## About The Pull Request
https://github.com/user-attachments/assets/665053dc-8b46-49a5-bbea-7e6bb8f81cd7
- added a new component called `item_equipped_movement_rustle` for
moving in zero-g and gravity with editable variables.
- gave riot suits and swat suits a new sound using this new component.
## Why It's Good For The Game
makes riot suits more immersive and allows us to implement it for other
items in the future.
## Changelog
🆑 grungussuss
sound: riot suits and swat suits now make noise when moving around in
them.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
<!-- 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
pruned higher frequencies of the sound to make it less jarring on the
ears:
### Before:
https://github.com/user-attachments/assets/21387908-bf2f-4f34-8c39-f724b3f2be17
### After:
https://github.com/user-attachments/assets/9ced7b0e-e03c-4ff7-801a-34254e0273bd
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
higher frequency sounds hurt the ears, this should make it better.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 grungussuss
sound: pruned higher frequencies from the resonant shriek ability sound,
making it lighter on the ears
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
This PR adds shieldbashing to every single shields, not just riotshields
specifically. Various different sounds is made depending on the type of
shield you shieldbash.
Also adds an energy shieldbash sound, for the e-shields. by editing the
shieldbash.ogg.
## Why It's Good For The Game
It always bugged me why you could only shieldbash using riot shields
specifically, even though there's really should be nothing stopping you
from being able to do it on every shield types. This PR makes it so that
the shieldbash feature is consistent across all shields, not just the
riot shield specifically. reducing snowflake code.
## Changelog
🆑
sound: adds sounds for energy shieldbashing
code: Shieldbashing feature is now consistent across all shield types
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## 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
/🆑
## About The Pull Request
This adds an sound effect for windows reforming after being destroyed by
the `temporary_glass_shatterer` component.
https://github.com/user-attachments/assets/bcaeeaf9-9884-45c5-9e9b-b8ad419cb834
Please let me know if the sound is too sharp. We're literally dealing
with 2 different "glass shattering" sounds played in reverse, so the
chances that this is grating for anyone with a better headset than mine
is high.
## Why It's Good For The Game
Cool sound effects for cool visual effects. This process being silent
felt off.
## Changelog
🆑 Rhials
sound: Windows blown out by a Voidwalker blade now have a cool sound
that plays as they reform.
/🆑
## About The Pull Request
When a fuel tank leaks it makes a quiet "glug" sound.
https://github.com/tgstation/tgstation/assets/51863163/21d5665e-c06c-49db-9c61-1479be0f0b7a
## Why It's Good For The Game
I noticed that there was absolutely no fx associated with dragging a
leaking tank which was very off putting to me so I thought a glug glug
glug gas can sound would sound good.
Maybe doesn't sound the best when dragging at max speed but it sounds
funny anyways so.
## Changelog
🆑 Melbert
sound: Glug-glug sound when dragging a leaking gas tank
/🆑
## About The Pull Request
Adds sound to when tanks are inserted into an air pump, canister,
scrubbers. There are 2 sound files, there may be an argument for using
the stronger one as the insert sound while the weaker effect for
removing, idk give me feedback.
## Why It's Good For The Game
I think there should definitely be sound cues for when our inserting
tanks instead of just a few pixel changes on the atmos machinery
https://github.com/tgstation/tgstation/assets/92416224/a70743ed-9461-4357-84c1-e339aa25da1b
## Changelog
🆑
sound: added compressed air sound for when air tanks are inserted into
machinery
/🆑
## About The Pull Request
In honor of the new sound effects general
https://github.com/tgstation/tgstation/assets/51863163/b2db8ee1-51ef-45a8-9cc8-31594d034ea5
Adds a sound effect that plays when soup is boiling (IE, it only plays
when smoke appears over the soup pot)
It has a sharp falloff and a distance penalty so it will really only be
heard in the kitchen (or though the kitchen's walls), maps with ranges
close to the counter like Metastation notwithstanding.
## Why It's Good For The Game
A touch of atmosphere
## Changelog
🆑 Melbert
sound: Boiling soup now makes a sound.
/🆑
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
## About The Pull Request
This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.
https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740
This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game
The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.
This sound effect is quicker, spookier, and more distinct.
As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑
## About The Pull Request
Syndicate (and others) Uplinks now make a 'kaching' sound whenever the
user purchases an item. Only the user will hear the kaching noise as to
not give them away. Ever since playing SS14, having no auditory feedback
when purchasing ANYTHING over the uplink has perturbed me quite a bit.
Sound here:
https://github.com/tgstation/tgstation/assets/105099113/bbd518e2-882b-4a12-998d-2b9d00d855bb
## Why It's Good For The Game
Gives actual (auditory) feedback for whenever a purchase is made. Useful
if time dilation goes out-of-wack or if you misclicked on your open
uplink and dont know why your TC count dropped. (The latter once
happened to me. Don't ask.)
## Changelog
🆑
add: Added a 'kaching' sound to the game, and made uplinks play this
sound locally to the user whenever a purchase is made.
/🆑
## About The Pull Request
Replaces the current Moffers footstep sound with a shorter, quieter, and
pitched up version of the moth scream.
https://github.com/tgstation/tgstation/assets/105574010/ada4ab48-948c-49ac-bb19-a319dfb9a9d6
(Video audio is a little crunchy due to compression, ignore that)
## Why It's Good For The Game
Makes the footstep noise more consistent with other shoes of its kind.
The new decibal and length of the sound effect is comparable to the
meown shoes, thus, making it less annoying and jarring when heard.
## Changelog
🆑
sound: Added the new moffers sound effect and made moffers use it
instead
/🆑
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**
## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared
## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.
### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.
Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.
Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.
Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.
**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.
### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.
This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.
This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.
### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.
- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.
Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.
Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!
All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.
### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.
Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.
In addition, all borgs and AIs can interact with the BRM for boulder
collection.
### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.
Mechs can also manually process boulders, similar to mining tools using
their drill.
### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:
- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.
### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.
### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.
### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.
### Misc notes
- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**
## Why It's Good For The Game
I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.
Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.
Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.
By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.
Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.
## Changelog
🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.
Credit to Fury McFlurry for the following sprites:
ring_leader_effect
The path goes as follows:
Moonlight Troupe
Grasp of Lunacy
Smile of the moon
> Sidepaths:
Mind Gate
Ashen Eyes
Mark of Moon
Ritual of Knowledge
Lunar Parade
Moonlight Amulette
> Sidepaths:
Curse of Paralasys
Unfathomable Curio
Unsealed Arts
Moonlight blade
Ringleaders Rise
> Sidepaths:
Ashen Ritual
Last Act
Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife
Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
to hallucinate everyone as indistinct human like figures.
Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
last longer the less sanity your victim has.
https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63
Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
and also 20 oxyloss.
https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9
Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
detonated the victim is left confused.
https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7
Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.
https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b
Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon
Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
The sister and He Who Wept:
Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.
The First Desire:
Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.
Great chaparral over rolling hills:
Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.
Lady out of gates:
Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.
Climb over the rusted mountain:
Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet
These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.
https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789
Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
poppy in the ritual to further decrease their mood on hit.
https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387
Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
laughter on hit.
Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles
https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb
Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!
I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.
This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.
Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game
I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.
## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This pr improves the gameplay of blackout drunk character via:
-Add hiccup sound cues and emote
-Add warning for duration running out
-Makes it more reasonable for blackout character to survives
-Makes it harder for blackout character to sleep
Balance changes:
-Blackout char will have random 10 seconds bouts of inability to
interact with advance tools, computer, tools, scanner etc..
-Blackout char will gain some stamina regen, sort of a "too drunk to
feel tired" buff
To-do
- [x] Add some sort of buff for blackout character
## Why It's Good For The Game
Makes it so blackout character gameplay is more enjoyable than just
getting sleep for 90 seconds, plus more feedback for the surrounding
player to know that they are blackout. The penalty is added so that its
harder for player to majorly grief i.e assembling the ttv, or turning
off power/sm cooling, wont stop them outright tho.
Fixes#79138, #79163
## Changelog
🆑
qol: improves blackout drunk character gameplay
fix: fixed improper prob() placement that caused blackout character to
be forced sleep
sound: added hiccup sound
/🆑
## About The Pull Request
Tin
The bundle includes revolver, holster, armored cowboy outfit, horse,
apples to tame said horse, and a complimentary lighter.
It costs 18tc, so it's a little more expensive than getting the revolver
& holster on their own, but you also get a horse so it's worth it.
## Why It's Good For The Game
This was intended as a lone-ops bundle so we can finally have some lone
rangers but I think having a crew of cowboy outlaws doing a "train
heist" for a nuke is really funny.
## Changelog
🆑 Wallem
add: Nuclear Operatives now have ready access to ancient cowboy
technology in the form of the Outlaw Bundle. Now you too can roll into
town on your horse.
/🆑
## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.
I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.
The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.
A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.
A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.
Screenshots:


## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.
As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.
## Changelog
🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑
## About The Pull Request
**Simplified version of #72179**
### SOUNDS
Changes next sound files:
- airraid.ogg
- bloblarm.ogg
- alert.ogg
Adds next sound files:
- notice3.ogg
- announce_syndi.ogg
Now `announce.ogg` plays when a Captain joins round, and
`announce_dig.ogg` for Requests Console announcements.
The `announce_syndi.ogg` plays when an announcement is made through an
emagged communications console. It also plays when the evacuation
shuttle is fully hijacked or Cultists fully corrupt the evacuation
shuttle.
You can listen to them all here:
https://github.com/tgstation/tgstation/assets/42353186/10c5e597-6db7-464a-b693-f5a2672dc3d0
_All of the sound files are either made by me from existing sounds in
the game or taken from freesound.org and properly credited._
### STATUS DISPLAYS
Status displays are fully replaced with the addition of a few new ones.
<details>
<summary>Status display monitor</summary>


</details>
<details>
<summary>Misc displays</summary>



</details>
<details>
<summary>Alert displays</summary>




</details>
Now the communications console Status Display menu replaced the "Red
Alert" display option with the "Current Alert" which showcases the
current alert display.
Also, the Status Display menu has an additional "Radiation" display
option.
## Why It's Good For The Game
I believe this Pull Request is a good game for a couple of reasons:
1. It better conveys the gravity of emergency situations, such as Code
Red, by utilizing a more intimidating and recognizable sound. This gives
more weight to these situations, making them feel more urgent and
important in the game. Players always tend to not notice that it's in
action.
2. The replacement of the old and outdated Status Display sprites with
newer, more eye-catching ones is a great improvement. This helps to
emphasize the importance of emergency situations even further by making
them more noticeable. Status Displays was one of the last wall-mounts
using ancient sprites.
3. The Captain's arrival using another sound effect from other
announcements gives more status to the Captain as the ultimate head of
the station.
4. Heads announcement using `announce_dig.ogg` makes the sound itself
more used outside of SM cascade, and also makes Head announcements more
noticeable.
5. Emagged console using `announce_syndi.ogg` making Traitor
announcements more noticeable. Also, it is played after evac shuttle is
fully hijacked or corrupted by Cultists giving a more ominous effect
## Changelog
🆑
sound: Adds/modifies next sound files: airraid.ogg, bloblarm.ogg,
alert.ogg, notice3.ogg, announce_syndi.ogg
sound: Code Red, Delta, and other extreme emergencies now possess more
unique alarm sound effect
sound: Captain's arrival now is announced by Captain's announcement
sound, but not for Acting Captain's
sound: Making Captain announcement through emagged console; hijacking or
fully corrupting evacuation shuttle now plays more ominous sound
sound: Making announcements through Requests Console now plays a more
noticeable sound
image: Status Displays sprites have been fully changed. Now they include
displays for every Security Level
qol: The "Red Alert" button in the Communications console status display
menu has been replaced with a "Current Alert" button showing the current
station Security Level display on Status Displays
qol: Communications console status display menu got a new "Radiation"
button which shows radiation symbol on Status Displays
/🆑
## About The Pull Request
Unlocking an achievement now plays a sound. Which sound is played
depends on the associated preference of the player, found in the Sound
category of the game preferences UI.
The current options are a [glockenspiel
ping](https://freesound.org/people/FunWithSound/sounds/456965/), a
[beeps jingle](https://freesound.org/people/Eponn/sounds/619838/) and a
["tada!"
fanfare](https://freesound.org/people/plasterbrain/sounds/397355/), with
the obvious fourth option to not play a sound at all.
All sounds are from Freesound and are public domain. As such,
attributions are not required. The sounds have been also converted to
.OGG mono 44.1 Khz in accordance to the standards.
## Why It's Good For The Game
Enhancing the player feedback for unlocking an achievement with
choosable sounds.
## Changelog
🆑
sound: Unlocking an achievement now plays a sound by default. You can
change it in the Sound category of the game preferences.
/🆑
## About The Pull Request
I went back and did a few fixes for GBP to do this.
This adds a set of green jester shoes to the game and to the autodrobe,
since for some reason, while we HAVE jester shoes in the game, it's only
for the alternative set of yellow jester clothes. These shoes don't
waddle but they do jingle a bit.
## Why It's Good For The Game
There are 0 good shoes that go with the green jester outfit since it's
lacking an entire third of the costume for some inconceivable reason.
Here are some shoes that go with it and jingle.
## Changelog
🆑
add: Adds green jester shoes that jingle to the autodrobe!
/🆑
---------
Co-authored-by: oilysnake <63020759+oilysnake@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request

continues and closestgstation/tgstation#75708
- adds a generic status readout module that doesn't have a round timer
or round ID display
- the health analyzer's info display can now be toggled via a setting

- adds the generic status readout module to the advanced medical MODs
node

- it has a death sound now yippee (sound and volume are vareditable.
shoutouts to fikou for giving me a sound that was better)
- ninjas still get the one with round timer/ID display
## Why It's Good For The Game
it's a neat little module that tells you things about your spaceman that
you might want to keep track of, like viruses and health and nutritional
status
## Changelog
🆑
add: A really old data disk with the MOD module designs for the status
readout was recovered, and has been haphazardly hotpatched into the
research networks.
add: Also, the status readout module now plays a sound on death.
qol: The MODsuit health analyzer's info tab health readout can now be
disabled in its settings.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:
https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3
The parry.ogg was updated to a better-sounding one
https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc
Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.
Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)
New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.
Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission
Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!
New streamable: https://streamable.com/eewi6l
The following are sources of points:
- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)
Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.
Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR
Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

https://streamable.com/nheaky
Parrying in action
## Why It's Good For The Game
Makes miners bring more ore in a fun way.
## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).
EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds
Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion
## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.
## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Ultrakill is a neat game that I like, and I like to add fun things from
things I like. This PR adds the marksman revolver as an admin-only
weapon, complete with coin flipping and splitshotting mechanics! [Have a
video demonstration!](https://streamable.com/5x4mnj)
Basically, right clicking on a visible tile flips a coin towards a
random adjacent tile to the one you targeted. Shooting the coin
projectile with the hitscan primary fire while it's within one tile of
the target will trigger a splitshot. Those two child splitshots will
roughly follow the priority order of Ultrakill (prioritizing coins [for
even more splits!], then nearby mobs, then less nearby mobs, then other
random stuff nearby). I plan to add other stuff for the shots to
prioritize like fuel tanks, windows, and others.
I'm still working out some of the finer details of balance and more
closely matching how it works to UK (while still working in the realm of
SS13), and of course I hope to get unique sprites/sounds/whatever.
<img src='https://imgur.com/XUTqksD.png'>
## Why It's Good For The Game
Adds more funny/unique things for admins to spawn in.
## Changelog
🆑 Ryll/Shaps
add: Added the Marksman Revolver, for admins to spawn.
/🆑
Extends tail pulling to people wearing kitty ears. If you pull on their fake tail it will tip off and give you a mood debuff for ripping someone's tail off.
Added a new sound cloth_rip.ogg, a shortened version of dimensional_rend.ogg with one ripping noise.
Adds the Active Sonar Module to the game, a module which lets you see the locations of living creatures within a 9 tile radius.
It can be attained by researching Security Modules, and then printed like any other module.
It takes 3 complexity to house, has a 25 second cooldown, and takes a good amount of energy to use.
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
A compliment to my recent root beer PR, since I've been on a retro CoD Zombies kick lately, this PR adds a new admin structure that randomly rolls an item and presents it to the player like the mystery box from... well, CoD Zombies.
The music that plays while selecting is The Ragtime Drummer by James Lent, sourced from freemusicarchive.
There's a base version that can spawn any item that the christmas tree/santa's bag can spawn, and then there's a subtype that draws from the Summon Guns list only. If you want, you can use the base type to generate a list of any subtypes of a given path, or you can edit the valid_types list to only consider specific types of atoms.