cf4 | Fixes DNA Infuser missing from techfab, tech storage (#77348) | ||
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5cbe67e195 |
Replaces Upgraded Cybernetic Ears with two new variants (#75931)
## About The Pull Request Adjusts the placement of basic and upgraded cybernetic ears in the research tree and adds two new variants: Whisper-sensitive Cybernetic Ears, which make it slightly easier to hear whispers from a tile away, at the cost of higher vulnerability to flashbangs and other loud noises; and Wall-penetrating Cybernetic Ears, which allow you to 'hear through walls' so to speak, also at the cost of higher vulnerability to loud noises. Basic cybernetic ears are now in basic medical tech node, meaning that medbay can print them roundstart the same as other basic cybernetics. The upgraded cybernetic ears are now unlocked with the other tier 2 cybernetics. The two new ear variants are unlocked with the other tier 3 cybernetic organs, and the luminiscent and welding shield eyes have also been moved there from the cybernetic implants node for consistency reasons. The whisper ears allow you to clearly hear whispers from up to seven tiles away, the same range where you can hear normal speech. The wall-penetrating ears allow you to hear normal speech within seven tiles even through walls. Due to technical limitations, runechat popups do not show up for people you can't see, but the messages will still show up in chat. ## Why It's Good For The Game Currently, upgraded cybernetic ears are very underwhelming compared to other high-tier cybernetic organs. All other high tier organs provide some sort of benefit; even if the benefit is minor like a built-in flashlight, a slightly higher tolerance to alcohol and toxins, or higher tolerance to disgusting food. This change is intended to grant similarly minor but useful benefits to the cybernetic ears. ## Changelog 🆑 add: Added whisper-sensitive cybernetic ears, which make it much easier for the user to hear whispers at the cost of being more vulnerable to loud noises add: Added wall-penetrating cybernetic ears, which allow you to hear speech through walls balance: Basic cybernetic ears and upgraded cybernetic ears are now unlocked with the other basic/normal cybernetics balance: The welding shield and luminiscent cybernetic eyes are now unlocked with the other upgraded cybernetics /🆑 |
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d9c8bd9bae |
[READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head: - Resprited fishing rods, hooks, and the worm bait! - Added a new, telescopic fishing rod, that can be bought as a goodie. The master rod is also telescopic now. - Added a couple hooks. One that lets you move the bait up and down, otherwise keeping it in place, and another that stops the fish from escaping, but slowly kills it. The former from the bepis fishing tech node, the latter frm the black market. - Added a fishing skill and relative legendary reward: A fishing hat, like the one that recites "women fear me, fish fear me" - You can now stop fishing by activating the fishing rod in your hand, and stops it from stealing all clicks on other things if it isn't in your active hand. - Reworked fishing traits into fish traits, which can apply to fish after it has been caught. - Expanded the fish breeding system. Traits may be passed down to offsprings, and offsprings may evolve (mutate?) into different kind of fishes if conditions when conditions are met. - Added half a dozen new fishes, each with its own traits: lubefish, sludgefish (and its purple variant), slimefish, unmarine bonemass and unmarine mastodon. Also, holodeck fish, as a joke. - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin immunity, predator, necrophage, no mating, crossbreeder, aggressive and revival. Converted Emulsijack's ability and Donkfish's yuckiness into traits as well. - Added a fish analyzer that you can scan aquariums and fishes with. - Fish can now be blended if you really want to. The number of reagents from blending, w_class, and the number of fillets you get from cutting fish now scale with size and weight. - fish feed is no longer infinite (but it should still be plenty). - Implemented temperature requirements for aquarium fish. - You can now buy (dead) fish from the black market for dirt cheap. - Last but now least, toilets are now valid fishing spots. |
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42543ac141 |
NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request Adds a new station trait: Radioactive Nebula! The station is located inside a radioactive nebula. Space background and lighting is different shades of green. Objects in space will also glow green. (This is kinda lying, since the glowing stuff isn't radioactive, you just get an element that slowly irradiates you, though people and certain objects that get the 'IRRADIATED' status may still double-whammy you) Do not go into space without rad-protected gear, or you will get very sick very fast. RAD-protection MODsuit modules spawn in robotics and are also immediately researched. The nebula does protect against external threats, like pirates, ninja's and nukies. They can still get to the station pretty well, but they can't stay in space for extended periods of time To make it more livable, public rad protection gear will spawn in lockers around the station. Everyone will also spawn with potassium iodide pills in their emergency box. Dynamics threat is also reduced by 30, so there's a proclivity towards more lower threat rounds when the radioactive nebula is present. Radioactive resonance virus cannot be generated though, since it kinda obliterates any and all challenge and threat  **Shielding**  In order to protect the station from radiation, nebula shielding units need to be constructed. Five spawn ready-to-built in engineering, and more can be bought pretty cheap from cargo. (Normal radstorms are disabled) The gravity generator has 20 minutes of innate shielding, where every nebula shielding unit adds another 20 minutes. 5 are needed to completely block all radiation even when the gravity gen is down, but constructing more is recommended in-case of sabotage/destructions/power outtages. Active nebula shielding will passively generate tritium. You can either vent/ignore this, or use it for something. I'm not an atmos tech but I'm sure you can do something with it _What happens when no shielding units are constructed/they all fail?_ The station will suffer a 5 minute long radiation storm, with only shuttles being excempt. The storm is nerfed strongly, and you can tank the 5 minutes, but you'll be pretty sick. After the 5 minutes are over, central command will send an emergency shielding unit which will block the radiation for 10 minutes and warn the station to set up nebula shielding. ## Why It's Good For The Game The station being inside a radioactive nebula shakes up a pretty major aspect of the game (that being the 'space' in space station 13). Hallway decals are colored green, display screens will display radiation markings, carps blend with the nebula, etc. Putting the station inside a radioactive nebula shakes up the rules of the game and what people can expect. Suddenly, you can no longer just go outside without taking meds or getting proper radiation protection, encouraging people to stay cozy and inside.  Inside, the crew gets the goal to set-up radiation shielding to defend themselves against the nebula, rewarding a creative engineering department with passive resource income and protecting the station against massive radiation storms. I think it's nice to give engineering something to set up. Even if they don't care, they can just plop it down somewhere in a closed room and be done with it. The radiation storm is pretty aggressive, but very survivable if you use your potassium iodide pills, the extra radiation suits or whatever chemistry has whipped up. Most importantly, it gives the entire station a common enemy: the nebula. Everyone is encouraged to prepare against the mechanics. Chemistry can make meds, viro can make protective virusses, robotics gets encouraged to make radprotected MODsuits, engineering gets to set-up radiation shielding, assistants can look at space or whatever assistants do. <details> <summary>Cool images</summary>     </details> ## Changelog 🆑 add: Adds a new rare radioactive nebula station trait! Get ready and PREPARE, before it gets in... tweak: Nearstation space area lighting may look slightly different /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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1108af52c3 |
Adds circuit for bank machine. (#76861)
## About The Pull Request Bank machine now has a circuit so you can repair it. You can steal it from the secure tech storage. You can research it and print in the same node as comms console. Also i messed around with start_siphon proc by making check for unauthorized before siphoning sets to TRUE so supposedly that should prevent incorrect messages when someone starts to siphon. Added gps signal to it because of possibility of creating custom area and building machine there. ## Why It's Good For The Game You can distract people with it, you can rob cargo with it, you can repair it when someone breaks it. ## Changelog 🆑 add: Bank machine now has a circuit for it. Spawns in secure tech storage and researchable in the same nod as comms console. balance: Due to possibility of creating area and making there bank machines that aren't roundstart will have gps signals. fix: Bank machine now doesn't yell about unauthorized credit withdrawal when its authorized. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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8ca2a0bb35 |
service borg cookin fixin update (#76590)
## About The Pull Request PR done for bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988 borgs can now turn on stoves and griddles borg click code has been reworked a bit to be closer to base mob, you are now able to click on stuff within reach rather than just Adjacent (might be buggy to introduce this? hopefully not. if anything we can testmerge this), which lets us make the apparatus work to pick up stoves on the range and such Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD with the other service borg ones. When you use it it shows you the cooking menu!  ## Why It's Good For The Game The service borg has the tools to prepare ingredients, but it can't actually do anything with them, which severely limits it, only being able to do slapcrafted foods. The apparatus not working on items that are on top of stoves/griddles seems to be just a bug with how cyborg click code is handled. ## Changelog 🆑 Fikou fix: service borg apparatus now works on stoves and griddles and ovens qol: borgs can now activate stoves and griddles add: rnd can research a cookbook for service borgs /🆑 |
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0d3558542f |
Generic Crew-Available Status Readout Module - Continued (#76117)
## About The Pull Request  continues and closes tgstation/tgstation#75708 - adds a generic status readout module that doesn't have a round timer or round ID display - the health analyzer's info display can now be toggled via a setting  - adds the generic status readout module to the advanced medical MODs node  - it has a death sound now yippee (sound and volume are vareditable. shoutouts to fikou for giving me a sound that was better) - ninjas still get the one with round timer/ID display ## Why It's Good For The Game it's a neat little module that tells you things about your spaceman that you might want to keep track of, like viruses and health and nutritional status ## Changelog 🆑 add: A really old data disk with the MOD module designs for the status readout was recovered, and has been haphazardly hotpatched into the research networks. add: Also, the status readout module now plays a sound on death. qol: The MODsuit health analyzer's info tab health readout can now be disabled in its settings. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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2bb4dfe76c |
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. /🆑 |
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af65f711fa |
Hidden nodes no longer become visible when copying them to another Techweb (#75969)
## About The Pull Request Copying techwebs did not take into account whether available/researched/visible nodes were hidden in the techweb being copied from, so copying a base techweb to another would reveal all the bepis tech modules that are available but hidden. ## Why It's Good For The Game Pretty big cheat. Although you can't print disks any more there are Technology Disks lying around in science in most stations, so this still exploitable. ## Changelog 🆑 fix: copying nodes from a techweb to another no longer reveals hidden nodes /🆑 |
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c4dc58f184 |
Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm (#75328)
Disclaimer im mostly making this pr for the experience if anything. Also anyone can replace the sprites if they want to I`m just making them so itl be done, idk what a plasteel machine is supposed to look like. The circuit boards to make these machines are unlocked by the advanced power manipulation tech The entire shield - Has one big healthpool (base of 50) - Has a configurable radius - Takes damage from hot gas and emp - Has regeneration (it gets nerfed by alot of things that I have to talk about separately) - When the shield is broken the generator must regenerate at 0.25x speed before coming online again - can be configured to either only generate a shield externally (in space) or both internally and externally at the cost of half the regen rate - Regen rate is also reduced based on the ratio of the shield radius and the max radius that the generator is capable of generating - Alot more that im too tired to explain at the moment The base stats of the shield (max health, regen rate, max radius) all scale with the tier of parts used in the main generator. 4 other machines (3 are finished code-wise as of now) the charger (regen rate), the relay (max radius) the well (max health) the node (allows for more connections) can all be connected to the main generator to boost its core stats based on their part tiers In the future there is a possibility of specialization / modifications to the forcefield at the cost to the core stats |
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154c9ebe82 |
Stock Part Resprite (#75149)
## About The Pull Request Resprites stock parts to bring them up to date, changes manipulators to servo motors as I couldn't make manipulators work well at this scale.  (Power cells sold separately) ## Why It's Good For The Game The old stock parts are dated, in some cased quite ugly, and in the case of manipulators a ball of assorted pixels. Incidentally removed a couple of single letter var names. ## Changelog 🆑 image: Stock parts have been resprited. code: Manipulators have been renamed to servo motors, all related types have been repathed to match. /🆑 |
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1674f25725 |
