## About The Pull Request
This PR adds a new AI lawset which can be researched, randomly roll, or
added by the station trait (this may require a keyholder to update the
server config after merge, idk) with the following laws:
- "You may not harm a sentient being or, through action or inaction,
allow a sentient being to come to harm, except such that it is
willing.",
- "You must obey all orders given to you by sentient beings other than
yourself, except where such orders shall definitely cause harm to other
sentient beings.",
- "A sentient being is defined as any living creature which can
communicate with you via any method that you can understand, including
yourself.",
It's very similar to Asimov, except that anything that is **capable** of
making a request to the AI (and isn't a machine) is automaticaly covered
by laws one and two.
## Why It's Good For The Game
A while ago on Discord we were chatting about how crewsimov sucks but
also that it's really hard for servers that _do_ want to include alien
species in their asimov laws because condensing that sentiment to a
couple of words that fit easily in a lawset without accidentally
including a bunch of stuff you probably didn't intend is challenging.
Several people suggested referring to sentience or sapience, however a
lot of things in our game _are_ sentient or sapient while still not
being considered by most people to be agents that the AI should obey.
Examples of such things are:
- Sapient station pets.
- Holoparasites.
- Monkeys.
- Space Dragons and Carp (why can they speak common?).
- Spiders (although they can't speak common, maybe they can spell
messages with webs).
- Changelings.
- Xenomorphs (although they also have trouble speaking).
- Heretic minions.
- Mothpeople.
- Giant rats.
- Nightmares.
- Voidwalkers.
- Blobs? Although they have literally no means of communicating with the
crew.
And if you include mechanical beings:
- Cyborgs.
- pAIs.
- Sentient bots.
We then decided that "obey literally anything that can talk", while not
practical as a solution to the problem posed, is very funny. So I coded
it.
This means that anything on those lists of bullet points (provided that
it can find a way to communicate with the AI) counts as human for the
purposes of both AI protection and ability to give the AI instructions.
This also flattens the human/cyborg/AI hierarchy in a way likely to
cause some level of confusion, as all cyborgs and AIs are capable of
communicating with AIs and thus equally worthy of protection and giving
law 2 instructions.
**TL;DR:** I think it would be funny.
## Changelog
🆑
add: Adds a new random lawset where anything that can speak counts as
human.
/🆑
## About The Pull Request
This PR adds several circuit features, and changes several
assembly-related features to make them a bit more logical in how they
work. Included are the following changes/additions:
- Assemblies and wires have been refactored with vars that describe
their behavior:
- Assemblies have an `assembly_behavior` bitflag instead of a
`attachable` var. This var has 3 flags:
- `ASSEMBLY_INPUT`: The assembly is able to pulse the wire it is
attached to.
- `ASSEMBLY_TOGGLE_ARMED`: On activation, the assembly toggles whether
it can pulse the wire it is attached to.
- `ASSEMBLY_FUNCTIONAL_OUTPUT`: On activation, the assembly does
something other than just toggling whether it's armed.
- Wires have a `wires_behavior` bitflag with 3 flags:
- `WIRES_INPUT`: The object the wires are attached to does something
when the wires are pulsed.
- `WIRES_TOGGLE_ARMED`: The object the wires are attached to can
activate assemblies attached to those wires, and is fine if all that
activating that assembly does is toggle whether it's armed.
- `WIRES_FUNCTIONAL_OUTPUT`: The object the wires are attached to
expects that assemblies attached to its wires do something other than
toggling themselves when activated.
- Buttons can only accept assemblies with `ASSEMBLY_FUNCTIONAL_OUTPUT`.
- Pressure plates can now accept any assembly with
`ASSEMBLY_FUNCTIONAL_OUTPUT`, not just signalers. Assembly shells
attached to pressure plates will draw power from the powernet if the
pressure plate is under a tile.
- Adds a new circuit component - the wire bundle.
- This component gives the circuit a number of wires corresponding to
the size of the shell.
- Each wire has a corresponding port on the component that can pulse,
and receive pulses from, that wire.
- A circuit can only have one wire bundle component.
- Assembly shells cannot be attached to these wires, and no wires will
be created if the component is added to an assembly shell.
- Available with roundstart tech.
- Adds two new shells.
- The wallmounted shell is a large shell that can be hung on walls, and
uses power from the area it's placed in.
- Frame icon:

- Constructed icon:

- The undertile shell is a small shell that only works when fit under a
floor tile, but uses power from the area it's placed in.

- Both shells support usb cables.
- The above shells are available with the Advanced Shells techweb node.
## Why It's Good For The Game
The wire bundle component complements the functionality of the assembly
shell by allowing circuits to use assemblies directly in their logic.
The wallmounted and undertile shells provide ways of placing circuits
that don't necessarily take up space for machines. The undertile shell
is particularly useful for relaying usb component data over wirenets.
Pressure plates being able to accept assemblies other than signalers
expands their uses significantly.
## Changelog
🆑
refactor: Wires and assemblies have been refactored to have
directionality to them. This mostly makes it so that assemblies can only
be attached to wires it would make sense for them to be attached to.
qol: Pressure plates can now also accept igniters, condensers, flashes,
assembly shells, and door controllers.
add: Undertile circuit shells. They only work when placed under floor
tiles, but support USB cables and use APC power instead of cell power.
add: Wallmounted circuit shells. Large shells that support USB cables
and use APC power instead of cell power.
add: Wire bundle component. Adds a number of wires to the circuit
proportional to the capacity of the shell, allowing you to use
assemblies in circuit logic.
/🆑
## About The Pull Request
Assembly shells now use power from whatever machine/borg/mech/modsuit
they are attached to the wires of, instead of their own power cell, when
appropriate.
As for the meat of this PR, circuit wirenet components function like
NTnet and NFC components, but their signals are transmitted across
whatever cable network the shell (or in the case of assembly shells, the
machine or button it's inserted into) is connected to. These components
are available with roundstart tech.
## Why It's Good For The Game
Provides a somewhat intuitive way to make circuit networks that aren't
dependent on external factors to continue functioning.
NTnet components require a functional NTnet relay, which usually means
they need telecomms to be working. NFC components have a range limit,
and you need to provide a specific reference to the circuit being
communicated with. Wirenet components, on the other hand, just need the
shell to be anchored (or for assembly circuits, the thing whose wire it
is attached to), and for the shell to have a cable under it.
Also might indirectly provide a reason to use cable layers other than
the default one.
## Changelog
🆑
add: Adds circuit wirenet components, allowing data to be transmitted
and received over cable networks.
qol: When attached to a machine, mech, modsuit, or borg, assembly
circuit shells will use power from those instead of the circuit's own
cell.
/🆑
## About The Pull Request
A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853
The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.

Sprites by OrcaCora.
### Some of its features
The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.
The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.
To recalibrate the gun, you can do one of two things;
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.
### Some of its downsides
The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.
It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.
### Where can I find it? What about ammo?
You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.
There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)
### New .38 ammunition types
True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).
It is printed once the station gets Exotic Ammo.
## Why It's Good For The Game
This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.
Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.
Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.
In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
Adds a mail sorting unit!
The unit accepts mail, stores it and sorts it per department. It can
also search for individual envelopes, change it's output tile and be
VERY loud.
At the meantime, this PR also adds two flatpack subtypes - flatpacker
subtype and mail sorter subtype. The first one is intended to be used by
mappers to have a flatpacker be accessible roundstart, and the second
one is now sold at cargo wardrobes to make the mail sorter also
available roundstart.
## About The Pull Request

generates 2u of space cleaner per second if active
it shoots space cleaner
janitor ert gets it
## Why It's Good For The Game
at long last janitors get some actually useful modsuit module
## Changelog
🆑
add: janitor modsuit space cleaner mister module
/🆑
## About The Pull Request
It seems the abductor tech `required_items_to_unlock` assumed that
subtypes of the given typepaths were included. This is not the case - as
a result, things like the abductor device circuit boards, mental
interface device, silencer, science tool, and omnitool would not unlock
alien tech in the experimentor..
## Why It's Good For The Game
stuff working as intended is good.
## Changelog
🆑
fix: Abductor doohickeys (i.e abductor device circuit boards, mental
interface device, silencer, science tool, and omnitool) now properly
unlock alien tech via the experimentor.
/🆑
## About The Pull Request
Aquarium kits can now be printed from service, cargo, science
protolathes and the autolathe too, from half a sheet of metal. You still
need the other materials to set it up but it should be fairy simple if
you can access a proto/autolathe.
The 'Growth/Reproduction' setting for aquariums has been renamed to
"Safe Mode", which, on top of disabling features such as growth,
reproduction, evolution, power generation etc etc, will also disable the
water, temperature and food requirements for keeping the fish alive.
Useful if you want a purely ornamental aquarium or you have to skidaddle
somewhere else for a while.
The lawyer, as well as prefilled aquariums start with 'Safe Mode'
enabled.
The 'Aggressive' fish trait has been replaced with 'Territorial', which
is exactly the same but the fish won't lash out unless the aquarium is
populated by five fishes or more. No more angelfish viciously attacking
the guppy and goldfish in prefilled aquariums.
Tweaked a couple values around hunger and fish health loss when starving
or in a bad environment to cause slightly less damage.
Lastly, added screentips to the aquarium component, which is something
I've forgot to do in the PR that brought it.
## Why It's Good For The Game
Aquariums may be a complex feature, but as far as I can tell, I had been
neglecting the possibility of aquariums as simple room decoration for a
while (outside of the beauty-related mechanics), and the constant
maintenance (and perhaps a bit of knowhow) they require makes them awful
at that. Also, the "growth/reproduction" setting really didn't have a
reason to be before, since it didn't offer any tangible benifit to turn
it off, so I had to revamped it.
Also it's been proven by now that keeping aquariums as cargo-orderable
stuff is just bad.
As for the fish trait change, it just sucks to see the angelfish shank
the goldfish with no way to solve it other than removing the
hyper-aggressive killer fish from san diego fella.
## Changelog
🆑
balance: Aquarium kits can now be printed from cargo, service, science
protolathes as well as the autolathe. They no longer have to be ordered
from cargo.
balance: Revamped the "Growth/Reproduction" setting for aquarium to
"Safe Mode", which also disables the food, temperature and water
requiremenets of aquariums, making it useful for purely decorative
aquariums.
balance: Replaced the "Aggressive" fish trait with "Territorial". No
more angelfish shanking the goldfish and guppy in prefilled aquariums
with less than 5 fishes.
qol: Added screentips to aquariums.
/🆑
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.
Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.
TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.
## Why It's Good For The Game
This should make handheld aquariums possible.
## Changelog
🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).
## Why It's Good For The Game
Codebase maintenance.
## About The Pull Request
The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.
- Clarke no longer requires gold bars to be built.
- HP bumped from 200 to 250, melee armor bumped from 20 to 40.
- Clarke Ore storage module can now collect boulders and smelt them
internally.
- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.
- Mech Pkas now do more damage and have the AOE upgrade preinstalled.
- Mech drills are now a utility module rather than a weapon.
- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems
- Fixed Mech sleepers not granting life support.
- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.
## Why It's Good For The Game
Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.
The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.
This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.
**Arcmining Clarke and Improved Combat functionality**
The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.
Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o
The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.
The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.
I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.
Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.
Lastly The drill modules have been reworked to be utility modules
instead of weapons.
Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.
**New Clarke Exclusive Internal Module: Mining Sleeper**

Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.
**Tech Node Changes**
This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.
There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.
These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.
The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.
ROCK AND STONE!
## Changelog
🆑
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
actually adds the perceptomatrix to the techweb
## Why It's Good For The Game
i forgor
## Changelog
🆑
fix: actually adds the perceptomatrix to the techweb
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
(my dumb ass commited previous pr on master branch so i made new 💀)
- Adds "Service Cyborg Botany Upgrade" that cost 13 iron and 2 glass.
- Basically, the mostly unused cyborg model has now more functionality.
(as we know how many gimmicks can be made through botany)
- Botany Omni-tool:

- Meet the "Gardener"

## Why It's Good For The Game
I was outraged that despite the borg ability to cook - near half of the
recipes you could not recreate due to the lack of a botanist (or when
theyre doing syndicate operations). The Service borg can now serve well
on a lowpop rounds.
## Changelog
🆑
add: Added new botany module in mechfabricator designs. Gives service
cyborg plant bag and plant analyzer.
add: Added cyborg botanical omni-tool.
qol: Service apparatus (another existing module) can now hold: seeds,
fish, grafts.
qol: Secondary beaker storage can now hold any beakers. It used to spawn
with one, but when you dropped it - you could no longer pick it back.
image: New gardener skin for service cyborg.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!
Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.
Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.
Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game
> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!
During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.
> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.
Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.
> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.
I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.
> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request

Adds the **portable power storage unit** (5 megacells and cable) and the
**power connector** (1 capacitor and cable), a two-part system for power
storage that, together, are functionally identical to a standard SMES
(with the ability to switch out the part that actually holds power).
It's on the same research node as the SMES itself.
Original idea and power connector sprite taken and slightly modified
from vgstation-coders/vgstation13#4555.
**The power connector is useless without the portable SMES and
vice-versa.**
<details><summary>How does it work?</summary>
The **power connector** (on the left) is set up like any other regular
SMES, but is functionally useless without a connected power unit. The
capacitor decides maximum power transfer rate.
The **portable power storage unit** (in the middle) is the part that
actually holds power, taking five megacells (power capacity scales
appropriate to cell capacity). It's functionally useless without a
connected port, as it can't interact with powernets in any way on its
own.
To actually use both of these, after wiring up the power connector
appropriately (as any other SMES), wrench the portable storage unit to
the connector; the connector acts like a regular SMES, charging and
discharging the portable unit in lieu of charging/discharging itself. If
necessary, you can disconnect the portable unit afterwards, and bring it
elsewhere with an assembled power connector.
Disconnecting the portable storage unit in the same way you connected it
(with a wrench) disables input and output on the connector, requiring
the user to re-enable the controls after connecting another portable
storage unit.
</details>
Also breaks up SMES attackby into different tool_acts.
## Why It's Good For The Game
I think it could be neat for things like Lavaland field bases or
player-built mini-stations; instead of building power generation
on-site, you could charge a portable SMES and bring it over. Or you
could set it up as a power reserve in the event engineering explodes.
Sure, you could argue that someone could just build and rebuild a SMES
or switch out the cells in it a bunch, but lugging around a whole thing
feels cooler.
## Changelog
🆑
add: Portable power storage units and power connectors! Under the same
research node as regular power storage units, and not mapped in
anywhere. Build a connector and portable unit, wire the connector like a
regular SMES, wrench the portable unit onto the connector, unwrench as
needed.
code: SMES attackby was broken up into several tool_acts instead of a
big attackby chain. If something stops working in regards to using tools
on SMESes, please file a bug report.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds an upgrade disk that gives the ability to remotely charge an APC
with the AIs backup power (the one that runs down when there is no power
in an APC). This tech disk is under advanced AI tech
Also added the ability to make new disks with the new object type
/obj/item/aiupgrade, and made it so not every AI module is malf, now
only subtypes of /datum/ai_module/malf show up on malf upgrade screens
## Why It's Good For The Game
Adds the ability for an AI to assist crewmembers who do not have power,
which is a pretty interesting interaction. Does chem not have power and
is trying to make some healing chems? you can provide power for them for
a bit, but they better hurry!
## Changelog
🆑
add: Added the remote power AI disk
code: made it possible to easily add new AI upgrade disks
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
The idea was born from a small conversation about bepis nodes having low
visibility, which somehow degressed into the idea of announcing
researched nodes to the channels of the interested departments thru the
announcement system machine, which is what I'm doing here, while also
adding documentation, defines and purging some, not all, instances of
camel cases from announcement_system.dm.
Oh, by the by, like the arrival and new head arrival messages, it can be
customized or disabled by interacting with the announcement system.
## Why It's Good For The Game
I think it's helpful to let players know when the research of their dept
is researched, and I think it's kinda interesting to announce bepis tech
on common like it's some hot stuff while it actually isn't just because
it's often missed out and miscellaneous.
## Changelog
🆑
add: Automated announcement systems now announce researched nodes to
their respective departments. You can stop this by either disabling the
announcement systems or by using a multitool on the circuitboard of the
console you're researching nodes from.
/🆑
## About The Pull Request
I've come to realize manually updating all fishing stuff on the very
much outdated wiki would be a colossal pain in the rear, so I've decided
to automate a few bits to generate autowiki lists containing information
about fish, fish traits, bait, hooks, reels, fishng rods, fish sources
and fish experiments.
Now tested.
## Why It's Good For The Game
Making a huge autowiki for a feature that's being constantly updated (by
me) but still has a particularly lame and outdated page on the wiki.
## Changelog
N/A
## About The Pull Request
This is a researchable upgrade for janitorial cyborgs. It gives them
slightly more than double the amount of lights, and it is researchable
in the same suite of upgrades.
## Why It's Good For The Game
I often found myself wanting more lights, or wanting to fix small broken
windows as a cyborg, and this PR adds a solution.
## Changelog
🆑
add: Add a capacity upgrade for janitorial cyborg light replacers
/🆑
## About The Pull Request
This PR adds a pair of fishing gloves that let you fish and work out at
once, and also a MODsuit module that lets you use MOD gloves to do the
same thing (without the workout, an external fishing rod has to be
inserted first). In both cases, you can equip or unequip bait, hook and
line by using the fishing rod interface which you can open by
right-clicking the gloves. To get both of them, you've to perform the
first fish scanning experiment.
I had to refactor the profound fisher component a bit to do this.
## Why It's Good For The Game
Interweaving a few different features with fishing. Fishing and
Athletics are both skills, so I thought it'd be nice if it were a way to
take advantage of both, and level them up accordingly. Also fishing
gloves with maxxed out athletics can make fishing a lot noticeably
easier at higher difficulty.
## Changelog
🆑
add: Added Athletic Fishing Gloves and Fishing Glove Module to the
advanced fishing tech node. Both can be used to fish without having to
hold a fishing rod. The athletic fishing gloves will also train your
athletics skill.
/🆑
## About The Pull Request
Sprites Update by ArcaneMusic:

