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937e8b82e2e4565bf403a4d00a60d3acefa47a95
116 Commits
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7b1a0daad2 |
DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request This sets up an alternative to the DRAGnet snares using the teleporter to determine the destination of their snare teleport -- The DRAGnet beacon.  Rather than using a convoluted system that routes via the teleporter, DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are fired and successfully teleport a target, they will instead be sent to the synced beacon. Syncing can be done by either pressing the gun to the beacon or vice-versa. These beacons can be wrenched into place, then swiped with a security ID to block them from being unwrenched. An emag will unlock and unwrench the beacon, and fry its access control. To facilitate this change, roundstart DRAGnet armory spawns are now done through spawners (like the other weapons), which includes a single beacon to be used by the two guns. You can print more with basic sec tech, and one is included in the DRAGnet crate from cargo. The teleport is also slightly more accurate, to make it more consistent. As usual, if not synced to a beacon, DRAGnets will just teleport your target willy-nilly. ## Why It's Good For The Game The current system is both clunky and prone to mishaps, dissuading players from engaging with it. The "active" teleporter concept has always been a bit of a mystery to players, and when a system for properly using the DRAGnet teleport is set up, it's incredibly easy to break even on accident. Every time you teleport a prisoner you have to pray that no bumbling space explorer decided to reroute the teleporter to the abandoned satellite. This system is much more clear and reliable. It's also more versatile, allowing for multiple teleport networks to be set up simultaneously. Security is starved for creativity at times. They deserve to be able to do some wacky dynamic stuff with their tools. ## Changelog 🆑 Rhials balance: DRAGnets now come with a beacon they can be synced to, which will set the destination for the snare round's teleport ability. /🆑 |
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f62cd39a51 |
Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request Before:  After:   Notable changes: Sinks replaced with custom liquid plasma dispensers. Welding fuel tanks are now outside. Solid plasma sheets removed. Stony road is now a new tile, asphalt. Added a plasma gas tank, with a controller inside. You can refill plasma canisters using piping connectors, like the space version of this ruin. Shortened the road to make the ruin play nicer with terrain generation. Expanded the back room slightly. Moved the lizard to the back room so he aggros watchers and bileworms less. Gave the lizard a name, and adds a missing lizard plush. Reinforces the outside walls/windows. Adds some flavour items (trash spawners, posters and empty canisters). ## Why It's Good For The Game There was a bunch of little things that annoyed me about this ruin, so I went through and changed a lot. Replacing the solid plasma and welding fuel sinks was important because those were silly and added little to gameplay. The plasma chamber can be siphoned off into canisters and taken to the station where they can be sold, or sabotaged to create fiery clouds. Instead of removing the sinks entirely, I made them dispense liquid plasma instead and changed the sprites. Making them into solid sheets is a fun puzzle for miners to solve. The road also had to go. The pipes appearing above ground looked awful and the decals didn't work. So now it's a section of asphalt road. The asphalt can be removed, it's basalt underneath. This helps the outside match Lavaland's pallette better. The road was shortened to make the ruin more compact and look better when it generated over lava, I hated the roads ending cleanly in the middle of a lava lake. The inside didn't get changed a lot. Atmos was fixed so it filters out Lavaland stink. Some minor cosmetic stuff like adding posters to bare walls and moving the freezer section away from the door. The backrooms got expanded and now has a sofa so it's more usable as a break room. ## Changelog 🆑 add: The Lizard's Gas ruin in Lavaland has been revamped, and now dispenses plasma gas fuel. /🆑 |
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c57afc4689 |
Wawastation (#82298)
- [x] #82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog 🆑 add: wawastation, the station map /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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63f5f65ef6 |
Borgs: the moduling (Various fixups to borg module code) (#83116)
## About The Pull Request - Gets rid of the item addition copypaste code (Why nobody did this for 7 years is beyond me) - Adds variable and proper checks for if a module is already installed (Borgs will no longer eat up unlimited masses of lavaproof track upgrades, among others) (Technically this never allows duplicates, at least currently, as I don't recall any modules being capable to used multiple times intentionally without also deleting themselves with single_use) - Unsingleletters most if not all of `robot_upgrades.dm` ## Why It's Good For The Game Makes the borg module code much cleaner, makes it significantly easier for new ones to be added. Fixes unintended behaviour with some modules being able to stack, which until now was always solved by copypasting code. ## Changelog 🆑 fix: Fixed some borg modules just being constantly eaten up by borgs even when they shouldn't allow duplicates refactor: Borg module code now has better handling for adding/removing items, and to prevent duplicate module usage (Unless one wishes to override the behaviour. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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6da03cfb66 |
minor raptor tweaks (#83407)
## About The Pull Request i think i made these a bit too strong, this hopefully balances them out a bit. they were initially accidentally given alot of armor against ranged attacks, this is now removed. also ive reduced their base hp by a bit. im open to other suggestions and feedback ## Why It's Good For The Game they were stronger than i intended. this keeps their usefulness for battling tendrils, or ore vents but also prevents using them to cheese several megafauna ## Changelog 🆑 balance: you can now polymorph into raptors balance: raptors overall have less health and no longer have armor against ranged attacks /🆑 |
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761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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066815ab88 |
The armoury contraband locker guns have a chance to be rigged. (#83167)
## About The Pull Request Gives a 10% chance for the handguns in the armoury to be rigged. The makarov and desert eagle will have a clown pin, ultra clown pin or the explosive ultra clown pin when rigged, randomly and uniformly weighted. The pins can not be removed, even the normal ones, so there is only one way to find out. The Unica 6 will be reversed, shooting you instead when rigged. ## Why It's Good For The Game People are too trustworthy of the gear they use in the contraband locker. By giving them a chance to be rigged and backfire on them, people will treat these guns like contraband and not toys. If someone was treating them like a toy, they could receive a nice introduction of the syndicate. ## Changelog 🆑 balance: There are reports of malfunctioning guns being confiscated. /🆑 |
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4b174e479b |
Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. (#82862)
## About The Pull Request Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. ``` 1. Be helpful and answer any questions you are asked. ``` ## Why It's Good For The Game Encourages the AI to be helpful to people! There's no way this can backfire. ## Changelog 🆑 add: Adds a new neutral lawset, the Y.E.S.M.A.N. lawset, to the AI lawset boards and random pool. /🆑 |
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ac1a70a835 |
random spawners now check if the destination turf is unblocked in a straight line (#82323)
## About The Pull Request random spawners now check if the destination turf is unblocked in a straight line  (spammed grime spawner, nothing spawned behind glass) ## Why It's Good For The Game bug ## Changelog not player facing |
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95b7fa1fb7 |
Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. ## Why It's Good For The Game More unit tests to make sure things are done correctly. ## Changelog 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 |
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c9b3629353 |
Adjusts some of the contraband weights for Contraband Crates. (#81771)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This makes getting Contraband Plus (the better stuff with more interesting effects), slightly higher in probability out of contraband crates. It also removes the completely redundant narcotics roll, and the truly awful permabrig contraband roll, from Contraband Plus. Some of the more interesting narcotics are now directly in Contraband Plus. ## Why It's Good For The Game The weights were a little uninteresting. You rarely if ever saw the effects of the contraband crate change with the current values. It was kind of lame to see a shiv in a contraband crate knowing that it was a wasted Contraband Plus roll. This hopefully stops that from happening too often. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 balance: Adjusts the values and contents of the Contraband Crate's item loot table. /🆑 <!-- 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: san7890 <the@san7890.com> |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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1e2f6e817c |
[NO GBP] Fixes spurious CI failures from museum ash spawns (for real this time) (#81690)
## About The Pull Request I saw this runtime again despite thinking I fixed it and then realized I needed to be calling `ispath()` since we are not working with an instantiated object with these lists. Oops ## Why It's Good For The Game Working code is good ## Changelog Nothing player facing |
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4431166cf1 | Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#81611) | ||
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961482c6bd |
Removes some easily accessible sources of Mythril (#81595)
## About The Pull Request - Deletes Mythril coins from random spawners, redestributes its weight where relevant - Deletes Mythril Sheets from icebox fishing, replaces it with Runite, which is far less harmful (literally just a strong material) ## Why It's Good For The Game Mythil's not supposed to be easily player available Literally the first coin I spawned in testing was summoning, the most gamebreaking one. Also see this for more information https://github.com/tgstation/tgstation/pull/75199#issuecomment-1537836361  With 2 sheets you can farm any prefix you want by combining and splitting sheets. Nope! ## Changelog 🆑 Melbert del: Deletes Mythril Coins from random coin spawners del: Replaces Mythril sheets in icebox vent fishing with Runite sheets /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) | ||
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cdaa1d29a4 |
A "postal workers strike" negative station trait. (can be positive) (#80213)
## About The Pull Request Added a negative station trait, which blocks the mail like it's sunday or a official holiday. However! If it's actually sunday or a official holiday, when the mail would be normally blocked already, instead it'll unblock it. It was done this way because it's easier (station traits are loaded before the events and economy subsystems are initialized) and cooler. ## Why It's Good For The Game Granted there are quite a few station traits around cargo already, features interacting with other features is honestly a good thing. ## Changelog 🆑 add: Added a "postal workers strike" negative station trait. In the case of holidays and sunday though, it'll be a "postal system overtime" instead. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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bb781627ab |
The maintenance crate spawning crate is now a spawner (#80083)
## About The Pull Request `/obj/structure/closet/crate/maint` was a type of crate that spawned a completely different crate, and then deleted itself. I have decided to swap this out for an actual spawning effect. I have also did some subtypery to remove some duplicate code that handled randomly opening the spawned closet/crate (through I am not that satisfied with `/obj/effect/spawner/random/structure/closet_empty/crate/with_loot` as a sensible typepath name, I would like to ask for suggestions). I also removed a loot define, because it was no longer needed as its contents were used on a single page. ## Why It's Good For The Game Things that act like spawners should be spawners. Maybe this fixes the CI issue on northstar where a mousetrap box gets deleted before it initializes during create and destroy? It was placed above a spawner that spawned one of these self deleting crates. I am unsure, I could not replicate this issue during testing. ## Changelog Nothing player facing. |
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2893b7fb97 | TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) | ||
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96d7e9c690 |
Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I needed this for another thing so I'm doing this first since it touches a lot of code. As for the bugs fixed in the changelog, it's only what I noticed while going through everything and there's likely a few more things fixed with this. This should be testmerged for a while, I'll bring this out of draft when it feels safe. 🆑 admin: Invisimin can now be used on mobs that are already invisible, whether through temporary or permanent effects. fix: Monkeyize/Humanize mob transformations no longer permanently reveal invisible mobs if they had effects making them invisible otherwise. fix: Objects with the undertile element that have been made invisible through other means are no longer revealed by being uncovered. /🆑 |
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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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e8d12b29fe |
Removes all spawn locations of the awakened plush except the bus ruin (#78559)
It's supposed to be a coderbus easter egg, stop putting it elsewhere. I want it to stay rare enough that it confuses people when it makes it to the station. The secure closet had it on the loot table and due to how that's coded it has to have something replace the slot (or rework the loot spawning code there) so I put a live bomb in the slot instead. 🆑 ninjanomnom del: An easter egg plushie that was spawning where it shouldn't has been brought back home. add: The secure closet can now spawn live gibtonite, enjoy your free bomb. /🆑 |
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f861532d24 | Basic Legion & Hivelord (#78624) | ||
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c570c96ebb |
adds crushed can, jelly doughnut, and shipping container random spawners (#78444)
## About The Pull Request i got bored so i made some new spawners, mainly for mappers but maybe an admin will use them too. pics here:  firstly, this adds crushed can spawners, for if you want a random crushed can sprite in your map, and don't really care which it is. if you _do_ care, however - you can set the var/random_icon field on one of these to 0, in your copy of strongdmm. then just change the icon state to whatever specific can design you'd like it to be (ie: "wellcheers") here you can see a few of them in action  secondly, this adds doughnut, jelly doughnut, and slime jelly doughnut spawners - pictured below these use a weighted list based on flavor - more down to earth flavors are more common, while more interesting and unique flavors like bungo and blumpkin are a bit rarer.  thirdly, this adds a shipping container spawner. this one uses a weighted list so the super obvious syndi corps are rare, less obvious ones are less rare, and regular corporate ones are common. here you can see a few.  ## Why It's Good For The Game more flexibility for mappers, more dynamic spawns... what's not to love? ## Changelog 🆑 not player facing /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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b2ecd81be4 |
Basic Mob Brimdemon (#78424)
## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog 🆑 add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /🆑 |
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0976420f2f |
seedling basic mobs (#78224)
## About The Pull Request this is a mob that was removed from the game since years ago. this pr refactors them and readds them to the game. seedlings now can have different colored petals!  to obtain this monster, botany can now grow them out of 'seedling' seeds that they can find in the exotic seeds crate. this mob loves to help all plants and when its grown out of the seed, it will help the botanists look after their plants. it can water plants (if it finds a bucket), remove weeds and remove dead plants. they will also use their solarbeam ability to provide small healing to damaged plants. it will try to refill its bucket with water if there is a water source near by. it will also follow the orders of whoever harvested it.  traitors can buy a seed from the uplink that grows an evil version of the seedlings, they can command them to attack people and use abilities and to cause chaos on the station. ## Why It's Good For The Game refacotrs the seedlings into basic mobs ## Changelog 🆑 refactor: seedlings have been refactored into basic mobs please report any bugs add: seedlings now can have different colored petals and can look after botanys plants add: seedlings are re-added to the game! they grow out of seedling seeds obtainable from exotic seed crates or traitor uplink /🆑 |
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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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b1c5e5e0f6 | Foodening (#77887) | ||
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0345de3582 |
New Backpack Type: Messenger Bags! (#77871)
## About The Pull Request  From downstream with love! These are mechanically identical to a normal backpack or satchel, just with more drip. Also a little bit of :o)  These will exist both in prefs and in drobes/lockers.  Sprites by Zydras. ## Why It's Good For The Game We love fashion here. We love it so much. And most backpacks are too in-your-face to fit well with a lot of 'fits. ## Changelog 🆑 Nerev4r & Zydras image: Adds messenger bags to character setup and drobes/lockers! /🆑 --------- Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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17e16ad0c2 |
Replaces Camera bug with Camera tablet app (#77713)
## About The Pull Request Replaces the Traitor's Camera Bug item with an application that allows you to view camera apps. The difference between this app and the Security one is that it does not have an access requirement, does not make noise (it didn't previously due to a bug, fixed in this PR), and can be installed on PDAs. This can also be installed from syndienet, which means nukies now have a way to see the station cameras while off the ship. Adds Syndicate app disks, which are made of Gold. This is only used by the Camera app as of right now. I also fixed some issues along the way; - Camera tablet app now properly shows cameras - It now properly makes the noises it is supposed to - It clears the viewers properly on the ui being closed or the app being exited. Syndicate app disks ddelete their apps upon being transferred over (like maintenance disks), trying to remain consistent with previous behavior. I also made this for a [personal project I am currently working on](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA). I could just make this UI be TGUI, but I thought it could be worth trying to turn it into a better item first. Tracking people is much simpler now- You choose anyone from a list of people found on cameras, and it will try to find a camera that sees them. It follows them until you close the app or switch camera. https://github.com/tgstation/tgstation/assets/53777086/1536ebb9-0c4f-45bb-b593-f98791ea6d23 ## Why It's Good For The Game The Camera Bug is one of the worst traitor items as of current. You can remotely shut off a single camera, something that can be done with basic tools you are likely carrying around anyways, and uses an HTML clunky UI to flip through cameras. This new Traitor item makes it much easier to use, since the camera consoles are something you are likely already used to. It also means emagging a tablet is slightly more useful, and golden data disks are pretty cool. Unfortunately this means that they no longer grant illegal tech, because otherwise you can simply clone the app infinitely for personal use, and deconstruct the disk itself for tech. This can be grinded into gold, but I think if we want an illegal tech item, it'll have to find a new host. Closes https://github.com/tgstation/tgstation/issues/74839 Closes https://github.com/tgstation/tgstation/issues/39975 Closes https://github.com/tgstation/tgstation/issues/53820 ## Changelog 🆑 balance: The Traitor's Camera bug is now a tablet app that works like a silent camera console with an extra ability to track people through their nearby cameras. /🆑 |
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81e59f7ff2 |
Goldgrub basic (#77733)
## About The Pull Request the goldgrub is now a basic monster. the goldgrub will now look for walls to mine and look for ores to eat. if he finds any nearby humans he will escape and dig away. also if he sense a storm is coming he will dig away and only come back out when the storm is gone. the goldgrub will escape from u but u can now befriend the goldgrub. if u feed him ores he will love u and become ur pet u can ride him or make him follow u. he will also help u mine, if u leave him to mine for a bit and come back to him later u can ask him to spit out all the materials he mined and he will give them to u. also if u feed him a bluespace ore, he will lay an egg and have a baby. the goldgrub is very protective over this egg he will drag it around with him. the goldgrub baby will follow his mom or dad until he grows up to be like his mom or dad ## Why It's Good For The Game give the goldgrub more character and now he can help miners to mine if they befriend him ## Changelog 🆑 refactor: the goldgrub has been refactored please report any bugs add: the goldgrub can now be tamed and he can have babys /🆑 |
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fca0a11904 |
[no gbp] Lavaland should no longer spawn one million goliaths and watchers (#77716)
## About The Pull Request Fixes #77709 I made a very smart and sensible and handsome change in a recent PR to replace `mob/goliath/random` and `mob/watcher/random` subtypes with spawner effects rather than mobs which qdel themselves on init sometimes however I neglected to account for how the lavaland map generation was reliant on those typepaths to space mobs apart resultingly the map generator would attempt to place lavaland mobs about 12 spaces apart _unless_ they were goliaths or watchers which it would spawn basically as much as it wanted wherever it wanted ## Why It's Good For The Game  ## Changelog 🆑 fix: the goliath and watcher mating season has ended and population has returned to normal levels /🆑 |
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e3a22f5e91 |
Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle. balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope. |
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6c34d93be7 |
Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request Massively overhauls and standardizes the nuclear operative uplink. ### Weapon Kits Essentially, all the main weapons of the uplink have been changed to instead come as 'weapon kits', which are essentially cases containing a weapon loadout to enable operatives to easily start operating on only just one item purchase, without the fuss of worrying whether or not operatives are getting spare ammo, or getting relevant equipment for success. Consider this a pseudo-loadout, though without necessarily restricting the purchasing of more weapon kits. All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC) and High Cost (18 TC). This is also matched by categorized ammo costs; Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC), Incendiary (3 TC) and Special (or anything that does not easily fit these categories and does something real extra) (5 TC). Weapons that lacked these ammos have gained these ammo types to fill the gaps. <details> There is may one exception to this in disruptor ammo, which is priced as basic ammo if only because it isn't _quite_ good enough to justify pricing at 5 tc and I can see an op wanting to use it as a basic ammo type instead of normal .50 BMG against, say, a silicon/mech heavy opposition. Since it cannot kill organics on its own, I'll consider this mostly basic-adjacent </details> The kits have also been labelled based on potential difficulty. This reflects possible difficulties in using the item, how conducive it is to success for how much game knowledge needed to actually use it, and how likely an op is to succeed using it. I don't expect ops to win using nothing but a rocket launcher, but I think ops should get a fair shake at trying, yeah? The kits are as below: #### **Low-Cost** _Bulldog (Moderate):_ Shotgun and three magazines of standard ammo. _Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo. #### **Medium Cost** _C-20r (Easy):_ SMG and three spare magazines of standard ammo. _Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a special hat) _Revolver (Moderate):_ Revolver and three speedloaders of standard ammo. _Rocket Launcher (Hard):_ Rocket launcher with three spare rockets. #### **High Cost** _L6 SAW (Moderate):_ LMG, and that's it. No spare ammo. _M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box of rubber grenades. _Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and one magazine of disruptor ammo. Also suit and tie. _CQC (Very Hard):_ Comes with a stealth implant and a bandana. _Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap, antislip module, meth injector and a prisoner jumpsuit. _**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher (the one that launchers chem grenades). (I replaced the shit acid grenade with another flashbang in the belt) Surplus SMG (Flukie difficulty) has been unchanged. It just now comes with two rations. Includes two new revolver ammo types: Phasic, which goes through walls and armor, but has significantly less damage as a result (I've equalized the revolver damage and the rifle version's damage to 30 for both). And Heartseeker, which has homing bullets. Both are Special ammo, and are priced at 5 TC a speedloader. ### Other Gear The other items in the uplink have also been consolidated and standardized in various ways. #### Grenades Most now cost 15 TC for three grenades of any given type (including the full fungal tuberculous). This is pretty much identical to the previous price, just more consistent overall and front-loaded in cost. #### Reinforcements All the various reinforcements now cost 35 TC and all refundable, equalizing cost to the average across the reinforcements. This is primarily because I feel like all these options should be weighed equally, and not one of these options are necessarily worse or better than the other in their current balance. They're largely inaccessible for normal ops regardless, and typically come out when there is a discount or war ops. I took the average value and went with it. Not much more to say. #### Mechs They're just cheaper. These things still suck and they need help. They've always needed help. A slightly less excessive value for the mechs may help see people willing to spend the TC on them. I doubt it. I seriously suggest not buying these still. I keep them in primarily because they are big stompy mechs and are kind of iconic 'war ops' gear. #### Bundles Since I've implemented weapon kits, gun bundles are rather redundant. So the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and technically the sniper bundle were removed. The sniper bundle is now the weapon kit, obviously. Nothing else here really. Except for one.... #### Implants Not much changed here. I standardized the implant prices to 8 TC a pop. This is in accordance with traitor implants, which ops also get. So everything in this category bar a few exceptions (like macro/microbombs) are around 8 TC. Makes sense to me, really. Importantly, I made the Implant bundle 25 TC, and I unrandomized the contents. Who in the right fucking mind would spend 40 TC just to get five reviver implants is beyond me. But instead, you get one of each of the cybernetic implants except thermal eyes (you can just buy thermals and get the benefit of both vision types; x-ray and thermal vision, if you want to use smokescreens a lot). #### Base Keys They're all now 15 TC, except the fridge which is 5 TC. It's weird they're valued differently when they are taken mostly to do gimmicks like xenobio and toxins in a hurry before hitting the station. So we've standardized it. ## Hat Crate **YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE FOR ONLY 5 TC!** **NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD ISSUE CROWBAR!** **ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!** **PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!** ~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~ <details> There is a 1% chance to instagib people with direct hits from a rocket. This does the crit effect. </details> ## Why It's Good For The Game The uplink needed more spring cleaning and standardization. With this, I've partially implemented my older idea for ammo consistency and initial allowance for nukies. Ammo is kind of over-priced and often where a good chunk of TC goes towards without really pushing nukies towards meaningful success. And it is often what is tripping up new players who didn't think to get any. Now, when they get a gun, they get ammo in their case. On top of this, the weapon kit category is both at the top of the uplink AND has a little label to say 'Recommend', so that these new players will hopefully know they should be looking there first. In addition, it is the gateway towards a concept that is currently being worked on. Nuclear operatives having some degree of predefined loadouts for players to select if they aren't sure what they want, or don't know what to get. Nukies is very confusing for many players. So giving them a fighting chance with some premade setups can help ease them into the role without needing too much player knowledge in how to apply the items. This is only one step towards that, so that players can identify what gear they need to help succeed based on their skill. I wanted to implement a difficulty warning so that players can choose gear loadouts that are actually conducive to their skill and knowledge. I based it on how much players would need to know to engage in combat with it, and how much fiddling is required to get something to work properly (overly involved reloading is a consideration, for example, as well as precise button presses). In addition, how much of a force multiplier some weapons can be for their ease of use. Most people recognize the c20-r as the most new player friendly weapon, as an example. So it would be good to steer players towards taking that gun because of how easy it is to use, understand and succeed with it. And most importantly of all; Having standards within the uplink is important. Most of the values in the uplink are just completely random. Nobody has a good grasp of what is too much or too little. Even just a hint of consistency, and people will stick to it (see implants for what I mean). And there is still some work to be done even there. A good start is weapons. Price for power can be meaningful when decided whether we want some weapons to come out more often than others. Players do enjoy making informed decisions and choices, and having affordability be a draw to some otherwise less powerful weapons (looking at you, Bulldog) can actually be a worthwhile and meaningful difference. ~~I thought it would tick off the gun nerds to change the calibers on the guns.~~ ~~I also thought adding hats would be funny given the release of TF2's most recent update.~~ ## Changelog 🆑 balance: Standardizes some of the nuclear operative entries to have more consistent pricing within their respective categories. add: Adds some new categories so that players have an easier time navigating the nuclear operative uplink. balance: Many items have had prices reduced or adjusted to make them more desirable or more consistent within their category. add: Weapon kits have replaced almost all the individual weapons in the uplink. You now buy these instead of the individual weapon. These often come with spare ammo or relevant gear for success. add: Most ammo types have been standardized in price. refactor; Removes a lot of redundant item entry code and tidies up the actual code part of the nuclear uplink so that it is much easier to find things within it. add: Added 40 new cosmetic items to the Syndicate Store. Buy them now from the Hat Crate, only 5 TC! code: Updated the nuclear operative uplink files. /🆑 |
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6faf547cf4 | Fixes DNA Infuser missing from techfab, tech storage (#77348) | ||
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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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cfd40aeef5 |
Imports and Contraband 2: Landfill Gacha Addiction (I put trash randomizers into cargo crates and called it content) (#76771)
## About The Pull Request This is a followup on my previous PR involving cargo imports. I've made a number of changes and new additions to cargo's imports and contraband. But I've also changed how Smuggler's Satchels generate loot as well. ### New: **Abandoned Crates:** You can now order in abandoned crates at a steep price. Obviously these are just your standard fare abandoned crates, so they've got a pretty long list of potential contents. Some great, some utterly not worth the price you paid for the crate. Since they're quite pricey, you can't order very many quickly. But this does allow cargo techs the opportunity to spend the round solving puzzles to get interesting loot. **Dumpster of Maint Garbage:** This dumpster (similarly named to another dumpster you can order) is filled with maint trash and potential maint random spawns. This list is extensive enough that anything spawned in this crate is likely to be mostly garbage. But, it is more affordable than abandoned crates. I'd consider this the literally trashier version of the abandoned crate. **Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the extremely rare, short run edition of Shambler's Juice, Eldritch Energy! This contains 5 units of eldritch essence. Heals heretics, hurts everyone else! This is a VERY potent poison, but it also happens to be a handy way for a Cargonian heretic to get a potent healing item without having to waste knowledge points. **Animal Hide Crate:** It's a cargo crate full of animal hides! This can include fairly rare hides and some icebox creature hides as well, like polar bear hides and wolf sinew. It's not too expensive, and mostly spits out leather. **Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable. This is just something to troll people with. Drink it and you'll get a massive mood penalty. Dreadnog! May or may not contain space cola! ### Updated: **Contraband Crate and Smuggler's Satchels:** This has had it's price increased considerably. But, for good reason. It now contains some more controlled random items, but also some more valuable contraband as well as a very rare spawn. The upper end on his contraband can be extremely valuable, but the majority of the items gained from contraband crates will probably be either what you can get now (quite weak), or something a bit more middle of the road (some more unique narcotics). As a consequence, I've also passed this change onto smuggler's satchels, as they used the crate to generate its contents. (it literally spawned and then deleted a contraband crate to generate the contents hoo haa). I've also increased the number of items in the smuggler's satchel. Since the randomly spawned smuggler's satchels are quite a bit rarer now there is only ever two spawned in the map, and spending actual TC on these is somewhat counterproductive, I don't imagine this will be more beneficial for scavenger hunters hoping for some interesting goodies. **Russian Crate (the normal one):** The mosins now spawn in ancient gun cases. These determine what kind of mosin you can get. 79% of the time, you get the crap mosin. 