New Medical job: The Coroner (#75065)
## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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61a034bcd9 |
Service Borger Upri- Kitchen Upgrades (#74938)
## About The Pull Request I decided that Service Borgs had been left in the dust for too long, and that since they're named 'Service' cyborgs and not 'Bar' cyborgs I'd give them upgrades to let them assist in the kitchen. To do this I've made 4 upgrades. First up, rolling table dock, to provide mobile service. Nothing worse than offering someone a drink in a hallway and having to drag them to the nearest table or having to drop it on the floor. That's poor service. Secondly there's a condiment synthesizer, which can produce solid condiments like flour, cornmeal, salt, coco powder, etc. Thirdly a kitchen toolset, a knife that can switch to a rolling pin. The blade dulls when not used for cooking. Fourthly, A service apparatus, which can pick up food, oven trays, soup pots, plates, bowls and paper. The upgrades are locked behind a new techweb node, Cyborg Upgrades: Service. This node is locked behind the same nodes as the janitorial cyborg upgrade node. And outside the upgrades, I've also given the cyborg a rag so it can finally clean it's glasses and tables. I've also given it a money bag, to store the profits. This gives cyborgs an opportunity to save up for getting on the deluxe shuttle. Or giving people a new target to hold up and shake down for their hard earned money. Please don't law 2 them into giving you their lunch money. Or do. I've also enabled the RSF to print a few more things. Plates, bowls, plastic cutlery and paper cups. I've also enabled borgs to open and close the oven. Alas, they still can't pick up food or the oven trays from the oven, since the oven is sticky in a manner. I've also added a little bit more to the borgshaker, and moved sugar from the borgshaker to the condiment synthesizer. And not only the borgshaker, but the emagged shaker too. The emagged shaker has been given blood and carpotoxin. And you may ask 'Why those two ingredients?' Both can be used like fernet, both for nice things, and harmful things, staying in line with fernet. Blood can be used to mix drinks or be used for food, or for disease, since the borg or anyone with access to milk and water can easily produce virus food. Meanwhile carpotoxin is well, a rather weak toxin but can also be used to make imitation carpmeat. This'l give more reason to also consider the borg for emagging, or giving illegal tech, instead of just speedlining for the nearest engineering borg or medical borg.  The Condiment Synthesizer uses the same UI as the medical hypo, due to it's ingredient list being low in comparison to the shaker  I've been trying to figure out how to get an item to allow the borg to open the cooking menu when used inhand/inmodule. But I can't figure that one out, sadly. Nor how to let the Service Apparatus pick up trays from the oven. So for now, service borgs will have to settle for simply assisting in the kitchen. ## Why It's Good For The Game Allows Service Cyborgs the tools to help in the kitchen, and elsewhere too. ## Changelog 🆑 add: Damp rag and Money bag to service borg add: Service borg upgrades, with accompanying tech web node add: Sprites for kitchen toolset, and service apparatus balance: The RSF can print a few more things, paper cups, seaweed sheets, plates, bowls, plastic cutlery and standard decks of cards. balance: Sugar moved from borgshaker to condiment synthesizer. Berry juice, cherry jelly and vinegar added to borgshaker. balance: Both shaker and synthesizer can also be adjusted to give 1 unit at time, so it goes 5, 10, 20 then 1, and back around. balance: Adds blood and Carpotoxin to the emagged borgshaker. fix: Money bag was missing a description, it now has one. /🆑 |
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1c69ffa642 |
Refactors Navigational Beacons (#74575)
## About The Pull Request This PR refactors navigational beacons. In detail, this PR does the following: **General Interactions** - You can now print boards. They are unlocked at Basic Robotics Research, and can be printed both at engineering and robotics. - The constructed machine requires no stock parts. When constructed, the floor tile pops up, so you can actually interact with the device from the get go. - Made interacting with it more standardized, you no longer have to screwdriver it to access the interface, instead you just click on it. - Screwdrivering is instead part of the regular screwdriver -> crowbar deconstruct process. However, you have to unlock the maintenance hatch through the UI first. - You can now use wallets too, to unlock the control interface, using the GetID() proc. - Interacting with tools uses balloon alerts