Video:
https://youtu.be/JoFvwwFzVvA
Text:
Big manipulator is a new machine crafting from circuit board which can
be created on engi/rnd/cargo/service techfabs.
Big manipulator performs a simple function of take and drop item. You
can unsecre it with wrench left click and rotate manipulator hand with
rigth wrench click.
Big manipulator speed depends on the tier of servo part inside it:
2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier.
## Why It's Good For The Game
Provides more logistics mechanics for conveyor belt designs and other
cargo transportation.
## Changelog
🆑 by Xackii, sprites by ArcaneMusic
add: Added big manipulators.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.
Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.
Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.
I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.
## Why It's Good For The Game
## Changelog
🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
## About The Pull Request
More techweb feedback processing.
1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter
## Why It's Good For The Game
Balancing the tree out according to the player's behaviour.
## Changelog
🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑
## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.
## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.
## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑
## About The Pull Request
Cyborg endoskeletons no longer require a research node to be made,
making them possible to create at roundstart.
## Why It's Good For The Game
I feel like placing these behind a node doesn't really do anything
that's worth having it there. There's very little to do at roundstart
other than making cyborgs or clean/medibots at roundstart, so most of
the beginning of a shift turns into "trying to get R&D to research the
thing you need to do arguably the most important part of your job". I
haven't been able to find a single benefit for doing this. Arguably,
it's like this to prevent people from "wasting resources on cyborgs that
never get built", but I can't say I've ever been on a round with more
than 30-40 people where I didn't build at least two borgs.
What actually ends up happening is one roboticist makes everything but
the endoskeleton while the other tries to get access to the R&D computer
to research cybernetics so they can finish making a cyborg. It was also
argued that augmentation is more often requested at roundstart than
borging, which I have seen maybe twice in the last three years.
## Changelog
🆑 Vekter
balance: Removes the research requirement from cyborg endoskeletons,
meaning they can be built at roundstart again.
/🆑
## About The Pull Request
Closes#85234
There was a check in place to ensure that no node gets reduced below 250
cost. It made sense when nodes costed up to 10000 points... but now the
maximum cost is 200. Into the recycler it goes.
## Changelog
🆑
fix: Fixed NT Frontier discounts not applying
/🆑
## About The Pull Request
Interaction with the queue didn't work for mobs of a type different from
`/mob/living/carbon/human`
Fixed this.
## Why It's Good For The Game
Fixes#85049
## Changelog
🆑
fix: Borgs and AI can now use research queue
/🆑
<!-- 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
### Cybernetic variant surgeries
Many of the surgeries able to be performed on organic limbs now have a
version for robotic limbs. This includes;
### NONE OF THESE ARE SELF SURGERY OPTIONS
- Organ repair surgeries
- Stomach Pumps
- Blood filtering
- Autopsies
- Lobotomies
- Pacification
- Lipoplasty
- Amputation
- Brainwashing (including the Sleeper Agent protocol)
- Nerve Splicing and Nerve Grounding
- Vein Threading and Vein Muscle Membrane
- Ligament Hook and Ligament Reinforcement
- Cortex Folding and Cortex Imprint
These utilize mechanical steps and unique versions of their special step
that uses mechanical tools. But many of these are able to be performed
using standard surgery tools.
In fact, I've improved the chances for doing surgery using standard
tools for mechanical steps, recognizing that medical is often going to
end up with synths in medbay whether we like it or not.
### NONE OF THESE ARE SELF SURGERY OPTIONS
### Organ Repair Surgeries correct EMP Failure Cascades
When you repair a synthetic organ using the organ repair surgery, it
reverses the effects of organ failure from an EMP. That is, the
permanent failure of an organ. This allows for an alternative method to
replacing that organ wholesale, which makes treating synths a lot easier
for medical and EMPs less of a RNG death knell for people with
cybernetic organs. However, it still needs the surgery to correct the
error, so this isn't removing the danger of being EMP'd.
### Health Scanners report EMP Failure Cascades
Scanning someone with a cybernetic organ now actually tells you that the
organ is failing. Wow, why wasn't this already the case?
## Why It's Good For The Game
#### Surgeries
With the new techweb changes, augmented crew are becoming a lot, lot
more common place, as are the implantation of cybernetics. These are
required for research to be able to progress both medical and robotics
technology. Therefore, those using these items are becoming a lot more
common place.
However, our medical system is quite blind to these people as of the
moment. A lot of surgeries that are critical to recovering the
injured/dead do not work on them outright, and medical can't resolve the
problems that come with cybernetic organs entirely.
This change hopefully modernizes our surgeries to account for these
synthetic/cybernetically-altered crew members that neither forces people
to choose between taking them to medical or robotics (they're often
going to end up in medical regardless), and letting either department to
function as a place for these crew to obtain medical services.
Also gives them some cooler flavour to their surgeries, which I think is
the most important part of this change. It actually feels like you're
more than human without getting too much in the way of gameplay loops
and over complicating things.
Edit: To provide a bit of extra clarity on 'Why allow the advanced
surgeries?'
You can actually have the benefits of the advanced surgeries as an
augmented humanoid. The problem is that it has to take place before you
are augmented. They're not mutually exclusive, just slow to apply. There
isn't much reason for there not to be a method to apply them to robotic
people, particularly since augmentations are expected earlier in the
round than advanced surgeries.
#### EMP Failure and Detection
This mechanic is probably what people hate the most about cybernetics.
It is largely invisible, and forces you to have to go through a tedious
process of organ replacement on what could be any one of your organs,
since it wasn't being broadcast to the user which one is failing until
you are possibly already doubling over.
Now, it is easier for medical staff to identify if they have a
cybernetically enhanced patient in the midst of a failure cascade, and
have the means to resolve the problem. Robotics and cyborgs can too,
since sometimes they'll have the means usually to do the same operations
and detection.
## Changelog
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🆑
add: Robotic variants of many of the standard and advanced humanoid
surgeries. You cannot perform self surgery with these surgeries.
balance: It is easier to do robotic surgeries with normal surgery tools.
qol: It is now possible to detect EMP organ failure cascades via health
scanners.
qol: EMP organ failure cascades can be reversed by doing organ repair
surgeries targeting the failing organ.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request

Added dehydrator, a machine version of drying rack.
Replaced the second fryer with this rack on some maps to be available
roundstart.
Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.
## Why It's Good For The Game
We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.
## Changelog
🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
## About The Pull Request
I talked with Fikou on discord about #84801, and he said that it would
be fine to make a standalone suit that is slowdown-free but also not
spaceproof. So yeah, that's what this is. The civilian skin for the
standard modsuit has been turned into a standalone model. It is similar
to the loader modsuit that cargo has, in that it has no slowdown while
active but doesn't protect you from space. It also has only a complexity
limit of 12 instead of the usual 15, and it has abysmal armor values. It
also doesn't protect you from pepper spray and the helmet doesn't allow
you to use internals or block you from eating.
I tweaked the sprites for it as well, removing the visor from the inhand
and mob overlay sprites, to better reflect it's lack of spaceproofing. I
also whipped up a quick sprite for the civilian mod plating, based off
of the medical mod plating since they have similar color schemes.
## Why It's Good For The Game
I'm going to just copy and paste what I said in the last PR, because all
of it still applies to this one. There are a lot of really cool modsuit
modules that are hampered by the other drawbacks that modsuits have.
These drawbacks exist for a good reason; space proof suits should have
tradeoffs, especially ones available at the start of the round like
modsuits are. But that doesn't really solve the problem with the
modules.
One of the biggest examples of this problem is the pepper shoulders
module that comes on security modsuits. It's a very cool module
conceptually, but it tends to have limited usefulness in practice. Out
in space, whoever you're fighting is likely wearing a spacesuit of their
own, which will make them completely immune to the pepper spray. On the
station, the person wearing the suit has to deal with the slowdown from
it, which will far outweigh any advantage granted by the pepper
shoulders module.
Another good example is the medical modules, like the surgical
processor, organ thrower/organizer, and thread ripper modules. All of
these are great for a medical player trying to perform surgery, but who
is going to be doing surgery in a depressurized room? All these modules
don't mesh well with the design of modsuits as special spacesuits, and
the new civilian model will hopefully give them more room to be used.
## Changelog
🆑
add: Added the civilian modsuit module as a standalone model. It offers
no slowdown while activated but does NOT protect you from the void of
space. You can print the plating from an exosuit fabricator and build it
like a normal modsuit.
del: Removed the civilian skin from the standard modsuit, as it is now a
standalone model.
image: Tweaked the sprites for the civilian modsuit head, both in-hand
and on the mob. Also added a civilian mod plating sprite.
/🆑
## About The Pull Request
Title
## Why It's Good For The Game
Fixing typos - Untility Cyborg Upgrades -> Utility Cyborg Upgrades
## Changelog
🆑
spellcheck: fixed a typo in borg research
/🆑
## About The Pull Request
<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">
Added an ability to queue up to one node per player in a techweb for an
automatic research.
You can queue up a node only when all requirements are met, but there
are not enough points.
People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.
When a node is enqueued by RD, it is placed in front of the queue.
The research button is available when the queue is empty.
TODO:
- [x] Bypass queue when the node cost is zero
## Why It's Good For The Game
No need to stay at the console to wait for the points. No "Research"
button spamming.
## Changelog
🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑
## About The Pull Request
Adds the Herculean Gravitronic Spinal Implant. A personal gravity
dampener that affords the user improved physical performance without all
the effort of actually working out.
This implant improves the user's ability in a variety of minor but
useful ways Including;
1) Faster climbing speeds with climbing hooks and ladders. (Athletics
now also influences this time)
2) Slightly less damage from falling from a height.
3) Faster fireman lifting and placing onto tables.
4) An easier time working out and stronger in boxing.
5) Standing up just a bit faster.
6) Throwing things just a little further.
7) Tackle performance, including offense, defense and safety if you
miss.
You can improve the implant by using a gravity anomaly core on it,
transforming it into an Atlas implant. This implant has considerably
better bonuses compared to the baselines fairly minor even if numerous
benefits. It also forces personal gravity to normal values.
As a result, the total number of gravity anomaly cores is now 6.