20% of the time, you get a good mosin. And 1% of the time, you get rations. This more tightly controls how many good mosins are entering into the round and how much of a value purchase the Russian crate actually is for getting ballistics. Since the process is even more unlikely than before, it isn't necessarily as guaranteed that you will get a good mosin. Hell, you might not even get a gun if you're that unlucky. **Shocktrooper Crate:** It now has an armor vest and helmet. So, not only do you get some grenades, you get some protection as well. Since this is the 'loud' crate, I felt it appropriate to make it slightly more useful for enabling that. **Special Ops Crate:** It now contains five mirage grenades and a chameleon belt, and has had the survival knife improved to a switchblade. This is probably the weakest of the two crates STILL, but hopefully these make them a little more interesting and novel by giving them pretty fun grenade to toy with. ## Why It's Good For The Game My initial PR hoped to add in a few more interesting purchases for cargo. I think currently cargo has a slight issue of not having enough valuable or interesting uses for their money. I think it still has that problem, but by including more unique crates that allow cargo to provide some oddities into the round, that might slowly work itself out. This PR hopes to provide another way to waste their money if they have an excess amount. Landfill Trash Gambling. Spending it away on complete junk, which I think is absolutely hilarious when it doesn't work out, as it is soulful in its design. Definitely not inspired by my recent thrift shop excursions this month buying and scrounging for furniture and interesting clothing. [Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes) Also, I wanted to buff some of the crates I introduced a bit last time, and nerf the mosin production somewhat via a more controllable method that I can actually adjust as necessary down the line. ## Changelog 🆑 fix: Stops manifest generation runtiming when a cargo crate is empty. add: Abandoned crates are now available via cargo imports. add: Dumpsters full of maintenance trash are now available via cargo imports. add: An ultra-rare can of Shambler's Juice is now available via cargo imports. add: Animal hides and leathers can be (unreliably) ordered via cargo imports. add: The Dreadnog has entered this realm. To consume, purchase it via cargo imports. balance: Contraband Crates (and as a consequence, smuggler's satchels) now generate more varied goods. Mostly the same, but sometimes you get something quite different or even valuable. balance: Mosins generated via the Russian supply crate are a bit more random, weighing more heavily towards bad mosins than good mosins. balance: Buffed both the shocktrooper and special op crate. Shocktrooper now has an armored helmet and vest, and special op now has 5 mirage grenades and a chameleon belt. The survival knife in the special op crate is now a switchblade. /🆑 |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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3cbbefa742 |
Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request /obj/structure/closet/mini_fridge is now a clean nice one, which only spawns beverages and does not have that cockroach reference in the description, and starts off anchored. now /obj/structure/closet/mini_fridge/grimy works like the old mini-fridge, with syndicake, moldy bread, and now the chance of an ACTUAL cockroach. I've replaced them on maps according to each one's needs, So, as an example, Northstar gets a regular one (it var edited it before) while tram maints get the grimy subtype. mini-fridges now can properly go over tables, so you don't have to deconstruct said table to put it on top again. ## Why It's Good For The Game I've found the need for a nice subtype while doing a ruin, and so has a few other mappers apparently, as northstar had a var edited variant. The fact that it couldn't go over tables and started off unanchored was annoying on tram and icebox, where it is present on the kitchen and you could easily push it to the ground and suffer. ## Changelog 🆑 qol: It has been issued brand new mini-fridges for our active stations, Featuring more booze and less moldy pizza! /🆑 |
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b6d48e12d7 |
Converts sec armories to using the (not) random mapping spawners (#76392)
## About The Pull Request Title. ## Why It's Good For The Game Armories aren't really a dense area mapping wise, just a few guns there, armor there, and some fluff security stuff (like HUDs or whatever). This PR just converts most of the heavy stuff (armor, helmets, guns) into spawning helpers with the aim to make mapping armories just a tad bit quicker and easier. The only thing this does kinda nuke is the neatly stacked stuff, which the mapping helpers kinda suck at doing, but its not totally woeful. ## Changelog 🆑 Jolly, timothymtorres code: Jolly: Armories across all maps have been tweaked slightly. Report to a Nanotrasen security advisor for any missing guns, armor, helmets or anything else that was there previously (that means, post an issue on Github if theres an issue!!) code: timothymtorres: Random item spawners now support better control of their X/Y pixel offset. /🆑 --------- Co-authored-by: Tim <timothymtorres@gmail.com> |
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4d1e34322f |
Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request [Removes the pretense of relative multiz levels]( |
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9940fb62e6 |
Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request Title. Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the request of @TheVekter ## Why It's Good For The Game This subtype only exists to append ore box behavior and is clearly a relic of pre-2020 mechcode. Keeping it around will only make it harder in the future to add new mechs with ore box support. ## Changelog 🆑 fix: Clarke ore box now has a less confusing dump contents button. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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3396d13ed5 |
Adds shark plushie, removes pickle Rick plushie (#76206)
## About The Pull Request Come on, look at it. It's adorable.   Sprites courtesy of INFRARED_BARON Available for purchase from Cargo as a goodie. Acts as a replacement for the pickle Rick plush which is going to Brazil where it belongs  ## Why It's Good For The Game Everyone needs a shark plushie. Happy pride! ## Changelog 🆑 add: Adds a shark plush, obtainable from Cargo for a nominal fee. del: Removed plush cucumber by popular request. Cucumber has been replaced by the shark plushie in arcade machines. /🆑 |
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b5975bd915 |
Unit tests now catch decals in walls/space (#75189)
## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑 |
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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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1c60848edb |
Removes poseur tag graffiti (it's been dead for ~6 years Edition) (#75689)
## About The Pull Request The _poseur tag_ graffiti option was not removed in the gang gamemode removal back in #30056. Back then it would have chosen one of the gangs' tags to mimic. Now, if selected, it will create an empty graffiti. This will also apply to any mapped/generated graffiti. This sucks and this derailed me from my other thing I was doing in the crayons.dm vicinity. ## Why It's Good For The Game Removes a 6-year-old non-functioning graffiti option. ## Changelog 🆑 fix: exorcised a ghost of the gang gamemode from graffiti /🆑 |
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b7fb33ab00 |
Adds Ethereal Drinks (#75487)
## About The Pull Request Adds 3 new electric-themed drinks for ethereals. They count as food for etherials, (not much, one glass is about equivelant to a plasma burger), but humans can drink them as well, among other effects. ## Why It's Good For The Game As an ethereal player, I do feel while our food is convenient, that we miss out on the RP other species get from going to the bar. This allows for etherials to order drinks from the bartender. All effects work on all races, with the hunger satiation as the exception. ## Changelog 🆑 add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No special effects besides acting as a weak ethereal food. Not very potent in terms of alcohol. add: Telepole - New mixed drink themed after thunderstorms, gives the same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part Sake, and 2 parts Dark & Stormy. Moderately potent. add: Pod Tesla - New mixed drink, themed after the old removed tesla engine (the singulo gets a cocktail, it should too!) Grants a brave - bull phobia resist, and a stronger grey bull shock resist allowing you to (temporarily) resist tesla arcs from reactive armor and the SM's tesla coils. Gives a pleasant thought to whoever drank it, because this thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole, and 3 parts brave bull. Highly potent. qol: Unsure if this counts as QOL or balance, but the fact sol dry is in 3 different cocktails but the bartender has to buy 30u cans of it made me feel it deserved being added to the soda dispenser. image: Added graphics for the above drinks, shown below, from left to right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle) <img width="171" alt="image" src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96"> /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> |
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75537b97a5 |
GAGSifies Plushies (#75442)
image: Space lizard, carp, slime and snake plushies have been resprited and set up to support GAGS. |
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bf880f553a |
Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner. (#75199)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request So they just had list from 6 coins and not random picking of coins, so now its random. It will also spawn chococoin because it's a coin too. But won't spawn `coin/gold/debug` because it's debug and eldritch coin because comxy asked about it. Added chococoin to `/obj/effect/spawner/random/entertainment/coin` and holdables list of wallet. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Random is funny. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Indusrial Gold and Regenerative Gold extracts now spawn random coins and not just list of 6 coins. But no mythril as it has miserable chance to have summoning effect which have even more miserable chance to spawn something dangerous and not just mice. add: Chococoin now has a chance to spawn wherever the coins are used to spawn (wallets, greed ruins, deltastation bar) /🆑 <!-- 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: Fikou <23585223+Fikou@users.noreply.github.com> |
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2068ea9ab5 |
Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request This PR is actually 2 parts, one that fixes runtimes with crates & the other that allows secured closets to be crafted along with a secured suit storage unit **Crate Fixes** Fixes #74708 The problem starts here |