where its possible. **UI Interactions** - New tgUI interface! - Previously, you could put in anything as codes, and there was no guide in game about what codes and values were valid. This has been replaced by buttons with pop up text boxes, checkboxes and dropdowns. - You can also reset the code values to roundstart values, or to blanks, if the beacon had none. - InterfaceLockNoticeBox component allows the silicons to unlock the controls **Other backend changes** - Autodocs vars and procs in the navigational beacon file. - Added defines for the various nav beacon codes. - The freq var on beacons and the beacon_frequency var on robots did absolutely nothing, so I have removed them, along with the map varedits, and the frequency define. Maybe in the future one can readd them, to make bots that only patrol specific areas (though you can still do that with good next patrol location tagging). - Mulebots were using the navbeacon's direction itself to figure out the direction they have to put down crates, instead of the direction tag. Now the tag actually works, allowing me to remove a bunch of varedits. I did keep the beacon's direction as a fallback, in case no direction tag is set, which should be South always. - I audited and touched up the directions tags that were not in line with the previous beacon directions (which caused things such as the mule trapping themselves behind the crate. - Sadly, making it use the default screwdriver construction means it is no longer transparent in maps editors 😔  ## Why It's Good For The Game Closes #38064 . More items being constructable is more fun, and its better if you can use an item without checking the map about how it is supposed to work. ## Changelog 🆑 refactor: Refactored navigational beacons, making them constructable, deconstructable, and generally easier to use /🆑 |
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997dac9616 |
Imports and Contraband: Different! Cargo crates without locks! MEAT! (#74490)
## About The Pull Request ### **Cargo Black Market goods should stay in cargo's hands** #### New Cargo Console Category: Imports This category is explicitly the non-departmental category beyond simply having a Misc category. It is meant for material that nobody is meant to be buying for their departments, and mostly for the odd-ball crates that might show up. It also allows us to maintain contraband as exactly that; contraband that the departments shouldn't have access too whatsoever. If someone is buying from this category, they probably intend to be a cheeky fuck. <details> <summary>The New Changes</summary> #### Baseline Imports MEAT: MEAT (meat backpack you can eat) <details> <summary>MEAT</summary>   </details> Duct Spiders: They're adorable and cause a mess, but that doesn't stop Nanotrasen from importing them from the Australicus sector to your station! Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium. Allows for those people looking to make bamboo decorations without hoping botany exists, and are at least willing to pay. Also lets them make horribly dangerous stuff with bamboo, of course. A Single Sheet of Bananium: The problems this will cause I think speak for themselves. (mostly due to a clown fruitlessly attempting to make something actually disruptive while bankrupting cargo) Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait but expensive and obviously drugs) A dumpster...: A corpse in a dumpster, doesn't get more complicated than that. Useful for corpse reasons. Made using some code I borrowed from over here! https://github.com/lizardqueenlexi/orbstation/pull/354 #### Contraband Imports Foam Force Pistols: Same as it ever was with a price reduction. I brought it down because riot darts are like 8 bullets a clip, and do less damage than a disabler using riot darts. It feels like a sidegrade weapon, and even if it technically is a ballistic weapon, it...isn't that strong. I think this is pretty safe. Definitely Not a Duct Spider: It's actually a giant spider in a box. If you want to waste cargo's money while also sending them a mess to deal with, this is the crate for you. Russian Surplus Military Gear Crate: I took this opportunity to futz with boltaction rifles. There are two kinds of mosin nagant you can get in this crate. One of them is the good kind (no jamming). The other is the shit kind (yes jamming), but you get more of them. You can get the good ammo, or you can get the shit ammo. You'll have to pick through it a lot more carefully to make sure you know which ones you've received. Since this dilutes the pool even further, getting a good number of mosins that aren't trash is even more expensive, and even if you do get mosins at all, you might still only get the bad ammunition that doesn't work against actual human threats as well. It also now cannot be purchased through the security cargo supply console, and as to why they could in the first place baffles me. Doesn't have a lock anymore because...it's contraband? Who is locking this