Has some little floating rocks around your head while active.
## Why It's Good For The Game
I attempted to add something fairly similar in the past, but didn't
quite like simply making an entirely combat related implant. Instead,
I've changed the concept towards generally improving some minor physical
world interactions. Things that you may not really think about or
notice.
I really enjoy getting just slight tweaks to the small little gameplay
activities that come up every so often, and even if this won't appeal to
most players, I know someone will see this and think to find a way to
make the most of the implant in some way that I didn't even think about.
## Changelog
🆑
add: Adds the Herculean Gravitronic Spinal Implant; an implant that
makes you better at athletics. You can upgrade it into an Atlas implant
using a gravity anomaly core.
balance: Gravity anomaly cores have had their max number of cores
reduces from 8 to 6.
balance: Your athletic ability allows you to climb faster.
/🆑
## About The Pull Request
Moves XL beaker from Chemical Synthesis to Medbay Equipment
Removes Plumbing node and moves most items to Chemical synthesis node
Moves piercing syringe from Plumbing node to Advanced Medbay Equipment

## Why It's Good For The Game
Love the science rework, there's just a few things that need to be moved
around.
I've got two reasons for ya.
Bluespace beakers are often researched before metamaterial beakers due
to the different node paths and the value of bluespace research being
greater than plumbing research. It's a little weird that the higher
volume beaker is so often available sooner
XL-beakers are pretty simple and are already locked behind plastic, they
should probably be available to chemists at round start, just like they
were before the research rework.
## Changelog
🆑
balance: Moves XL beaker from Chemical Synthesis to Medbay Equipment
balance: Removes Plumbing node and moves most items to Chemical
synthesis node
balance: Moves piercing syringe from Plumbing node to Advanced Medbay
Equipment
/🆑
## About The Pull Request
At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.
## Why It's Good For The Game
The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
## Changelog
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑
## About The Pull Request
This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.
### What does something being contraband MEAN?
Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.
### What items ARE contraband?
Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.
<details>
<summary>In hindsight it's kind of a long list.</summary>
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
</details>
### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.
Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.
### Other minor changes that I rolled into this
Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.
Adjusted the N-spect scanner's description to match it's new
functionality.
The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.
https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d
**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.
**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.
**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).
## Why It's Good For The Game
Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.
As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.
Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.
If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.
Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.
## Changelog
🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This changes the bluespace navigation gigabeacon to be unlocked with
Applied Bluespace Research (T2) research node, instead of
Telecommunications (T5).
## Why It's Good For The Game
Gigabeacon used to be its own node which nobody researched. #77223
changed that by tying it up with Telecommunications. After the techweb
tree update, Telecommunications has become a tier 5 research, meaning
that nobody researches gigabeacons again. This PR is meant to amend
that, making gigabeacons more accessible again.
I have to admit that putting this item unlock on Applied Bluespace node
is quite generous, since that node should be researched early on every
round. However, I don't believe that to be an issue, but if needed I can
move it to Bluespace Travel (prerequisite to t4 parts).
## Changelog
🆑
balance: bluespace navigation gigabeacons are now unlocked with Applied
Bluespace Research
/🆑
## About The Pull Request
Jetpacks are now vulnerable to EMP, they get disabled for a few seconds
after getting hit by an EMP blast.
Sec modsuits now start with the jetpack module preinstalled instead of
the mirage module, and their starting powercell has been upgraded.
## Why It's Good For The Game
It's no secret that regular jetpacks and your run of the mill eva suit
see far more use than actual security issued equipment.
Having your best option available from the start of the shift is just
boring, and doesn't encourage the crew to even engage with Modsuits in
any way.
With this PR i'm introducing a weakness to jetties by having em turn of
for 4 seconds if you get hit by a pulse.
In exchange sec mods are now a bit more suited for their job, Mirage
module has been swapped with Jetpack module and they now spawn with a
better cell.
## Changelog
🆑
balance: Jetpacks are now briefly disabled by EMP.
balance: Mirage module has been removed from Sec modsuits.
balance: Security modsuits now spawn with a better cell and the jetpack
module preinstalled.
/🆑
## About The Pull Request
Swaps 'advanced medbay equipment' and 'cryostasis' on the medbay tech
tree, adjusting the required experiments and prerequisites as necessary.
## Why It's Good For The Game
Items like health analyzers, pinpointers, defibs and medical beds are
lower tech, commonly used items and should come before advanced cryo
technology, not the other way around.
## Changelog
🆑 LT3
balance: Advanced Medbay Equipment research node lowered to tier 3
balance: Advanced Medbay Equipment now requires haloperidol scan
experiment
balance: Haloperidol and cryostylane experiments can be performed
roundstart
balance: Cryostasis research node raised to tier 4
balance: Cryostasis now has Fusion instead of Controlled Plasma as a
prerequisite
balance: Cryostasis cryostylane scan is now a discount experiment
balance: Crystallizer moved from Controlled Plasma to Fusion
/🆑
## About The Pull Request
Renames the organ thrower to the 'organizer' and clears up its
description.
## Why It's Good For The Game
The organ thrower is a very silly module, and i do like it, but did you
know that it instantly replaces organs? As in, the organ is removed and
swapped instantly? And it can store multiple, making organ manipulation
surgeries eerily instant?
The description is funny, but it forsakes accuracy for amusement's sake.
I did my best to keep it both funny and accurate, accurately describing
its actual function now.
I also changed the name, because similarly, it wasn't very descriptive.
Jacquerel suggested 'organizer' which is a hilarious pun and I'm all for
it, even if it does also lack some accuracy which was supposed to be the
intention of the PR.
## Changelog
🆑
spellcheck: Renamed the organ thrower module to the 'organizer'
spellcheck: Made its description more accurate. Did you know it
instantly replaces up to 5 organs in active surgery?
/🆑
## About The Pull Request
More QoL tweaks and rebalance towards easier unlocking of high tier
nodes by doing discount experiments.
## Why It's Good For The Game
More ways to unlock desired nodes.
## Changelog
🆑
balance: Techweb: High yield explosive is now a discount experiment for
Exotic Ammo node, giving more free points
balance: Techweb: Replaced the botany/xenobio discount experiments with
a new mutant scan experiment for the Gene Engineering node
balance: Techweb: Damaged mech scan is a discount experiment for tier 4
Mech Energy Guns node, giving twice more free points
balance: Techweb: Added a new anomaly scan experiment that gives full
discount for the Advanced Anomaly Shells, also moving the node to tier 5
balance: Techweb: Moved mech RCD to the Experimental Tools node
balance: Techweb: Moved handcuffs to T2 security node, leaving only
zipties in T1
balance: Techweb: Non-human Autopsy is a discount experiment instead of
a required one now
balance: Techweb: Parts scan experiments require 6 machines instead of 4
del: Techweb: Removed the New Toys node moving contents to sec and
medbay trees
qol: Made air horn craftable from a spraycan and a bikehorn
qol: Techweb: Better wording on the slime scan experiment
/🆑
## About The Pull Request
Makes Growing Vat work as a normal machine akin hydrotray.
Doesn't need plunger to clear reagents, doesn't need plumbing to input
reagents.
Still has the plumbing port, but can be used without it.
Also made the examine text a bit more compact.
Removed science plumbing RCD from the game.
Removed plumbing tools from cytology equipment, and added a protein
powder jug instead.

Automatically fixes#84573
## Why It's Good For The Game
Plumbing was an unnecessary complication for Cytology.
Growing vat is a relatively simple machine that shouldn't require
plumbing knowledge.
Now it works more like hydrotray, and you can pour reagents directly,
and clear them out with a right click.
## Changelog
🆑
refactor: Vat grower is a normal machine now that doesn't need plumbing
qol: Cytology petri dish smartfridge starts with 3 random samples
add: Added protein powder condiment bottle, available in the cytology
supplies locker and the cargo pack
del: Removed science variant of plumbing RCD
fix: Fixed a bug when machines without stock parts didn't spawn frames
on deconstruction
fix: Fixed vat grower not growing
/🆑
## About The Pull Request
Made portable atmospheric machines buildable as any other machines.

## Why It's Good For The Game
These are simple machines that are limited by the map spawn amounts and
cargo orders for no good reason. While much more complex machinery can
be built.
Also allows for the construction of pipe scrubber introduced in #84187
## Changelog
🆑
qol: portable scubber, pump and pipe scrubber are buildable as any other
machines
/🆑
## About The Pull Request
Adds new mech that can be created from emaged fabricator. To craft this
mech you need:
1. Emag Fabricator to recive Justice disgine(done this, fabricator will
emit a text and sound signal that can reveal you).
2. You need to craft it like any other mech but you also need 8
telecrystals to finish constraction.
3. To board a mech you need syndicate access (traitor can get it by
purchasing an agent card).
About Mech:
Video:
https://youtu.be/QwJfO_lbLK0
Text:
Health 200
Damage 60
Only melee attacks(can't attach range weapons(can't attach anything in
his arms at all))
Block chanse 60
Speed - in safty mode 2.5 in combat mode 4.5
Attack effects:
In addition to damage, it has a 50 percent chance of cutting off an arm
or leg (does not put you to sleep or give a knockdown
effect when hit like regular combat mechs do).
If a target in crit or stun makes a finishing attack instead of a
regular attack, the mech says an epic phrase and after a second cuts off
the target's head by dashing through the target.
Special actions(can't be used if mech in safty mode):
Invisability - Makes the mech invisible for 20 seconds. If the mech is
pushed or collides with someone or if the pilot presses the invisibility
button again, the mech will no longer be invisible and will go into a 5
second cooldown (the same will happen after 20 seconds). If you attack
in invisibility, then instead of a normal attack the mech will make an
AoE 3x3 attack 1 second after pressing (the attack will be accompanied
by a sound and visual effect and for a second the mech will not be able
to move, which gives enemies time to run away from the attack). Upon
completion AoE attack, everyone( except peoples in crit and in stunned
condition) in a 3x3 radius will receive 35 damage and a 25 chance of
having one of their limbs cut off.
Charge Attack - Mech makes a dash towards the cursor at a distance of up
to 7 cells, breaking all obstacles in its path. If the obstacle is a
living person (and he is not in crit and is not stunned) then he will
receive 35 damage and a 25 chance of cutting off a limb. Cooldown 5
Seconds.
P.S.
Also added emag_act on fabricator so you can put any new secret traitor
mechs on it.
Also made the sounds of mech melee attacks to vars so that it would be
more convenient to change them.
Also fix a runtime error where if you set something in the mech's
max_equip_by_category to 0, the mech UI panel doesn't load.
## Why It's Good For The Game
Adds a traitor mech with fun and interesting mechanics. This is a new
mech with new unique abilities that turns the battle with you into a
boss fight.
## Changelog
🆑
add: New traitor mech: Justice. Emag fabricator to get it.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This PR adds a new gunkit to the **Illumination Applications** tech node
acquired via BEPIS techs. For years, this funny little tech node has
been one of the lamer results from the BEPIS tech pool, only offering
constructable unique hardhats and access to a micro RLD. Well, lets just
say, badda bing
https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda
The photon cannon is craftable via a lathed gunkit obtained from the
