
## About The Pull Request
resprites the existing clown mask styles and adds a new clown mask
style: The Dealer. the old madman mask has been made into an optional
craft: the gamer's wig and mask.
does not resprite already existing default clown mask

## Why It's Good For The Game
resprites are good! and more variety is good too
## Changelog
🆑
add: the Honkmother has decided to bless Her children with a new form!
image: resprited the optional clown mask styles
/🆑
# Conflicts:
# code/datums/components/crafting/tailoring.dm
## About The Pull Request
Fixes a bug in the crafter machine code that makes it just emit `.`
every tick.
The TG code is this, so the do_after should only be happening if 'ismob'
is true
```
if(ismob(crafter) && !do_after(crafter, recipe.time, target = crafter))
return "."
```
## Why It's Good For The Game
Bugfix
## Proof Of Testing
I didn't test it yet
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Fixes crafter machine not working
/🆑
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
This rebalances the Laser Musket and Heroic Laser Musket
Replaces glasses with 2 drinking glasses in the crafting recipe
Removes 2-handed demand
Standard shot damage slightly increased and stamina damage greatly
decreased
Heroic shot made a 3-round scatter shot, very powerful, damage and
stamina damage decreased to compensate
Crank-charge weapons, except the thermal revolvers, can be charged while
moving
Muskets can also be worn on jackets
## Why It's Good For The Game
These things were severely underused, and I always kinda wanted them to
be crankable while you moved, I just didn't know how. This should also
help the Militiamen ERT be less of a joke. I would appreciate
balanceposters giving some advice on the numbers if you're seeing this.
The heroic musket is incredibly rare, and SHOULD be pretty powerful.
## Changelog
🆑
balance: laser muskets have been rebalanced
balance: crank weapons can be charged while moving
/🆑
## About The Pull Request
This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.
This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!
As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.
Example of jetpack stabilization in action:
https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41
And, of course, you can do this now.

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.
Closes#85165
## Why It's Good For The Game
Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.
## What's left
- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system
## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based.
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
## About The Pull Request