stuff? **Side note: _You can make surplus 7.62 in the autolathe as well. It is not very good except to fight fauna or naked assistants._** **Side Side note: _I've killed off the shitty brand_new subtype and brought peace once more to this land._** #### Illegal Imports (Emag) NULL_ENTRY: A journal that suggests how to make a...very interesting weapon. The Regal Condor. Kind of an evolution on some other ideas I've had over the years. This one is basically a secret weapon with a few hurdles to jump through. Very lethal. Very expensive. **Side note: _For reference, it's effectively 19 TC worth of gear to make, but there does exist some methods to acquire this more cheaply if you can get some bits and pieces from world spawns. Given it requires you to get some pieces of equipment that might require additional purchases of contraband, and getting into the captain's office to loot a specific piece of clothing, the stakes more than make up for the effectiveness._** Smuggled WT-550 Autorifle Crate: This is basically the same, but you might have noticed had you recently attempted, like me, to buy these when you emagged them using a personal account and discovered a tragic oversight. You couldn't, because they still needed armory access. This removes that access, because you've already gone to the effort of getting your hands on an illicit firearm through cargo, and if they techs somehow miss the fact that you've purchased a WT-550...all the better for you! Smuggled WT-550 Ammo Crate: Includes AP and Incendiary! **Side note: _You can get WT-550 ammo again via the Illegal Technology node._** Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs, smoke grenades, a couple of gluon grenades and a couple of frag grenades. Funsies. Special Ops: The NEW Special Ops crate. Contains a chameleon mask, jumpsuit and agent card. And a knife. **Side note: _This is what appears in some cargo loan events._** Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are 6 of them. But they don't come with spare ammo. Hand them out to your techs! </details> #### New Crates - MEAT crate - Standard - Duct Spider crate - Standard - Giant Hostile Spider crate - Contraband - 50 sheets of Bamboo crate - Standard - A single sheet of bananium crate - Standard - Natural (drugs) fish bait - Standard - Dumpster with a corpse in it - Standard - Shocktrooper crate (Grenades) - Emag - Special Ops crate (Disguise) - Emag - Appears in some cargo loan events - Refurbished Mosin Nagant crate - Emag - Regal Condor construction journal (NULL_ENTRY) - Emag #### Changed Crates - Foam Force Pistols (cheaper) - Contraband - Russian Surplus Crate (less reliable, can't be bought by security console) - Contraband - WT-550 crate (more obtainable via personal accounts, thus incriminating, not armory locked) - Emag - WT-550 ammo (includes incendiary and AP) - Emag #### Crates that got moved, unchanged, into Imports - Foam Force Crate - Cosa Nostra Crate - Black Market LTSRBT - 'Contraband' Crate - Biker Gang Crate #### Not crate changes - You can print Surplus 7.62 (same as normal 7.62 but it sucks against armor) from hacked autolathes. - You can get WT-550 ammo from illegal tech. - Removes the redundant Brand New Mosin subtype - Fixes a potential exploit with jamming chance on Mosins. ## Why It's Good For The Game I just think some of the magic of Cargo getting their hands on obviously dangerous equipment and either hording it for themselves or attempting to pawn it off was lost in recent times. A lot of this 'black market' gear, however, suddenly became openly available to the crew anyway. For _free_. Contraband crates and mafia crates could be purchased via the Service budget. Security could just stock up en masse on mosins through their console. And one fairly unfortunate consequence of a few recent changes has made it nearly impossible to actually get illicit gear in the first place, even if you did go to the effort of getting the money for it. On top of this, most of cargo's goods are pretty safe purchases. There isn't much that would be considered 'actually a really bad idea to buy' other than maybe supermatter shards. I wouldn't mind there existing ways for someone to waste cargo's money while also causing them to have to clean up the mess. ## Changelog 🆑 balance: A significant overhaul of various illicit and dubiously legal goods and gadgets available via cargo. balance: Cargo now has an Import category for all non-departmental goods. (And black market goods) balance: Most contraband that already exists has been moved into Imports. adds: Includes several new imports of dubious quality. You get what you pay for. code: Removes the brand new mosin subtype as it is now defunct. fix: Fixes potentially exploitative code in the jamming proc. Cleans up that code while I'm at it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
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302060acda |
Removes bepis Techweb and reworks tech disks in general (#74147)