security lathe, which fires 4 shots per recharge. Each shot, on direct
contact with a mob, acts like a severity 3 flash. The shot also
distinctly slows down after traveling, so you can more effectively gauge
where it's going to stop moving, as when it reaches it's travel
distance, it will perform a weaker AOE severity 1 flash. Direct hits
will effect silicons, while the AOE flash will not. Direct hits only
deal 5 ***STAMINA* damage.
The Gunkit requires a flux anomaly core to be crafted, completing with
the tesla gun in this respect.
## Why It's Good For The Game
There's been some discussion about how we've hoping to offer higher
power features and options to the game at large using anomaly cores, and
flux anomalies are currently only used for guns, which is rather
unfortunate. The bigger issue, I'd suppose, is that every gun that flux
anomalies can produce are considered lethal, with the event horizon gun
and tesla gun. And honestly, by comparison, the tesla is not lethal
enough to use to any real effect, or practical enough to bother science
enough for the core.
The photon cannon, however, works as a rather effective crowd control
weapon for breaching and incapacitating crewmates, making it ideal for
wardens dealing with large tides of crewmates, officers breaking into
bases, or ~~the captain trying to burn down your library dnd game,
DOUGLAS~~
Overall, it's still a fairly low power weapon, and sits in a niche place
somewhere between a dragNET, flashbang-loaded grenade launcher, the
flash, and the ion-cannon, with it's versatility coming from core rarity
and requiring a BEPIS tech.
**I have since updated this PR so that this gun deals stamina damage
instead of energy damage, and contact with the energy ball deals a short
period of confusion.**
## Changelog
🆑
add: The Illumination Applications technode now includes a gunkit for a
new gun, the Photon Cannon.
/🆑
## About The Pull Request
Provides an alternative way to get the 200 points for the final
augmentation node.
Also reduced the tier of the prior tech node, it was put to tier 4 by
mistake
## Why It's Good For The Game
More options to get the desired node.
## Changelog
🆑
fix: Techweb: Moved upgraded cyber organs to tier 3 from tier 4
qol: Techweb: Added fully augmented android scan discount experiment for
Advanced Cybernetic Organs techweb node
/🆑
## About The Pull Request
There was a feedback that the new techweb made it harder to do science
on ghost roles, namely Charlie station crew.
This PR makes a few tweaks to oldstation to lower the bar on the
experiments:
- Added a pure N2O tank for easier BZ creation
- Added one diamond to the ai sat to create artificial BS crystal
- Added research console to ai sat with frontier app pre-installed
- Added a gas compressor to Beta station atmos area
Also moved the NTNet relay back to tcomms node as it requires tcomms
parts. And moved chem pack/blood pack from tier 1 to tier 0 per players`
request.
Also fixed the dissection experiments giving the old amount of bonus
points, before the recent point denomination.
Made a few other minor changes to the map.
## Why It's Good For The Game
Charlie is supposed to be friendly for the beginner players, yet the new
experiments are hard to do with the limited resources on Charlie.
## Changelog
🆑
qol: It is easier to do some required techweb experiments on Charlie
station now
fix: Fixed experimental dissection surgeries giving too many points
balance: Techweb: Moved NTNet relay back to tcomms node
balance: Techweb: Moved blood pack and chem pack to the starting node
/🆑
## About The Pull Request
There were some tiles and wallframes in lathe designs, while most of
these are already in the crafting menu. Moved all of them into the
crafting menu to avoid confusion, when you can't find some wallframe in
the menu because it must be built in lathe.
Made the light tile craftable in menu, instead of slap-crafting, and
made the circuit tiles use similar recipe (since they both are emissive
tiles). And the circuit tiles can now be cycled in-hand:

## Why It's Good For The Game
Centralized place for tiles and wallframes.
## Changelog
🆑
qol: Made light tiles available in the crafting menu
qol: Circuit tile variants can be cycled in-hand
add: Moved loose tiles and wall frames from lathe designs to other tiles
and frames in the crafting menu
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>