So, as you may know, I really like the bootleg weaponry this game has,
but after dealing with gun code for the crossbow, I wasnt inclined to
make more of it. However, when I'm playing ss13 I often have background
noise on, and one day I was listening to an age of empires game, which,
if you aren't aware, is basically a medival rts, featuring a weapon
called an "organ gun". Said organ gun is basically 8 or so muskets stuck
together firing at once. And well, given SS13 has pipeguns, also called
muskets, I couldnt pass up the pun of "pipe organ gun." And thats why
this pr exists. However, as I am noticing I have a habit of doing, I
tend to end up coding more than I ever initially planned.
So what does it add? Well, lets start with the pipe organ gun.
<img width="428" alt="image"
src="https://github.com/user-attachments/assets/0cb93fb9-6ed3-4cb1-a340-0b54832ac577">
The pipe organ gun is made from wood, pipes, iron, typical maints weapon
stuff. Where it differs is it isn't a handheld object - it's a machine
you push and pull around akin to say, the pirate cannons. It can hold up
to 8 pipegun shells, and launches them all at once when lit with
anything that ignites stuff, like a welder, match, torch, etc. It does a
lot of damage, but requires time to reload, and a smart enemy can just
lie down and ignore it. Or maybe it'll just roll 8 of the really bad
ammo types and do nothing, who knows.
https://github.com/user-attachments/assets/5ee1353b-c965-4f47-aa22-4f5cfeb04c51
Initially I planned to use the cannon code as a base, but that presented
a lot of issues, as they need to use cannonballs (which arent ammo in
the traditonal sense), along with only being single shot among other
things. So I made an entire new type of structure called Mounted guns,
which are like cannons that can use conventional ballistic ammo, and
dont have any of the restrictions, and made to be customizable. You want
a gun that takes plasma bars as ammo and launches fireballs? it can do
that. You want to have a rebar ballista, that can shoot up to 3 rods at
once, but only needs to be loaded once? It can do that too. Hell, you
could probably just make full-on gun emplacements with some code
changes. If it's a projectile, it can shoot it, and if its an object, it
can use it as ammo. A list of the current stuff you can change is below.
<img width="510" alt="image"
src="https://github.com/user-attachments/assets/107abbc1-a004-4724-9627-a3388f92cd63">
Which leads me to the second gun I added, which is more of an example of
what can be done with the mounted_gun class.
The canister gatling spawns on the flying dutchman pirate ship, with
enough ammo for five shots.
<img width="453" alt="image"
src="https://github.com/user-attachments/assets/46fdc16e-813a-4e14-b25a-9cf49d245ca6">
Five shots may not sound like much at first - but thats because each
shot is a burst of 50 individual shrapnel bullets. It's unable to break
any walls or doors except for windows, but against anything that isnt a
structure... well, as shown below, they'll have a very bad day.
https://github.com/user-attachments/assets/3519c49d-97e6-4095-99cf-ee8039adbaba
If people like these concepts, I genuinely might add that engineering
rebar ballista.
## Why It's Good For The Game
As said above, I'm a big fan of the whole improvised armory concept ss13
has, and the fact the only "big" gun featured is the trash cannon (which
is locked behind maint loot) is a shame. I felt the pipe-organ gun was a
good compromise - as stated, its just eight pipeguns stuck together,
with all the strengths (high damage output) and weaknesses (slow reload,
needs to be dragged around, cant hit people on the floor, cant damage
walls) that it lacks. As for the canister gatling, I dont forsee it
being a massive problem, as it cant breach walls or doors, so it isn't
just a better cannon.
## Changelog
🆑 WebcomicArtist
add: Added pipe-organ gun: a buildable object akin to trash cannon that
takes pipegun rounds, and shoots up to 8 off at once.
add: Added The Canister Gatling, a rapid fire but non-destructive cannon
for skeleton pirates. Also Canister shot ammo.
sound: Added sounds for the above guns.
image: Added sprites for the guns as well.
code: Added a whole "mounted_gun" class that is basically cannons but
you aren't forced to use cannonballs as ammo and load them with
gunpowder.
/🆑
## About The Pull Request
Adds a crafting flag for clearing and transferring reagents on craft,
only applies it to food recipes.
This makes it a partial fix to #81226
## Changelog
🆑 Melbert
fix: Trash cannons can be filled with fuel and fired again
/🆑
## About The Pull Request
So I am keeping the PR title a bit vague as this is exploitable, and I
will leave the specific steps to reproduce out for sake of preventing
more people from using it...
But basically under certain conditions when crafting a recipe using the
crafting menu, the requirements were not actually being consumed in the
correct amounts.
With knowledge of this exploit, you could take something that needs x
amount of resources, and only spend a fraction of that. Then
disassembling the item yields the full amount, granting you extra
resources out of thin air.
## Why It's Good For The Game
Patches an economy breaking crafting exploit
## Changelog
🆑
fix: fixes a crafting exploit that allowed you to get more resources
back from disassembling than you put into the recipe
/🆑
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>
https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a
</details>
Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.

## Why It's Good For The Game
The job of Curator has 3 things it can do:
- Curate Library (lol)
- Explore Space
- **Create News!**
Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!
Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
* Adjust Vortex Core Max and Beam Rifle recipe. (#85878)
## About The Pull Request
Vortex cores were set to 1 max in order to specifically limit a beam
rifle from ever being made more of in a round. This PR sets the amount
of vortex cores needed for the Event Horizon Anti-Existential Beam Rifle
to two, and increases the max Vortex cores capable of being made to 3 in
order to give leeway to use vortex cores for other things and not have
it only capped at 1.
## Why It's Good For The Game
Still stops the ability to create multiple black hole rifles, but allows
for more vortex cores to be made for other needs.
## Changelog
🆑
balance: Changed max refined vortex cores from 1 to 3. Changed the Event
Horizon Anti-Existential Beam Rifle recipe to require 2 vortex cores.
/🆑
* Adjust Vortex Core Max and Beam Rifle recipe.
---------
Co-authored-by: Redrover1760 <39284090+Redrover1760@users.noreply.github.com>
## About The Pull Request
Vortex cores were set to 1 max in order to specifically limit a beam
rifle from ever being made more of in a round. This PR sets the amount
of vortex cores needed for the Event Horizon Anti-Existential Beam Rifle
to two, and increases the max Vortex cores capable of being made to 3 in
order to give leeway to use vortex cores for other things and not have
it only capped at 1.
## Why It's Good For The Game
Still stops the ability to create multiple black hole rifles, but allows
for more vortex cores to be made for other needs.
## Changelog
🆑
balance: Changed max refined vortex cores from 1 to 3. Changed the Event
Horizon Anti-Existential Beam Rifle recipe to require 2 vortex cores.
/🆑
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.
Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.
As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.
I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).
As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).
Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).
This PR is still a WIP, gotta test it several times.
## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

Can you guess which is which?
## Changelog
For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic
🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
* Fixed improvised shield crafting recipe being overriden by moonflowers (#85794)
## About The Pull Request
Copypasted code prevented improvised shields from being crafting due to
moonflower shields having the same path. Found by ncarlarc on discord
## Changelog
🆑
fix: Fixed improvised shield crafting recipe being overriden by
moonflowers
/🆑
* Fixed improvised shield crafting recipe being overriden by moonflowers
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Copypasted code prevented improvised shields from being crafting due to
moonflower shields having the same path. Found by ncarlarc on discord
## Changelog
🆑
fix: Fixed improvised shield crafting recipe being overriden by
moonflowers
/🆑
* More food effects (#84889)
## About The Pull Request
In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.
The goal is to have:
- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes
This PR is a first part of this change.
- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait
## Why It's Good For The Game
Foodening PR was incomplete, this PR is a step towards the completion.
## TODO
- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions
## Changelog
🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
* More food effects
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
## About The Pull Request
In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.
The goal is to have:
- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes
This PR is a first part of this change.
- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait
## Why It's Good For The Game
Foodening PR was incomplete, this PR is a step towards the completion.
## TODO
- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions
## Changelog
🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death
* Conflict Removal
* Update bow_arrows.dm
* Update bow_arrows.dm
* tthis also update the actual bow & arrow code
* Update arrow.dm
* [MIRROR] Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death [MDB IGNORE] (#3595)
* Bow Update: Fletching instruction manual, bows using projectile damage multipliers, unhardcoded bow sprites, hot pink death
* modularize bone dice(???)
* gives the cargo crate arrows
* conflict
* icon updates
rotates our bows the same way, adds invisible pixels for easier loading
to our primitive bows, removes bow/arrow icons that are clones of
upstream's
also a hack for arrow overlays on bows- currently just defaults to
default arrows if an overlay doesn't exist for it, but our only arrows
aren't that distinct with default arrows at that size (we do not have
alternative arrow overlay sprites)
* recipe changes
im not gonna try explaining everything here but the general idea is that
the cargo fletching kit is sorta novelty bows, and the big boy stuff you
get from smithing
* update ammo hud for bows
* this shouldn't be here
* i forgot to save these
cleans up the recipes, ashwalker arrows are just made by combining by
hand (you could already do this, the recipes were a noobtrap)
and the cargo kit is cheaper
* un-nerf the chaplain bow
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
* Update crafting.dm
* Update bow.dm
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
* Binoculars removed from ritual of knowledge, clipboards made craftable (#85221)
## About The Pull Request
This pull request removes the clipboard from the pool of heretic ritual
of knowledge items, specifically the "Easy" ones to obtain. The rest is
unchanged.
## Why It's Good For The Game
Clipboards are substantially harder to obtain than it's fellow objects
for the ritual.
- Shards are able to be made from glass from autolathes, maintenance
loot, protolathes, salvaged from structures
- Candles are printable from biomass, plenty of them in the chapel,
orderable, sometimes maintenance has them
- Paper is printable from biogen iirc and in huge quantities across the
entire station, you can also handcraft some or order it
- Everyone has a pen roundstart, obtainable from library, lathes, maints
- Flashlights are the same as above yet obtainable from most tool
closets and even emergency closets
- Crayons are able to be made with xenobiology, ordered, have a few map
spawns but are generally in good quantity and are maintenance loot.
The clipboard however is not printable, orders in sets of 2 for an
interesting sum in a suspiciously never ordered package, has lackluster
map spawns (One or two in cargo, one psychologist's), is sometimes
required in pairs if not more and it's severely more difficult to get. I
do not think anyone would miss this, as it's just tedious and too
low-supply to get. There are more batons on station then there are
clipboards, even organs are easier to access.
## Changelog
🆑
add: The heretic's ritual of knowledge no longer requires binoculars
add: Clipboards are craftable using a wood plank, an iron rod and
wirecutters
/🆑
* Binoculars removed from ritual of knowledge, clipboards made craftable
---------
Co-authored-by: KazooBard <65713506+KazooBard@users.noreply.github.com>
## About The Pull Request
This pull request removes the clipboard from the pool of heretic ritual
of knowledge items, specifically the "Easy" ones to obtain. The rest is
unchanged.
## Why It's Good For The Game
Clipboards are substantially harder to obtain than it's fellow objects
for the ritual.
- Shards are able to be made from glass from autolathes, maintenance
loot, protolathes, salvaged from structures
- Candles are printable from biomass, plenty of them in the chapel,
orderable, sometimes maintenance has them
- Paper is printable from biogen iirc and in huge quantities across the
entire station, you can also handcraft some or order it
- Everyone has a pen roundstart, obtainable from library, lathes, maints
- Flashlights are the same as above yet obtainable from most tool
closets and even emergency closets
- Crayons are able to be made with xenobiology, ordered, have a few map
spawns but are generally in good quantity and are maintenance loot.
The clipboard however is not printable, orders in sets of 2 for an
interesting sum in a suspiciously never ordered package, has lackluster
map spawns (One or two in cargo, one psychologist's), is sometimes
required in pairs if not more and it's severely more difficult to get. I
do not think anyone would miss this, as it's just tedious and too
low-supply to get. There are more batons on station then there are
clipboards, even organs are easier to access.
## Changelog
🆑
add: The heretic's ritual of knowledge no longer requires binoculars
add: Clipboards are craftable using a wood plank, an iron rod and
wirecutters
/🆑
## About The Pull Request
Hello, coder of carrot swords here!
Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes.
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


## Why It's Good For The Game

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.
## Changelog
🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
* Compact Airlock Pump (#84365)
## About The Pull Request
Adds a craftable airlock pump that is an atmos device with distro &
waste nodes on a single side.
When wrenched down, looks for airlocks and sets up a cycling airlock
chamber.
A more compact and flexible alternative to the current binary DP Vent
Pumps.
https://github.com/tgstation/tgstation/assets/3625094/a799b3e8-3425-43fc-9c17-2bdde63ec194
Can also skip cycling when a shuttle is docked with one of the external
airlocks:
https://github.com/tgstation/tgstation/assets/3625094/37054bc0-b8c5-4556-aa2c-0fa5bc3c7c5b
**Set up from scratch**: https://youtu.be/22PDfmJKC7g
## Why It's Good For The Game
Provides an easy to map and setup alternative to DP Vents that doesn't
require any map helpers, var editing and can even be crafted in the
game.

You just need to extend the disto/waste pipes to the place where you
want your airlock to be.
When built, it automatically considers the first found airlock in the
direction of incoming pipes as an internal one, and the opposite -
external.
Cycling is controlled by the airlocks. When you click/bump an internal
airlock, it starts pressurizing. When external one - depressurizing.
When unable to complete the cycle in 10 seconds, unbolts the door
automatically to avoid stucking due to issues with pipes or slow atmos.
TODO:
- [x] Hook up to the power and figure out the logic when unpowered
- [x] ~Make it work with a directly connected layer manifold~
- [x] Make unwrenching require unpowered state and forbid mapspawn pump
unwrenching
- [x] Support airlock arrays and double airlocks
- [x] An option to open airlocks instead of just bolts
- [x] Check for the presence of airlocks and crash if not set up
properly on map
## Changelog
🆑
add: Added airlock pump atmos device to create cycling airlocks
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Compact Airlock Pump
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
## About The Pull Request
Adds a craftable airlock pump that is an atmos device with distro &
waste nodes on a single side.
When wrenched down, looks for airlocks and sets up a cycling airlock
chamber.
A more compact and flexible alternative to the current binary DP Vent
Pumps.
https://github.com/tgstation/tgstation/assets/3625094/a799b3e8-3425-43fc-9c17-2bdde63ec194
Can also skip cycling when a shuttle is docked with one of the external
airlocks:
https://github.com/tgstation/tgstation/assets/3625094/37054bc0-b8c5-4556-aa2c-0fa5bc3c7c5b
**Set up from scratch**: https://youtu.be/22PDfmJKC7g
## Why It's Good For The Game
Provides an easy to map and setup alternative to DP Vents that doesn't
require any map helpers, var editing and can even be crafted in the
game.

You just need to extend the disto/waste pipes to the place where you
want your airlock to be.
When built, it automatically considers the first found airlock in the
direction of incoming pipes as an internal one, and the opposite -
external.
Cycling is controlled by the airlocks. When you click/bump an internal
airlock, it starts pressurizing. When external one - depressurizing.
When unable to complete the cycle in 10 seconds, unbolts the door
automatically to avoid stucking due to issues with pipes or slow atmos.
TODO:
- [x] Hook up to the power and figure out the logic when unpowered
- [x] ~Make it work with a directly connected layer manifold~
- [x] Make unwrenching require unpowered state and forbid mapspawn pump
unwrenching
- [x] Support airlock arrays and double airlocks
- [x] An option to open airlocks instead of just bolts
- [x] Check for the presence of airlocks and crash if not set up
properly on map
## Changelog
🆑
add: Added airlock pump atmos device to create cycling airlocks
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes broken icons in the crafting menu for good (#84788)
## About The Pull Request
- Continuation of #75649
Even after that PR some icons that are not 32x32 still appear broken
under the requirement sections

Now all icons are cached away into its own list and we look it up. To
reduce this list size we only store icons that are not the standard
32x32(from debugging there are only 20 items as of now). Icons that are
of standard size can be inferred from the cooking mode & the atom id.
Basically we now get correct icons for everything

Sometime soon i do plan to follow up on
https://github.com/tgstation/tgstation/pull/75649#issuecomment-1562767046
& remove all `preview_icons` but not today
## Changelog
🆑
fix: all icons in the crafting menu (some that you missed) are now fixed
permanently
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes broken icons in the crafting menu for good
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
## About The Pull Request
Adds a new crate to the Service section of cargo. The Fletching and
Bow-Making Starter Kit. Comes with some materials and a fletching
instruction manual.
The manual teaches you how to make shortbows (18 force from normal
arrows utilizing projectile multipliers), arrows, holy arrows (but you
need a divine bow to make them), quivers (but they only hold 10 arrows),
plastic arrows and violins. For reasons.

### Fixes
Bows now no longer utilize hardcoded sprites for their loaded sprite.
Now they use overlays.
Bows properly become undrawn once fired. No longer can your bow
magically launch arrows by sheer force of will.
## Why It's Good For The Game
Initially I just wanted to provide a way for bow wielding chaplains to
produce additional arrows for their bow. Running out of those always
felt pretty lame. But then I got to thinking; actually, I kind of want
to LARP sometimes as an archer. I think that'd be kind of goofy and fun.
So I bundled that together into a solution for both.
The shortbow is really, really not meant to be a meaningful weapon. It's
just kind of silly, and meant to let people pretend to be Robin Hood and
occasionally hurt someone in a workplace accident. I'm particularly
thinking of clowns being the perfect users for this with their clumsy
trait. I will make this weaker if I have too.
(I am not, at this moment, redoing flaming arrows okay? I saw the code
comment. I know. Not right now. @tralezab, if you have any flaming arrow
sprites lying around, please let me know.)
## Changelog
🆑
add: Fletching starter kit! Make your own bow, shoot your friends in an
unfortunate workplace accident. Replace all those holy arrows you lost.
fix: Bows now properly undraw once they have fired an arrow.
code: Bows now utilize overlays in order to display loaded arrows.
Unique overlays per arrow.
/🆑
* Crafting accepts machine subtypes (#84680)
## About The Pull Request
- Fixes#84664
## Changelog
🆑
fix: you can craft the singulo hammer with either a supermatter
engine/shard again
/🆑
* Crafting accepts machine subtypes
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Converts slapcrafting into a bespoke element (#84226)
## About The Pull Request
Converts slapcrafting into a bespoke element, used to be ac omponent
## Why It's Good For The Game
Noticed this was a big C and realized there was no real reason for that.
It's the same recipe shared across different items.
## Changelog
N/A
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Converts slapcrafting into a bespoke element
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
## About The Pull Request
Converts slapcrafting into a bespoke element, used to be ac omponent
## Why It's Good For The Game
Noticed this was a big C and realized there was no real reason for that.
It's the same recipe shared across different items.
## Changelog
N/A
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a new anomaly core item to Illumination technology, the photon cannon. (#84368)
## 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.
/🆑
* Adds a new anomaly core item to Illumination technology, the photon cannon.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.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
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>
## 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>
## About The Pull Request
### Dilemma
So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)
Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions
In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.
Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.
### So why does it require non-combat-mode?
A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.
### Misc
Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.
(Also cleaned up a bit of lockbox and medbot code)
## Changelog
🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
* basic firebots refactor (#83861)
## About The Pull Request
this refactors firebots into basic bots. also this adds a small addition
of emagged firebots giving out (extremely dubious) fire safety hazard
tips!

## Why It's Good For The Game
refactors firebots into basic bots and makes them alot more responsive
and helpful
## Changelog
🆑
refactor: firebots are now basic bots
/🆑Fixes#83568
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* basic firebots refactor
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* basic vibebot (and small rework) (#84143)
## About The Pull Request
this refactors vibebots and reworks them to be a little more useful.
vibebots can now play a range of MIDI songs. they will seek out
depressed players and play an upbeat tune for them and celebrate with
them to cheer them up and increase their mood a little bit. if its ur
birthday, it will play a happy birthday tune for u. emagged vibebots are
ruthless, they will look for sad people and go play grim music for them
to ruin their day even more and decrease their moods.
## Why It's Good For The Game
refactors vibebots into basic bots and gives them a bit more character
## Changelog
🆑
refactor: vibebots are not basic bots
add: vibebots will now seek out the depressed and cheer them up
/🆑
* basic vibebot (and small rework)
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
this refactors vibebots and reworks them to be a little more useful.
vibebots can now play a range of MIDI songs. they will seek out
depressed players and play an upbeat tune for them and celebrate with
them to cheer them up and increase their mood a little bit. if its ur
birthday, it will play a happy birthday tune for u. emagged vibebots are
ruthless, they will look for sad people and go play grim music for them
to ruin their day even more and decrease their moods.
## Why It's Good For The Game
refactors vibebots into basic bots and gives them a bit more character
## Changelog
🆑
refactor: vibebots are not basic bots
add: vibebots will now seek out the depressed and cheer them up
/🆑
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.
The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.
This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.
Thanks to Meyhazah for the megacell icon sprites.
## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.
The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.
This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.
## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. (#83934)
## About The Pull Request
Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle,
with the Event Horizon Anti-Existential Beam Rifle.
In short, it shoots black holes.
It takes five cores to make.
It pretty much kills everything you point it at and their immediate
bystanders as well.
You can do this from the relative safety of a whole four screens away
thanks to it having a scope.
There can only ever be one vortex anomaly made in the round. The recipe,
however, always requires the maximum number of cores that can be made in
a round. If the number goes up for some reason (maybe someone wants to
add more vortex items), so does the total number of cores needed to make
an AEBR.
## Why It's Good For The Game
Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient
balancing considerations. Just too strong to bring out regularly against
specifically blobs, but completely fucking useless against anyone else.
So I'm hitting all these problems at once. I reduced a 600 line file to
less than 60. I've removed all that bad code. I've also made it
specifically unable to combat blobs at all because singularities send
blobs off to safety.
Secondly; this is maybe the first example of 'more cores = bigger
power'. The rifle was already utterly trash to have around, and I just
didn't think the way it worked currently could really excite anyone
enough to go on a big ol' quest to get it. Solution?
You will cause a shuttle call if you get this weapon.
## Changelog
🆑
add: Replaces the Particle Acceleration Rifle with the Event Horizon
anti-existential beam rifle. It shoots black holes. You can make this
in-game. That's right, YOU!
balance: Only one vortex anomaly can be made in a round.
/🆑
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Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art.
* Fix linter
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Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>