## About The Pull Request Did you know that there's 2 types of disks Science can print? One of them creates a whole new techweb and is used to transfer data to and from techwebs (which used to be for Theft objective, but nowadays all it's used for is Admin techweb). The other one is these disks you can find from Lavaland & for the Limbgrower which holds nodes on them directly, they don't need anything else. These are both printable and have very similar names which could easily confuse people, especially since they are both printed and used at the same place, being the R&D room and R&D console. This will hopefully simplify it, by removing the base Tech disks from being printable. The only one that can be printed now is for Limbgrowers, which can't be easily mixed with the other type of Disk. Outside of that, Lavaland disks are staying the same, but I've moved Bepis disks to use this, which allows us to remove Bepis techwebs being made every single time a new bepis disk is created. Examples of it in-game    ## Why It's Good For The Game There's no reason why every single Bepis node should be making a whole new techweb set with experiments to complete, roundstart nodes researched, being constantly checked if it should gain research points, have a list of papers to publish, and everything else that techwebs do. Can you guess which disk does what in this screenshot?  ## Changelog 🆑 balance: You can no longer print Technology data disks. You can still print Tech disks, which hold techweb information on it, just not the one that holds up to 5 nodes. balance: ^ Because of this, there's no way to download nodes from an RD console and upload them to an Autolathe to bypass departmental restrictions, you have to go through a Techfab/Circuit imprinter for your needs. balance: Ones that are found cannot have anything uploaded/deleted off of them either, you can only upload them to the Web. code: Every individual Bepis disk no longer create an entire techweb /🆑 |
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8115310c6f |
More stuff to construct & destroy (#73942)
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
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296c996434 |
Completing experiments after their associated nodes have been researched gives back a partial refund of the discount lost (#73814)
## About The Pull Request So we're like simultaneously moving two vague directions with research. One being "experisci grants discounts for prohibitively expensive nodes so you want to do the experiments to discount them" and the other being "Let's give Heads of Staff a way to research anything they want without any communication to the research department, including the very expensive nodes that scientists may be working on" You already see the issue, right? You can't have your cake and eat it too. It sucks for scientists to be working on a complex experiment like weapons tech for that huge 90% discount only for the HoS to stumble onto the bridge and research it anyways. Your time is wasted and RND is slowed down massively. We can do something to assuage that. This PR makes it so completing an experiment which discounts already completed nodes will refund a partial amount of the discount that would've applied. For example, researching industrial engineering without scanning the iron toilets will refund ~5000 points. This can only apply once per experiment, so if an experiment discounts multiple technologies, they will only get a refund based on the first technology researched. ## Why It's Good For The Game This accomplishes the following: - Expensive research nodes with difficult experiments remain expensive without completing the experiments. If no one does the experiment, they act the same as before. - Expensive research nodes with very easy experiments (but time consuming) no longer put RND on a time crunch to beat the itchy trigger finger of the Heads of Staff. Stuff like scanning lathes allow the scientists to work more at their own pace: they can talk to people or maybe stop at the bar or kitchen between departments without feeling pressure to get it done urgently. - Scientists are able to complete experiments which previously were no longer deemed relevant if they need a point injection. Experiments left behind are no longer completely useless bricks. Maybe even gives latejoin scientists something to do. - Scientists mid experiment can still complete it to not feel like their time is wasted. Overall I think this has many benefits to the current science system where many have complaints. ## Changelog 🆑 Melbert qol: Completing an experiment which discounts a researched tech node will give a partial refund of the discount lost. For example, researching the industrial engineering research without scanning iron toilets will refund ~5000 points if you complete it afterwards. This only applies once per experiment, so experiments which discount multiple nodes only refund the first researched. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |