* Adds a new heavy weight space pirate variant: The space IRS!
* Fix merge conflicts, UpdatePaths
* Fixes some path changes
* Updates icon files, adds a new sprite for breacher slug box illustration
* Removes some skyrat edits and puts them in modular overrides instead
---------
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
* The Laser Musket (2023) (Settlement Helper Edition)
* Update guns.dm
* Update guns.dm
* Fixes vox/teshari greyscale config paths
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)
## About The Pull Request
This standardizes fugitive hunter IDs, making all hunter packs use the
same subtype and giving them to hunters who would spawn with no ID at
all.
The badass flaming ID color that the OG Bounty Hunter team got are now
the standard for fugitive hunter IDs. Additionally, these IDs now come
with a radical skull trim.
(Spacepol Officers don't get the badass flaming skull ID, and instead
get a more modest Police Officer ID).
**These IDs come with access, too. Airlocks, bolt buttons, shuttle
controls, and shutters on all of the hunter shuttles now require a
hunter's ID to operate.**
While I was in the area doing mapping stuff to get the accesses in
place, I made a few other very minor changes to the shuttles. These
include:
- The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have
been moved to make space.
- The Russian Hunter shuttle now gets enough oxygen tanks to share with
everyone.
- The Psyker Hunter spawners now have proper spawner menu text. This was
due to duplicate-but-not-really subtypes existing, and me mistakenly
putting the wrong ones there in a previous PR.
- The cut ai wire helpers from the Russian/Psyker shuttles have been
extended to the Bounty/Spacepol shuttles.
- Every hunter shuttle now has a shuttle pinpointer on it somewhere, and
is no longer exclusive to a single Bounty Hunter's loadout.
## Why It's Good For The Game
Some of the hunter IDs would spawn without trims or coloration, and some
hunters wouldn't spawn with IDs at all. Now, everyone gets a credible,
cool-looking ID that lets everyone know what you're here to do at a
glance.
One of these is a crazed larper with an unregistered firearm, the other
is a certified bounty hunter.
As for the hunter access, it's pretty nonsensical that anyone can just
walk into the hunter ship and set up shop. At least the pirates get
turrets! Not to mention, it's hard to balance or give hunters new
equipment in good conscience when their entire domain is public-access
and anything they can't carry is considered forfeit to the crew. Now it
can be used as a base of operations, storage area, etc. more securely.
Locking down the shuttle with accesses isn't going to stop a determined
gamer with a toolset, but it'll at least make it more interesting and an
actual risk. If the fugitives want to try and loot/hijack the shuttle,
it will require the effort of taking down one of their hunters first.
While hunters stand out for the differences/imbalances between each
group, I don't see the shuttle pinpointer as something that contributes
positively to the OG bounty hunter's uniqueness. There's no reason why
the other hunters shouldn't also be able to track their ship.
* Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Piracy Inc. Space Extension Interdyne and Ghetto Edition: Adds two new pirate gangs Ex-interdyne Pharmacists and The Grey Tide (#75802)
* Piracy Inc. Space Extension Interdyne and Ghetto Edition: Adds two new pirate gangs Ex-interdyne Pharmacists and The Grey Tide
---------
Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Gives doctors coroner access on lowpop.
Also gives security medics back medical access.
## Changelog
🆑
qol: Doctor access levels now make sense
/🆑
* Gives psychologists morgue access on lowpop (#75321)
## About The Pull Request
i gave Psychologists access to the Coroner's office on lowpop so the
Psych and Coroner can replace eachother when the other is missing,
however I forgot to give Morgue access to the Psychologist so they can
do this.
## Why It's Good For The Game
Fixes my own oversight.
## Changelog
🆑
fix: Psychologists have Morgue access on lowpop, on top of their
existing Coroner office access.
/🆑
* Gives psychologists morgue access on lowpop
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* adds orm access to service jobs missing it (#75225)
## About The Pull Request
adds orm access to the chaplain, curator, clown, mime, lawyer, and
psychologist
## Why It's Good For The Game
most of them didnt have it because they were part of the civilian
department which didnt have a lathe. they were moved to service a few
years back but we forgot to give them the access
someone just forgot about it when making psychologist lol
## Changelog
🆑
fix: adds orm access to the chaplain, curator, clown, mime, lawyer, and
psychologist
/🆑
* adds orm access to service jobs missing it
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Demotes Psyker Pirates to Bounty Hunter Duty (#75031)
This PR demotes the Psyker-gang from a pirate team to a fugitive hunting
team. For more information on Psyker pirates, please refer to #71650.
Stuff this also does in the process:
- Gives fugitive hunters their own subfolder in the fugitives antagonist
folder, moves some of their stuff into hunter-specific files rather than
interlacing it with the rest of the fugitive code.
- Moves the hunter backstories to defines, to make reading things easier
while I made this change.
- Exhaustively moves everything related to psykers from being
pirate-oriented to hunter-oriented (typepaths, locations where stuff is
defined, etc. There should be nothing left behind related to psykers in
anything pirate related). (Tell me if I missed anything somehow).
They still get their ship (they even get their own custom
psyker-friendly prisoner capsule). They still have a bunch of lethally
chambered firearms. They're the same gunrunning nutcases they were
before, just as bounty hunters.
To assist with basic tasks such as "getting to the station" or "figuring
out who the fuck we're supposed to be kidnapping", the psykers have
"acquired" a Seer to assist them. They can _try_ to coordinate the
psykers and lead them through situations where their impairments put
them at too great a disadvantage. If you're one of the psykers, make
sure to keep this guy alive at all costs!
Why are they called Shikaris instead of hunters? Mariam-Webster says
it's a Hindi word for some kind of hunter/tracker, and it sounded like
something a bunch of space-junkies would call themselves because they
think it sounds cool.
They now also come with a slightly different motivation, now that they
can't directly threaten the crew for money. Psyker hunters now arrive
tasked with a dirty kidnapping job, payment rendered in GORE.
## Why It's Good For The Game
Psykers aren't up to the challenge of being pirates. They're bogged down
by a number of fundamental issues that render them unable to do anything
expected of pirates. As it currently stands, they present about as much
threat as you would expect from three blind junkies with guns.
Removing them wholesale would be kind of lame. They can function as a
bunch of chaotic-neutral gun-toting space-maniacs, but for the purposes
of gameplay, keeping them as pirates would be a waste of their talents.
Moving them to a lower-stakes role not only moves them to a niche they
are more capable of filling, but gives players a more lax environment to
get a grip on playing psyker without being overwhelmed.
Giving them a seeing-eye role should bring a more unique dynamic to how
psykers are played (that is, some semblance of organization rather than
blind flailing), and should help get over the mechanical hurdles of
being a psyker until better solutions can be made. It shouldn't be too
big of an impact on balance considering the psyker gang only has three
spawns, while most hunter packs have 4+.
* Demotes Psyker Pirates to Bounty Hunter Duty
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Adds tele access to the QM (#74480)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/54560 gave all command staff
access to the Teleporter room on lowpop, however this was forgotten
about for the QM when they were turned into a head of staff.
I also removed a QM-access check for budget examining since the QM now
has Command access instead.
## Why It's Good For The Game
Better consistency with what access to expect when playing as Command.
It also was bugging me a little bit.
## Changelog
🆑
fix: QM's now get teleporter access on lowpop, like every other Command
does.
/🆑
* Adds tele access to the QM
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Dangerous Research - The Alternate Sciences Research Center Space Ruin! (#73544)
* Dangerous Research - The Alternate Sciences Research Center Space Ruin!
* removes the modular one
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Medical/Security records now use the max/min age.
* merge conflict
* Refactors crew records (#72725)
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* I've got something that now actually works
Just got to incorporate the records into what players can actually see.
* Turns out that client has already been transferred after all
* Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know)
* Whoops
* Hate you too sometimes Prettier
* Fixes ghost roles using LITERAL records, which caused problems
* Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc
* I hate list operations man they're so stupid
* Fixes the stars on the crew manifest!
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Fixes Lawyer and Atmos techs being on the wrong trimmers. (#68292)
Fixes Lawyer and Atmos tech trims being on the trimmers
Makes Atmos techs assigned by the CE, rather than the HoP, and additionally removes the Lawyer from the HoS' PDA painter. The HoS can't even grant Law office access as it is under service, so I see no reason why they would be able to give the service job away in the first place.
(cherry picked from commit f88fe75188)
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Fix space bartender not having access to kitchen locker in away mission (#69517)
Fix space bartender not having access to kitchen
(cherry picked from commit c76206aa60)
Co-authored-by: Tim <timothymtorres@gmail.com>
* Paramedic has mining_station access flag (#71476)
## About The Pull Request
Lets paramedics leave the mining station they have foolishly wandered
into using the one half of mining access they did already have.
## Why It's Good For The Game
Since you can just take their shuttle and dock at their station, walk
into the station- but not **out** of the station.
## Changelog
🆑
balance: Paramedics get to have mining station access
/🆑
* Paramedic has mining_station access flag
Co-authored-by: theOOZ <sheepwiththemask@gmail.com>
* fixes chameleon card reset issues and makes nuke op trim have a hud icon (#68879)
* partial fix
* outfits now update ids
* fixes chameleon card reset issues and makes nuke op trim have a hud icon
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Oldstation lootboxes (#67361)
Added a lootbox for every role (eng, sci, sec) that requires corresponding ID to open, as an exploration reward.
To provide an incentive to leave the spawn area and give a reward for this.
The loot is for qol and fun, and hardly affects the playthrough for roles that don't get the loot. Besides, you can re-roll your starting job if you have a preference. Or open any box with an emitter.
Engineering crate contents:
/obj/item/pipe_dispenser, - Removed from free chest. To make non engi players use pipe dispensing machine to fix atmos pipes.
/obj/item/storage/bag/construction, - Just qol, you can already make one with cloth
/obj/item/clothing/suit/hazardvest, - To be able to wear construction bag on back
/obj/item/storage/belt/utility, - Just qol, you can already make one with leather
/obj/item/clothing/head/hardhat/weldhat, - Unobtainable otherwise
/obj/item/t_scanner, - Just to accompany pipe dispenser,
/obj/item/screwdriver/power, - Nice tool for the belt
Sec crate contents:
/obj/item/gun/ballistic/rifle/boltaction, - Hardly better than the laser, needs 3 shots to kill xeno and tends to jam. Comes with 15 rounds in total.
/obj/item/knife/combat, - To use as mosin bayonet in CQC with xenos
/obj/item/ammo_box/a762,
/obj/item/ammo_box/a762,
/obj/item/clothing/suit/armor/vest/old, - Moved to the box instead of being available from start - now every profession has vest in a chest
Removed the box of firing pins and two flashes from this box.
Sci crate contents:
/obj/item/relic, - Random relic to make people experiment with EXPERIMENTOR
/obj/item/transfer_valve, - To enable anomaly core refinery
/obj/item/raw_anomaly_core/bluespace, - To refine something
/obj/item/raw_anomaly_core/random,
/obj/item/clothing/suit/toggle/labcoat, - Mandatory for science
/obj/item/reagent_containers/food/drinks/soda_cans/dr_gibb, - Reference to one certain anime
Misc:
Removed redundant cable and pen
Fixed one of the computers being non-disassembable
Added plasma tank, timer and igniter laying next to the sec crate
Removed free pipe dispensers from secure storage to make players use stationary dispensers (when non-engi), or build a dispenser in protolathe
Added 1 guaranteed diamond ore spawn (total 4000 diamonds guaranteed if you disassemble reflector box) to allow building reactive armour shell and inert bluespace bag for anomaly cores. You need 2000 for armour and 600 for inert bag of holding with femto manipulators.
Added 1 guaranteed gibtonite spawn to kill or amuse the players
Dead roboticist ID now has ordnance access to allow downloading of paper publishing software for experiments
* Oldstation lootboxes
Co-authored-by: Andrew <mt.forspam@gmail.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Departmental Officers now have access to most of their department (#67275)
This pull request equalizes the access that departmental security is given for their department, giving departmental security officers access to all areas in the department which aren't head-specific. For example, the engineering security officer wouldn't have access to the tech storage room or the ce's office, but does have access to tcomms, engine equipment etc.
This is done so that all departmental security officers are equally enabled to respond to issues in their department and have the access that a basic member of the department would have. Currently, cargo officers are able to respond to any issue not in the vault or QMs office, but officers in science could only respond to issues in the science hallway, research room, or circuit room, and are unable to respond to issues in any other place in the department.
I believe that the reason for the above is that when new accesses have been added to departments, they neglected to add these areas for departmental security officers.
Upon further research, for things like virology or xenobio, it feels like keeping security officers out was intended, so I'll label this both a fix and a balance change.
Departmental security officers should be able to reliably respond to security issues in the department. While some areas like virology and xenobiology were deliberately separated from being accessible by security officers previously, I believe it is an antiquated design crutch that does not properly reflect the modern ways that antagonists work, and certainly doesn't reflect the standards that are currently set for officers.
Giving officers these accesses make departmental assignments something with genuine utility instead of something that gives you an armband and enables officers to feel/be felt like a part of their designated department.
These changes also make sure that departmental assignments are treated equally and have equal utility, making it easier to collectively change the feel of departmental security in the future.
* Departmental Officers now have access to most of their department
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
* [NO GBP] Gives miners general cargo access (#67025)
Gives miners the ability to access their department (like the cargo bay) as normal. This is a quick fix to make sure that miners can do their jobs while we wait for the refactor currently in the works to go through. After that is in I will be able to properly manage the accesses and compartmentalize as necessary.
* [NO GBP] Gives miners general cargo access
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Having general access to your department is great for design consistency and allows us to properly map access helpers to reflect what is supposed to be general access and what is not, making it so we do not have to map multiple accesses onto one door when it is not required.
Should also fix Atmospherics Technicians not having access to the Supermatter shiftstart.
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>