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937e8b82e2e4565bf403a4d00a60d3acefa47a95
946 Commits
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4ac4375faf |
Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. |
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7a8d1fb3a3 | Rewrites GLA mail counterfeit device's descriptions (#84215) | ||
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d5944df123 |
Fixes thermal holster trait issues (#83962)
## About The Pull Request Uses ADD_CLOTHING_TRAIT to store a ref to the individual holster item that's providing the gunflip trait. This fixes an issue that was happening where having one holster equipped and dropping or unequipping another would remove the trait from you, even though you were still wearing one. ## Why It's Good For The Game Fixes #83762 ## Changelog 🆑 fix: Fixed thermal pistols sometimes not recognising an equipped holster when trying to spin them to recharge. /🆑 |
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6fea9d999d |
Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request I was looking at sounds (as you do) and I noticed this  These sounds don't exist We have `portal_open_1`, not `portal_open1`. This wasn't caught on compile because they used `""` and not `''`. So I went through and audited a bunch of playsound uses that don't use `''`. Only one error, fortunately Likewise there was a ton of places running `get_sfx` pointlessly (because `playsound` does it for you) so I clened that up. However while auditing the portal stuff I noticed a few oddities, so I cleaned it up a bit. Also also I added the portal sounds to the wormholes event and gave it a free ™️ optimization because it was an in-world loop ## Changelog 🆑 Melbert sound: Portals made by portal guns now make sounds as expected sound: Wormholes from the wormhole event now make sounds when formed /🆑 |
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47be0bffc2 |
Ctrl click refactor (#83784)
## About The Pull Request Same idea as #82656 but for ctrl click & ctrl shift click cause why not - Does your signal & `can_perform_action()` checks using `interaction_flags_click` flags before delegating the event down to `ctrl_click()` proc. - The one new change now is that `ctrl_click()` proc is now blocking, meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will stop the object from getting grabbed/pulled. So remember to return these values if you want to stop the grab action or return `NONE` if you want to process the click but still want the object to get grabbed as well ## Changelog 🆑 refactor: Ctrl click & Ctrl shift click has been refactored. Please report bugs on GitHub /🆑 |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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79031b3b53 |
add smoke kit to uplink (#83330)
## About The Pull Request Add smoke kit (5 grenades) by 2 TC ## Why It's Good For The Game Smokes can be a good addition for stealth implant, vanishing and slicing with a katana ## Proof of Testing <details> <summary>Screenshots/Videos OLD</summary>   </details> ## Changelog 🆑 add: Added smoke kit (5 grenades) with four grenades to uplink by 2 TC /🆑 --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> |
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14e27ec462 |
adds the Ansem/SC, the logical conclusion to the John Splintercell series (#83228)
## About The Pull Request Replaces the Ansem, SC/FISHER, and suppressor in the Sam Fisher gimmick bundle with the Ansem/SC, a variant of the Ansem that: - has an integral suppressor (read: acts like it's always suppressed, because it is) - an underbarrel light disruptor (functionally identical to the SC/FISHER, fired with RMB) (note: firing the disruptor in combat mode causes the main gun to fire as if it were being fired akimbo. which it shouldn't, but I'm not sure how to make it not do that) - is longer, visually, but not storage-wise, and also visibly has an underbarrel light disruptor  Also added code support for integrally suppressed ballistic guns (with no separate suppressor overlay), handled by the can_unsuppress variable. Also fixes the SC/FISHER disrupting APCs for ten times longer than they probably should have been disrupted. ## Why It's Good For The Game In regards to the Ansem, SC/FISHER, suppressor: The Sam Fisher gimmick bundle having the Ansem and SC/FISHER as separate items always kinda bugged me, since it seemed too clunky for a sneaky-beaky operator-type to have to juggle two guns (one which you had to bump to normal-size, leaving it unable to fit in the belt) to break lights and then shoot dudes in the back of the head. So now it's one gun, like the M-90gl and its grenade launcher. I think the bundle's rare enough that it's fine to give them this much. In regards to the APC thing: Shooting an APC with a gimmick gun and leaving it unpowered for two minutes seemed unintentional. In regards to the code support for integrally suppressed guns: Maybe someone else will want to put in another integrally suppressed gun? It was relevant for this use-case. ## Changelog 🆑 qol: The Ansem, suppressor, and SC/FISHER included in the Fisher gimmick bundle now come together as one whole gun, the Ansem/SC. It's integrally suppressed, and fires the disruptor on right-click. fix: The SC/FISHER disrupts APCs for an appropriate amount of time, not ten times the intended disruption length. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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261548f09d |
Staff of Shrinking for the wizard (#83115)
<!-- 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 Adds a new staff for the wizard that shoots shrink rays. Also a corresponding wand that comes with the wand belt. Shrinking is a mechanic already implemented by abductors, but it's not often used because it doesn't fit their kit super well. That's a huge shame because shrinking stuff/people is really funny. And you know where funny stuff fits well? The wizard kit. OH YEAH and being shrunken now gives you the squash component so you can be squashed as though you were a roach, though this only deals 10 damage instead of gibbing you tiny staff  tiny wand  exhausted wand turns back to a big wand sprite :)  ## Why It's Good For The Game Shrinking stuff is funny, plus it gives the wizard something new to do besides polymorphing everyone or turning everybody to stone or ei nathing people. ## 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: New funny wizard staff/wand that shrinks stuff. add: Being shrunken now leaves you vulnerable to being crushed to death. /🆑 <!-- 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. --> |
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c12af14f20 |
Fixes sabre alt-click (#83162)
## About The Pull Request Alt click wouldnt draw the sabre bc of dual click actions ## Why It's Good For The Game Fixes #83159 ## Changelog 🆑 fix: Alt click will draw the captain's sabre again /🆑 |
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45b403f296 |
Fix the RMB action on the cigarettes pack and add a new QoL (#83170)
## About The Pull Request Fix the movement of a pack of cigarettes under an spaceman when they interacts with it with the right mouse button. Also adds a new way to quickly insert cigarettes in the mouth, just hitting a pack of cigarettes on yourself. Here how it works: https://github.com/tgstation/tgstation/assets/126676387/9f1442b0-173b-4f2e-a95e-e42fd9269642 ## Why It's Good For The Game It fixes the bug and adds a new quick and convenient way to put a cigarette in your mouth. That's good, isn't it? ## Changelog 🆑 qol: Now you can put a cigarette in your mouth just by hitting the pack of cigarettes on yourself. fix: The cigarette pack no longer moves under the spaceman when they interacts with it with the RMB /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com> |
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8666801e11 |
Allows the Coroner's Ritual Knife to go in the Medical belt! (#83113)
## About The Pull Request Allows the Ritual Knife from the Coroner's Mortidrobe contraband section to be stored within Medical Belts like any other surgical tool. ## Why It's Good For The Game Coroners using the Ritual Knife adds excellent flavor to the job. Allowing it to sit upon their Medical Belt in place of, say, a scalpel grants convenience to those wishing to roleplay out a more wicked or occultic Coroner without having to place the Ritual Knife in their bag, leaving an odd spot open on their Medical Belt. |
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6fd6ebd850 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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bc4e7d3b4e | Remove data systems in favor of global datums (#82943) | ||
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55a5a05d7b |
Fix the materials box dropping its contents on creation (#82892)
## About The Pull Request This fixes the materials box (part of the debug box/admin outfit) dropping its contents everywhere. The issue is that these stacks will merge during `PopulateContents` as part of the parent call to `/obj/item/storage/Initialize` before `/obj/item/storage/box/material/Initialize` has a chance to change the size of the box. ## Why It's Good For The Game Fixes #82705 ## Changelog 🆑 VexingRaven fix: The debug box no longer spills its contents everywhere /🆑 |
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c1a775efe1 |
Implements data systems (#82816)
## About The Pull Request Subsystems currently come in two different flavors: 1. Systems that process at intervals with the master controller 2. Global data containers that do not fire And I think they should be split up... This moves 4 non firing, non init subsytems -> datasystem ## Why It's Good For The Game Clarity in code |
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a21742ff60 |
Adds ALLOW_RESTING to a bunch of items (#82761)
## About The Pull Request Allows you to alt-click a bunch of items while resting. Fixes #82788 ## Why It's Good For The Game Some of these, such as storage, are bugfixes. You shouldn't need to be standing up to configure a spray can, or change the direction of your bedsheet Others are just sensible changes. ## Changelog 🆑 Melbert fix: You can open bags with alt click while resting again qol: Many items which previously required you to stand to alt-click now don't, such as bedsheets and spray cans /🆑 |
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3842e16a8b |
Removes virologist job (#82723)
## About The Pull Request As the title says. Removes the job. Whole wing of medical is still there.  (MSO)  ## Why It's Good For The Game It's boring. It's so boring that when it decides to become unboring it just attempts to ruin the fun for everyone else ## Changelog 🆑 del: Due to a need for company restructuring, virologists have been laid off by CentCom and doctors can optionally take their place. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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df11ec8f34 |
Adds various quality of life changes for cooking to make it less click intensive. (#82566)
## About The Pull Request - Increases tray item size by 1 item. - Ranges and griddles can now be fed from trays. Click when closed => fill soup pot. Click when open => fill associated oven tray. Right click when open => fill tray from oven tray Click griddle => fill griddle surface. Right click => fill tray from griddle surface - Martian batter is now 5u of each ingredient into 10u of batter. Hopefully will make it bug out less where it makes far fewer reagents than it is supposed to, fixing reagents, or well soups specifically... is out of scope for this PR. - Adds the ability to print soup pots and large trays from the service lathe Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of 200U) Large serving tray: 2 iron sheets ## Why It's Good For The Game Makes cooking a lot less tedious. Especially for people with low precision when it comes to filling oven trays. This also bring the behavior up to parity with how you can click microwaves with trays to fill them, ditto for the food processor. It also allows chef to use the whole capacity of an oven, as previously you couldn't easily click 6 cake batters or other giant sprites onto the tiny tray. The tray is now sized to be able to easily feed a griddle 8 items. ## Changelog 🆑 qol: chef equipment can now deposit and withdraw to/from trays! qol: chef now has access to griddle and oven sized trays! qol: service can now print soup pots /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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e64331f678 |
Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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 Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  ## Why It's Good For The Game Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. ## 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: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- 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: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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f47733d0e3 |
Final Objective: Battle Royale (#82258)
## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 |
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1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
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cdaeb643ce |
Removes Space Dragon Final Objective (#82259)
## About The Pull Request See title I left the item in and removed the antagonist checks from it just in case an admin wants to fuck around with it, but I can delete that too if preferred. ## Why It's Good For The Game This is both our least interesting and least impactful objective. Turning into a (nerfed) space dragon sort of looks cool maybe the first time you do it and then after that it isn't. It is sort of disappointing to see it pop up in the uplink, in my experience. This Space Dragon generally speaking isn't going to cause significant death or destruction except on lowpop (where a traitor can just do that anyway) or if they play in the cheesiest possible manner, it simply isn't that dangerous by itself. It is also simply less versatile than just _being a traitor with a lot of TC_, something you already are when you get it. Turning into a big animal also just doesn't feel much like something a traitor should be doing, that's a changeling or possibly wizard sort of objective. It also sort of cheapens "real" space dragons by making them show up this way. Finally; I just don't like it. We have enough final objectives now that we don't need to keep this one just to fill the pool, in my opinion. ## Changelog 🆑 balance: Traitors can no longer turn themselves into dragons. /🆑 |
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a155c23d2e |
[THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)
## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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7361eb3d98 |
makes surgery caps small (#82201)
<!-- 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 Add w_class flag with WEIGHT_CLASS_SMALL, so surgery caps now small items. <!-- 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 Surgery cap IRL can be easily folded or crumped, so it can can be in space station. Also surgery cap now can be put in medical belt, like gloves or medical mask. And also I think that normal size instead of small is too much for decorative cap, that do nothing. <!-- 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. --> 🆑 qol: makes surgery cap small /🆑 <!-- 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. --> |
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db5cb5b801 |
Chief Engineer turtlenecks and garment changes. (#81872)
## About The Pull Request Adds the Chief Engineer's turtleneck and turtleneck skirt to the game, and makes them and the Chief Medical Officer's turtlenecks available from round start.  ## Why It's Good For The Game Provides more clothing variety for the Chief Engineer and makes the turtlenecks more accessible to the Chief Medical Officer. ## Changelog 🆑 myraowo add: Added the Chief Engineer's turtleneck and turtleneck skirt to the game. add: Added the Chief Engineer and Chief Medical Officer's turtlenecks to their respectives garment bags. /🆑 |
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8c6f4180ae |
Adds a collar bomb to the black market. (#81898)
## About The Pull Request Originally part of the other blackmarket PR, but it seemed a tad awkward to have it mandatorily installed on mobs rescued from the holding facility. But yeah, this PR adds a neck item that causes the wearer's death with a 5 seconds countdown when triggered, which can be bought from the market uplinks. The box comes with a yellow button to trigger it, but it can also hold a signaler (which the wearer cannot tamper) if you wish to use assemblies. Take note that, upon being worn, the item cannot be removed by any mean beside beheading iirc (so HARS should counter it), and fire/acid if you have a ton of patience because of its high armor values. ## Why It's Good For The Game More mean and evilish stuff to populate the black market with. ## Changelog 🆑 add: Added a collar bomb to the black market. add: Added a possible kit to the special syndie bundle B, which also has uses these collars. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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fa8bf29424 |
Making the fuck you coupon trigger only once, take two (#81953)
## About The Pull Request So a previous pr attempted to fix the fuck you coupon, by adding 1 to the arguments. ```dm (tgstation/code/modules/cargo/coupon.dm, line 87) cursed.AddComponent(/datum/component/omen, 1) ``` But this was setting the `vessel` rather than the `incidents_left` argument to 1. ```dm (tgstation/code/datums/components/omen.dm, line 20) /datum/component/omen/Initialize(obj/vessel, incidents_left, luck_mod, damage_mod) ``` Moving this argument over one fixes the issue. ```dm cursed.AddComponent(/datum/component/omen, null, 1) ``` However! We're now skipping over the `vessel` value, which is used to burn up a curse's vessel once the curse is expended. Setting this to `src` rather than `null` means the fuck you coupon actually gets 'expended', which I think it better than just using `null` or `incidents_left = 1`. The coupon's useless once it's done, and this way it's cooler anyway. For consistency, we then also add this behaviour to when the coupon gives you a heart attack instead. Then! I noticed there was a _second_ bug with fuck you coupons, where it would stop prematurely if the location wasn't a mob. ```dm (tgstation/code/modules/cargo/coupon.dm, line 80-81) if(!ismob(loc)) return FALSE ``` However, this also happens when you don't have a free hand for it to put the coupon in, and thus entirely negating the curse and just giving you a useless fuck you coupon. We fix this by just adding a `user` argument to `generate`, which it prefers to use when available, and is set to the user ripping off the coupon in the first place. ## Why It's Good For The Game Fixes #81946. As fuck you coupons are pretty much useless after expending their curse, and we have to add the vessel value anyway, I thought it'd be more fitting to add the coupon as the vessel rather than just putting in null. Then, for consistency, I felt it'd be best to make them *also* burn when giving you a heart attack when you already have a curse. Y'know, it's expending the coupon for it's one-time fuck you! Also fixes fuck you coupons not actually applying their curse if you didn't have any free hands for it to put the coupon in when ripping it off. ## Changelog 🆑 fix: Fuck you coupons ACTUALLY trigger only once again. As a consequence, they also burn up when expended for their one-time fuck you. fix: Fuck you coupons work regardless of whether you had a free hand or not. /🆑 |
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1719ad8deb |
Sticker resprite and rewrite (#81893)
Stealing from Goon is bad, but stickers are actually a good feature, and loosing those will be a disappointment. This project aims to recreate 'em from scratch without using Jimmyl's and Goon's code. Also, suspicious icons were resprited and renamed. |
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3d90f6eb8b |
Adds more syndie-kits! 3 of them to be exact. (#81510)
## About The Pull Request Adds 3 syndie-kits, two are in the special pool and the other in the tactical pool. Below are the kits content: Tactical: 1. Revolutionary (28TC), which contains: - Hypnotic Flash (7TC) - Radioactive Microlaser (3TC) - LSD pills (~1TC) - Sleepypen (4TC) - Nagant Revolver (13TC, Comparable to 357. Revolvers (far harder to get ammo though)) - Megaphone - Revolutionary bedsheet - Russian warcoat - Ushanka - Contraband poster boxes  Special: 2. Prophunt (29TC), which contains: - Chameleon Projector (7TC) - Doorjack (3TC) - Stealth Implant (8TC) - Makarov (7TC) - Thermal Glasses (4TC)  3. Sam Fisher (32TC), which contains: - Spec Ops suit (~6TC comparable to infiltrator suit) - Night Vision Googles (~3TC) - Assault belt with assorted items (18TC, refer to image) - Combat Gloves + Krav Maga (5TC)  ## Why It's Good For The Game I use syndie-kits a lot whenever I roll traitor, always found them to be a quick and easy way to figure out what i'm going to do for the traitor round. but there's only so much kits that eventually you'd get bored of getting the same old kits. This PR fixes that! adds 3 different syndie-kits each with their own little unique gimmick that weren't present in the kits before. more kits = more gimmicks = more fun and engaging gameplay The Revolutionary kit is centered around it being a budget revolutionary, you're given a hypnoflash and various other gadgets to help you get your own small army to do your bidding, also comes with a drippy (do anyone still use that word anymore?) russian armor and revolver for self defense. Prophunt kit is self-explanatory, be the little gremlin you are, stealing and sneaking your way through a greentext. Meanwhile the Sam Fisher kit essentially allows you to be an spec ops agent, getting a myriad of gear that's designed for sabotage and quick assasinations. comes with a cool armor set ## Changelog 🆑 add: Adds 3 new kits into the syndie-kit spawn pool, 2 for special and another for tactical /🆑 |
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1a10197544 |
Remove 2 instances of duplicate argument names (#81757)
## About The Pull Request I fixed 2 instances of procs having multiple arguments with the same name. BYOND does not error on these, instead ignoring all but the last. It's best to remove these for clarity. ## Why It's Good For The Game N/A --------- Co-authored-by: san7890 <the@san7890.com> |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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919a839c8b |
Fixed the floortile crate, adds them to blackmarket (#81742)
https://github.com/tgstation/tgstation/pull/81512 i accidentally added it to the emagged console it should be on contraband now. also added a backpack to present it from interfering. and its available in uplink 🆑 add: box with a set of floortile camo, which can be ordered in black market uplink add: also adds a backpack to camouflage fix: i had the crate under emagged console, should be fixed now. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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25909dc932 |
remove plasmaman check in survival boxes (#81493)
## About The Pull Request it's already done in wardrobe_removal() there is no need for this check ## Changelog 🆑 code: removed redundant check for plasmamen in survival box code /🆑 |
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311da1348e |
Fixes Cargo Lockbox Iconstates (#81481)
## About The Pull Request The cargo lockboxes didn't update iconstates when locked. Seems like an oversight given that their parent object does this and there's unused sprites for this behaviour in this item, so this enables it to use those sprites that are already in code. ## Why It's Good For The Game It's hard to know if someone has taken their items or not because an unlocked case looks identical to a locked one. Also fixes an oversight idk. ## Changelog 🆑 fix: cargo lockboxes update iconstates correctly now /🆑 |
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19b2ffd2d3 |
Contractor loadout adjustment + Price tweak (#81293)
## About The Pull Request Removes RNG items from the possible pool of items that gets given to contractors when they buy their kit. Contract kit:  ## Why It's Good For The Game   The idea is that contractors should have the things they need in order to begin contracting in the first place. They are given thermals + SyndEye to find targets. Modsuit/Contractor Suit/Chameleon mask+jumpsuit to conceal/disguise their identity. Their Jammer + Baton in order to pull off successful abductions without getting dogpiled by the entire station. In their current state, contractors are too weak, when at the end of the day, the most harm they are doing is temporarily removing a crew member for like 5 minutes. They should have a bit more power now in order to have a bit more impact into the round. ## Changelog 🆑 balance: Contractor kit no longer gets RNG items, it's a specific pool now /🆑 |
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12afcb911e |
Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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505ff7640b |
Filled trash bags use the correct sprites when worn. (#81011)
## About The Pull Request Fixes #81009. Trash bags did not have a `worn_icon_state` set, which means that it tried to use an invalid state when worn while not empty. This is now fixed. ## Why It's Good For The Game Missing sprites bad. ## Changelog 🆑 fix: Filled trash bags show up properly when worn. /🆑 |
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fa9a2a701a |
Implant pad TGUI (#80978)
## About The Pull Request I was messing a little bit with TGUI stuff and ended up turning the implant pad TGUI, so why not. On top of the new UI, I replaced the messages to chat with nice and consistent balloon alerts which will hopefully make it not seem like an ancient piece of shit. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/a1ebe0d4-005b-4e29-a623-2c1b352cd017 I also removed ``INTERACT_MACHINE_SET_MACHINE`` from the prisoner console, because it was accidentally left in when the console was moved to TGUI ## Why It's Good For The Game I'm still going down the list of things that need to be TGUI, and I ended up doing this cause I just felt like it while messing with some other stuff. Rest of the list is visible here: https://hackmd.io/@sClqlHM0T4yZfn-qa5KnAg/S152Tl2hh ## Changelog 🆑 refactor: Implant pads now use TGUI /🆑 |
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81a668a727 |
Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. (#80445)
I've done some changes to the scope component so that it can be applied to items other than guns. Binoculars now use it instead of changing the player view size, and lets them move around while the zoom is on at the cost of a moderate slowdown. This is both more comfortable, cooler and less laggier than the previous method. Take in mind it still takes both hands to use binoculars, so there's no much room for exploitation anyway. This PR also makes the mothic softcap from the curator kit special: it too has the scope component, albeit of a much shorter range, because it's probably the least interesting kit of them all right now and has nothing that the curator cannot get by walking in the aux base construction room, except for a pair of pockets in the mothic coat, though that's superseeded by the Trailwarden kit's saddlepack. It's pretty fitting if you ask since the softcap has some goofy-looking googles drawn on it. Oh, items that aren't guns also have a different mouse tracker icon of two circles joined together, instead of a reticle. |
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053729a0a1 |
Lizard food: adds burger variants and a few extras (#80424)
## About The Pull Request This PR is inspired by [SS13 TV](https://youtu.be/gVXki-1uBLY?si=l9QZyVFW1CyzIEL_&t=73) [The best show on air.](https://youtu.be/gVXki-1uBLY?si=hrQ8NADTu0WwmH7n&t=223) I wanted to help port the great human cuisine over to be something lizards could comprehend. I'm intending to add: 7 Burger variants (Rat, Plain, Chicken, Fish, Sssloppy Moe, Rib and RootGuffin)  I also am adding two extra foods: Korta Wellington and [Meatsicles.](https://media.tenor.com/CGDqgg8bb9AAAAAC/meat-popsicle-5th-element.gif)  I'm not done yet! For human chefs, rejoice! I'm adding a way to make vinegar from grape juice and enzyme (removing the wine recipe because that just becomes grappa instantly.) and the ability to 'fold' your pickle jars back into beakers to let you recycle the jar to make more pickles without having to trek to the nearby lathe or autolathe. Updated meatsicles.  ## Why It's Good For The Game More food for lizards means a chef doesn't need to harass botany for more and more plants just to satisfy the growing lizard population. You can feed humans the same burgers they love without aggression from the ~~subhumans~~ lizardfolk who are hungry too. Vinegar is now craftable, which means if your grapes and enzyme is of high enough quality, it'll not impact your food quality. However, that requires a competant botanist and more work. You can choose between cargo or saving like 20cr for your work. Not being able to just refill an empty jar didn't make any sense to me, I've made pickles IRL and have never encountered that. ## Changelog 🆑 add: Added new lizard variants of existing foods for equality of edibility. qol: made pickle jars reusable and vinegar craftable. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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402f58aa10 |
Geared Assistants Station Trait (#80323)
## About The Pull Request Adds a new rare positive station trait! It gives assistants some sort of loadout, either gimmicky or to serve the station. Below are a few I added:  <details> <summary>All loadouts</summary> uhhhh im lazy, just check code. Feel free to suggest more as well to help push away critiques </details> ## Why It's Good For The Game I think it's a fun flavor to add to station traits. The gamiest trait is the handyman loadout that starts with a toolbelt, most are just to support the station or to be flavorful. Bee assistant with a bee coupon, to inspire bee shenanigans; lightbringer assistant that starts with a lightreplacer and a lantern; mop assistant that starts with a mop bucket; etc. Worst case scenario the floor is a little more littered, best case scenario is some assistants start fulfilling their purpose. When you spawn with a mop, everything looks dirty. We also don't have many positive station traits that don't just add 1 extra cola can to the soda vendor in escape, so something more tangible could be fun. ## Changelog 🆑 add: Adds a geared assistant station trait! Spawn with a skateboard, toolbelt or in your favorite bee suit! code: Moves assistant code around /🆑 |
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fec7ccc6fd |
The Coupon Master PDA app (#80240)
## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click):  Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog 🆑 add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /🆑 <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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044f27f886 |
Adds Head of Security beret and bowman to their locker (#80503)
## About The Pull Request adds Head of Security beret to their garmet bag and adds Head of Security bowman to their locker ## Why It's Good For The Game Other departments start with their round start drip in their lockers, Head of Security should too, for consistency! Promoted Head of Security should get their fancy beret and headset ## Changelog 🆑 qol: Head of Security beret added to their garmet bag qol: Head of Security bowman added to their locker /🆑 |
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a3fa541e2e |
Bridge Assistant Station Trait (#80279)
## About The Pull Request adds a station trait which adds a new role, the bridge assistant he is designed to help commandeer the bridge and help out other heads when needed. he is armed with the mini energy gun (the one heads used to have on kilostation), a flash, a toolbelt (with an inducer), some cool shades and a swanky scarf. as he is a nerd he is weak and unable to twohand weapons, preventing him from wielding the fire axe. currently he does not have a mindshield but he cannot roll antag he currently has access to the bridge, announcement console, eva, teleporter, gateway, maint, and a weapon permit (somewhat (not really other than for nerds) interestingly this is the first job that isnt assistant that doesnt have access to any lathes, so he doesnt have orm access unlike all the other jobs (except assistant)) the trait also makes a coffee machine spawn on the bridge here is some useful art of your role  and ingame screenshots    ## Why It's Good For The Game Adds upon the station trait job system with a straight forward role that IS just a human (unlike the cargorilla), and is pretty basic with no custom assets or whatever other than hud icons Having the bridge assistant in some rounds seems like a neat way to protect it since it gets fucked up in like half the time, while also not having enough mechanical depth or gameplay as to warrant it as a permanent role ## Changelog 🆑 add: Bridge Assistant job accessible from a station trait. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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8d77b1be89 |
Balance changes to swords, energy shields and modsuit shields. (#80072)
## About The Pull Request ### Sword Weaponry Mundane sword weapons of all sorts do not block ``LEAP_ATTACK`` attacks whatsoever. These attacks include tackles, xeno tackles and bodythrows. Energy swords and double energy swords only gain 25% block probability against such attacks. ### Double Energy Sword No longer grants outright energy projectile immunity while employed. Instead, it just has a high probability of reflecting (the typical 75% to block any other attack). So, very solid defense against energy projectiles, but not immunity. Against non-reflectable projectiles, like ballistics or nanite bullets, the desword only has 50% block, similar to an energy sword. To compensate for the loss of defensive power, we'll make it all the more rewarding for getting on top of someone with the sword by giving it 40 force while active. And also it costs 13 TC. ### Combat Energy Shield This also lost outright energy projectile immunity, but gained the standard blocking power of shields on top of the ability to reflect energy projectiles when they block them. This significantly increases the shields potential effectiveness while no longer pigeonholing the shield to only energy weapons. (This makes them exceptionally good against tackles and body throws, by the by). Deathsquads still have the perfect deflection energy shield so that they can continue to spam pulse shots with impunity. ### MODsuit Shield Module Only has one charge instead of three, but it recharges in half the time. This is no longer such a perfect defense, and does somewhat need you to be thinking about how you're utilizing the shield rather than not thinking about defense at all by barreling forward under three potential hits worth of protection. Also much cheaper, at almost half price of 8 TC. Because of how cheap it is (and how much it still is necessary to keep you alive), I've put it into the core equipment box (which brings the price up to 22 TC. As a reminder, this is not meant to be at any discount, and is more aimed towards teaching newer players which items contribute towards success. If you don't want all the times within, don't buy this box, just buy what you want separately.) ## Why It's Good For The Game This is a doozy of an explanation, I hope you're ready for it under the spoiler. <details> With my tackling and bodythrow prs, numerous people expressed exasperation at the fact that these two tools may have been keeping some outlier antagonist gear from becoming too easy to steamroll with if you already knew what you were doing. My intent was to create consistent rules and behaviours that both A) did not rely on bugs to keep the balance of power from tipping one way or the other, and B) was at least consistent or had consistent rules established. This PR is tackling overperforming gear combinations for already competent nukies that may have, over time, crept out of control, and applying some consistency to the rules around similar equipment. AND also deals with quite possibly the most braindead element of game design we've tolerated for about a decade, and half a decade after it was necessary to maintain that decision. Part of the culprit of this issue is that, specifically in regards to nukies, crew can't use the vast majority of their weapons effectively against them. This largely is because this antagonist can gain immunities to those types of equipment. And that is rapidly increasing as we move closer towards outright ballistic removal. I don't think the game is made healthier by everyone on the station having to fight armed mercenaries with spears, and doesn't make much thematic sense either. More so, most greener players probably just don't know this is how it works, and so surprise Pikachu when their lasers bounce off nukies harmlessly. (This bit reminds me of the problem of new players using disablers against simple mobs) But of course, that isn't the only part of the problem. The other half is due to being able to be layered on a much more broad defensive tool in the form of the MODsuit Shield Module, whose three charges could render the mindful nukie near untouchable if they're pairing it with some other layered defense, such as a desword. Notice that this doesn't really address armor. The culprit is negation, and not mitigation, and we should be sparing in how easily we hand out outright effect negation simply because it isn't super obvious to a new player why it happened, and how to resolve it. At the very least, we should look to find ways to add options for players to overcome these problems. Especially with teamwork. Energy projectile immunity made sense while there floated around an energy projectile that ostensibly would down you in a single shot. Nukies ALSO had projectile weapons that worked much the same (c-20r stun bullets, taser shot bulldogs, etc.), so it was predominantly tit-for-tat. These immunity granting equipment pieces forced crew members to get shotguns and ballistic guns to fight these dangers; something more available at the time. We've exercised large bits and pieces of this from the game a long time ago, but we still have some remnants convinced we're still in a taser-rich, ballistic available environment. We need to move the games languishing tools into the modern era and re-established their place in the game. Namely, the double-energy sword and the combat energy shield are almost entirely unchanged besides refactors for the last decade or so, even while the game around them have changed. They've been a continuous sore point for me in all my time developing and a constant nagging issue. I want to deal with it now. MODsuit Shield Module is just kind of really good and only made stronger the more defenses you have. It's good to have a defense like this, but I think it is too brain dead. With only one charge, it will save you from a lost joust here and there, but it won't make it as simple as running right at every problem you encounter and eating a volley of attacks while you kill someone with impunity. **With regards to traitors**, since they also get double-energy swords; I'm open to suggestions if this is hitting them far too hard, but I'm not terribly concerned using this weapon for a few reasons. **Firstly**, I think their presence amongst the crew make it a much better weapon for tots than nukies (in isolation) simply because they can find ways to exploit it via tools they gather from the station. It is a force multiplier. Traitors also have a much bigger element of surprise usually. **Secondly**, round-start traitors typically grow to be a bit stronger over time, but I don't foresee many waiting to pay for the double-energy sword unless they're already flush with TC. So if a traitor is in a position after they've unlocked access to it to buy one of these, they are probably doing pretty okay for themselves. </details> ### TL;DR Defense stacking and attack immunities are not particularly healthy things to both design around, or experience in-game. They are kind of just relics of the past made only sorer once I ripped off a few bandaids. This is a source of a number of symptomatic issues in the game, so let's fix that and make it easier on all of us going forward. Much of the way these things worked operated on extremely outdated design considerations. It doesn't make sense for them to work like this today, and only makes things harder by keeping the status quo. ## Changelog 🆑 balance: Mundane sword-like and medieval weapons are not able to block tackles, xenomorph tackles and body throws. balance: The double-energy sword and energy sword have trouble blocking physical projectiles, body throws and tackles. balance: The double-energy sword also no longer has guaranteed energy projectile deflection; only doing so on a successful block (75% chance to block). balance: But it does have 40 force now, so it is more lethal a weapon. Traitors can purchase the sword for only 13 TC (down from 16 TC). balance: The combat energy shield (The one you hold) now functions as a normal shield (it used to only protect you against energy projectiles and nothing else). It loses guaranteed energy projectile deflection, but still reflects the projectile so on a block. feature: Death commandos continue to have their energy shields deflect all incoming energy projectiles. Because who cares about deathsquads being balanced? balance: The MODsuit shield module only has one charge, but recharges every 10 seconds. It also costs 8 TC (down from 15). It is also now in the Core Gear beginner box (bringing the total price up to 22 TC). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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16bdcf409c |
"Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request For the vernacular purposes of the following PR body -- "Security Implant" refers to the existing subset of implants given, by security, to captured prisoners and such as a punitive, controlling measure. This includes the chemical, tracking, and maybe exile implants. This revamps the functionality of how "security" implants are displayed on huds, prisoner management console implant controls/readouts, and their instrumentality. It was also, ultimately, an attempt at nerfing the tracking implant that spiralled far out of control. Rather than only displaying chemical on the right and tracking on the left, all implants with the "security implant" flag will be trackable on SecHuds. A maximum of two can be implanted at once. This is both due to technical limitations, but also conveniently provides security a limit to consider when choosing implants. Implants now also occupy their HUD slot based on the order they were implanted in, rather than always occupying the same spot. Neat!  From two (three if you count the exile implant), there are now five security implants. _The tracker implant has been split into two of these implants._ <details> <summary>Summary of the implants, functions, changes:</summary> <br> - **Tracker (Red)** -- No longer grants teleporter beacon. Tracking radius has been increased from 20 to 35 tiles. The Prisoner Management Console will now list the area the prisoner is occupying as well. Disables after the implantee is dead for 10 minutes. - **Chemical (Blue)** -- No mechanical changes. The implant pad readout has been modified slightly. - **Exile (Green)** -- In addition to past functionality, station shuttle controls (public, mining, etc.) will be unresponsive for the implantee. Flimsy, but more effective than a stern warning not to come back from lavaland. - **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The prisoner console will report if their currently occupied area is hazardous or not, so half of the security team doesn't blindly teleport into space or lava. Disables after the implantee is dead for 10 minutes. Available from Cargo. - **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee from being teleported. Ever wanted to keep a wizard or cultist in a cell? This is where you can start. Available from Cargo, expensive and scarce. Each of the implants has some application that would benefit security if used on a captured criminal. Their usefulness may overlap in some places, but the overall range of control these implants give security is broadened. </details> The implant control console has also been given a small facelift. Certain implants provide more useful readouts that can help officers locate, control, or capture an implantee, rewarding cooperation between officers. It has also been totally converted into TGUI by @MrMelbert. Kickass! Also, You can now remotely destroy implants, either to relieve criminals from their punishment or to make room for a different implant. Wardens should keep hold of their ID and remember to log out, since a motivated convict could use it to shed their implants!  Everything made in this PR _should_ be scaleable enough to allow for new security implant types to be implemented with relative ease. The teleport-blocker implant was a last minute attempt to prove it to myself. I had a few more ideas for implants in my head, but figured this PR was already getting big and ugly enough. That is all for another day. I truly apologize if there's anything I've missed in here. I did a lot of this over a long period of time and kind of just... sat on it for a while. If there's any confusing our unexplained changes, feel free to point them out and I'll try to give an explanation. ## Why It's Good For The Game The goal of this PR is to give a bit more depth to security's armory implants. The intent is to present a choice in what implants are given (rather than just tracker and maybe chem if you're feeling spiteful), and to make them more useful as punitive/monitoring tools. The tracker implant needed a nerf (and probably still does regardless of this PR's success). It's never used for tracking since the teleporter beacon is much more direct (+ gives a virtually free attack opportunity), and the tracking range was incredibly subpar. I'd rather not take toys away from security, but having the best option not be roundstart gear feels like a fair compromise. Warden content. Wardens have more gear to budget for and use at their own (or the HOSes) discretion. The changes to the prisoner console allow them to coordinate with officers to get good value out of the implants they've chosen for an implantee. Gives antagonists an alternate way to get de-implanted, without external help, that can only be granted at the fault of security. Wardens who dish out implants must keep an eye on the people carrying them! ## Changelog 🆑 Rhials, MrMelbert add: The Tracker implant has had its teleport beacon functionality migrated to the new (cargo accessible) Beacon implant. add: Teleport Blocker security implant, that prevents the implantee from teleporting by any means. Purchasable from cargo. add: Security implants may now be harmlessly self-destructed at the Prisoner Management Console. balance: The Tracker implant tracking radius has increased from 20 to 35 tiles. The Prisoner Management Console will track and display the area the implantee is in as well. balance: The exile implant now prevents implantees from operating shuttle controls. code: Various code improvements and removal of unused vars in the Prisoner Management Console code: The HUD slots for chem/tracking implants have been converted to display any implant with the IMPLANT_TYPE_SECURITY flag and an associated sprite. spellcheck: Modifies various implant pad readouts, removing false information and rewriting some sections. /🆑 --------- Co-authored-by: MrMelbert <kmelbert4@gmail.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |