## 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
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
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
1. Techweb strings are now defined in
`code/__DEFINES/research/techweb_nodes.dm` many thanks to @ShizCalev
2. All places that used those strings have been updated with the
definitions as well.
3. `code/modules/research/ordnance/scipaper_partner.dm` had some old
boosted ids, they have been updated as well along
with their values.
## Why It's Good For The Game
fixes#84153
- I found this through a runtime, but basically the boosted nodes missed
unit test checks. Having them defined should in future ensure that any
changes to them alert the maintainers. This will help in furthur
modularizing the code.
- As for the nodes themselves, I have put the exact nodes as much as
possible so they dont differ much from previous gameplay and how they
worked. Researched nodes that used to give points to those experiments,
will continue to do so, but albeit at a slower rate. This is because the
research point generation rate overall now has been increased.
## Changelog
🆑 ShizCalev, SpaceLove
refactor: Techweb strings are defined now so to maintain modularity
balance: Research papers will have less overall point generation.
/🆑
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
## About The Pull Request
The Event Horizon Anti-Existential Beam Rifle now requires Unregulated
Bluespace Research, which itself requires both Bluespace Parts and
Illegal Tech. This puts it in the same tier as the Desynchronizer.

## Why It's Good For The Game
The original intent for the weapon was for it to be an extremely
late-game option as the end-all, be-all gun where only one really could
exist at a time. This thing is an absolute _monster_ in that it has very
little cooldown, can hit things multiple screens away, and gibs whoever
it hits. I'm down for it - it's fun and stupid and goofy and something I
would love to see _sometimes_.
I saw it in like 4 rounds in a row earlier today. Fuck.
I feel like it's either "make it harder to get" or "nerf it into
obscurity" and I really don't want what we replaced the meme rifle with
to end up being as shitty as the meme rifle was.
Worth noting that a lot of people were recommending a change that would
make the rifle require only a single vortex core, but would require and
consume a vortex core when it fires, meaning it can only be fired a
total of like 4-5 times in a round. That sounds great but I don't know
how to go about coding it and I feel like a change needs to be made
sooner rather than later, so we're doing this for now. If someone comes
back and implements that instead before this gets merged, I'll close
this PR.
Also @optimumtact told me to ping him when I post this.
## Changelog
🆑 Vekter
balance: The Event Horizon Anti-Existential Beam Rifle now requires
Unregulated Bluespace Research to be constructed.
/🆑
## About The Pull Request
This sets up an alternative to the DRAGnet snares using the teleporter
to determine the destination of their snare teleport -- The DRAGnet
beacon.

Rather than using a convoluted system that routes via the teleporter,
DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are
fired and successfully teleport a target, they will instead be sent to
the synced beacon. Syncing can be done by either pressing the gun to the
beacon or vice-versa.
These beacons can be wrenched into place, then swiped with a security ID
to block them from being unwrenched. An emag will unlock and unwrench
the beacon, and fry its access control.
To facilitate this change, roundstart DRAGnet armory spawns are now done
through spawners (like the other weapons), which includes a single
beacon to be used by the two guns. You can print more with basic sec
tech, and one is included in the DRAGnet crate from cargo.
The teleport is also slightly more accurate, to make it more consistent.
As usual, if not synced to a beacon, DRAGnets will just teleport your
target willy-nilly.
## Why It's Good For The Game
The current system is both clunky and prone to mishaps, dissuading
players from engaging with it. The "active" teleporter concept has
always been a bit of a mystery to players, and when a system for
properly using the DRAGnet teleport is set up, it's incredibly easy to
break even on accident. Every time you teleport a prisoner you have to
pray that no bumbling space explorer decided to reroute the teleporter
to the abandoned satellite.
This system is much more clear and reliable. It's also more versatile,
allowing for multiple teleport networks to be set up simultaneously.
Security is starved for creativity at times. They deserve to be able to
do some wacky dynamic stuff with their tools.
## Changelog
🆑 Rhials
balance: DRAGnets now come with a beacon they can be synced to, which
will set the destination for the snare round's teleport ability.
/🆑
## About The Pull Request
Reshuffles the tech tree nodes, adding reagent purity and cybernetic
organ scan experiments. The total point requirements barely changed.
Made the discount experiments unlock nodes for free, instead of
providing partial discounts, to provide more incentive to actually do
them.
Also devided all points by the amount generated per second, for
convenience. Now points correspond to seconds.
<details>
<summary>New tech tree</summary>
<img width="4320" alt="Tech New"
src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6">
</details>
## Why It's Good For The Game
- Breaks bloated general nodes into more specialized nodes, making the
tree more balanced
- Combines scattered nodes dedicated to a single design into specialized
nodes, reducing the number of nodes
- Reshuffles the unlocks within specialized tree to adjust progression
on some trees to follow the idead: Cheap nodes first, then nodes that
require experiments or nodes of neighbouring trees, then expensive nodes
with end-game tech.
- You no longer need a dissection experiment to unlock a microwave,
every experiment is relevant to the tree unlocked by it
- With specialized nodes, it is easier to pick a node for the new things
that people add
- Better foundation for potential per-department point system. It will
be easier to put it on top of a cleaner tree
- The nodes are separated in tiers, with progressively increasing costs,
so that early tech is cheap and easy to research with just points, but
later tech is more expensive, making the discount experiments for those
more likely to be performed.
## Changelog
🆑
balance: Reshuffled tech tree, making nodes more specialized
qol: Research points devided by the amount generated per second, so now
research points correspond to seconds
add: Introduced reagent purity scan experiments (required for Cryostasis
node)
add: Introduced synthetic organ scan experiment (required for top tier
cyber organs)
add: Added a variant of machinery scan experiment that accepts any
machines with upgraded parts (required for tier 3 parts)
del: Removed material scanning experiments from the tech tree
/🆑