* Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff
* oorah
* im sure more will come up eventually
---------
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Setting a few things straight with embedding and caseless ammo. (#77450)
## About The Pull Request
So, when I made the `caseless` and `projectile_drop` elements, I failed
to take into account that bullets have an embedding variable sets, which
led to a few projectiles being embeddable when they shouldn't.
Beyond that, I wanted arrows and harpoons to be reusable yet embeddable,
which lead me to change a couple lines on the `embed` element, since
whoever made the element thought it was a good idea to add the
unnecessary step of attaching a copy of it to the `payload_type` of a
fired projectile before trying to embed it. Like, why? All that's going
to do is cause the resulting item to become embeddable, which may be an
issue for anything other than drop-deletable shrapnels. So yea, arrows
and harpoons, and emagged lollipops will now embed properly.
I've also deleted an unused, problematic subtype of quiver and arrow
casing, and made the quiver storage use
## Why It's Good For The Game
This will fix#77187. Perhaps buff harpoons and arrows a little but meh.
## Changelog
🆑
fix: Fixed fired foam darts, gumballs and (harmless) lollipops being
embeddable.
fix: Projectiles that should embed while being reusable will now do so
correctly, actually embedding the reusable casing instead of a shrapnel.
balance: Arrows are generally more likely to embed now, except for
blazing ones, that kind of just blaze.
qol: the quiver storage now uses numerical stacking (like botany and ore
bags, or the RPED, for example).
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Buffs Xenomorph Neurotoxin from 50 to 65 Stamina Damage (#77276)
## About The Pull Request
This PR buff xenomorph's neurotoxin stamina damage from 50 to 65.
## Why It's Good For The Game
Right now in most cases, xenos will need to land 3 spits to stun a
crewmember due to the current values. You can also now use armor to
negate the stamina damage, so neurotoxin wasn't feeling as strong as it
should have. 65 stamina damage is on par with a stun baton, and also
gives xenos some leeway to land their second shot to paralyze their
target, making it a more useful ability.
## Changelog
🆑
balance: Xenomorph neurotoxin has been buffed (50 -> 65 stamina damage)
/🆑
* Buffs Xenomorph Neurotoxin from 50 to 65 Stamina Damage
---------
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Adds in the smoothbore disablers.
* Resolve merge conflicts + ammo HUD stuff
* No better way to do this than a skyrat edit since the proc sleeps
* Fixes a changed path
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types
* Resolve merge conflicts
* Modular adjustments
* destroy this double return on destroy
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* 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>
* Xenomorph/Alien Rework 2023: Part 1 (#75286)
## About The Pull Request
Alternative to #75277
Kept you waiting, huh?
This PR is the first part of a Xenomorph rework which seeks to make the
big lugs more balanced and up to date with /tg/'s current design. This
mainly involves curtailing xenomorph's infamous hardstuns into more
interactive forms of combat, while also giving some buffs to the
xenomorph's more unique abilities in order to keep them threatening.
Part 1 will focus on simple number changes and some simple mechanic
changes. In the future, changes will be made to endgame involving
xenomorphs, along with changes to other facets of Xenomorphs.
Highly based off of #55937.
Changes:
- Xenomorph disarm has been completely reworked. While a disarm will
attempt to, well, disarm, a human opponent should they be holding
something, it will no longer immediately hardstun targets when they
aren't. Instead, the xenomorph will shove the target several tiles back
and inflict 35 stamina damage. If the target slams into a wall, this
will also come with the added effect of knocking them down. If a human
is incapacitated, however, right click will slam them into the ground,
which paralyzes them for a lengthy 5 seconds (which is ultimately half
the time xenos could stun you for before), allowing for safe transport
back to the nest as long as you keep them close.
- Humans can now shove xenomorphs. Due to being the superior predator,
however, you can't knock down xenomorphs from shoving. You can slow them
for a little bit akin to humans though.
- Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina
damage on contact. It is still resisted by BIO armor.
**HUNTER:**
- Speed reduced from -1 to -0.3.
- Pounce speed is twice as fast as before (1 to 2)
- Hardstun time on pounce reduced from 10 seconds to 5 seconds.
Hunters being insanely fast has been a major balance-ruining factor of
xenomorphs for many years now. These buggers could practically ambush
anyone, hardstun them immediately, and then leave before anyone could do
anything. Now, with their speed nerfed and in combination with the xeno
shove changes, hunters will need to spend more time to down a target.
Their pounce was practically useless, so its been sped up in order to
make it more practical to use.
**SENTINEL**
- Speed reduced from 0 to 0.2
- Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now)
Sentinels receive a large nerf in regards to their spit, but their
before useless cloaking ability has been greatly improved upon as
compensation. They now serve better as defenders and ranged ambushers.
**XENOMORPH DRONE**
- No changes
As in the original PR, drones are perfeclty balanced in my eyes, so no
changes were required.
**XENOMORPH PRAETORIAN**
- Speed increased from 1 to 0.5
- No changes
Praetorians get affected by the nerfs of the other xeno abilities, but
now they're a bit faster in order to close the gap to use their
abilities.
**XENOMORPH QUEEN**
- Speed increased from 3 to 2
- Health increased from 400 to 500
- Damage increased from 20 to 50
Xenomorph queens have been sped up and made more tanky and lethal in
close-range combat. Fighting this beast up-close should be a death
sentence to almost anything else in the game. Speed increases will help
her re-position and close the gap on potential prey.
**OTHER CHANGES**
- Fixed a bug where simplemobs didn't actually use xenomorph's damage
values when they were attacked by them.
## Why It's Good For The Game
Xenomorphs are old, and haven't been updated for quite a long time. This
has left them as sources of a bunch of hardstuns which made counterplay
from a modern spaceman extremely difficult. With these changes, fighting
xenomorphs is more interactive and should end up being more enjoyable
for both crew and xenos. Buffs were also given out to incentivize usage
of xenomorph's unique abilities as opposed to the standard disarm spam
which was most effective for them until now.
## Changelog
🆑
balance: Xenos have been rebalanced, removing their hardstuns on their
disarm and neurotoxin, along with a slew of other changes. Xenos have
received buffs to their more unique abilities in return.
fix: Fixed simplemobs ignoring xenomorph's melee damage values when
being attacked by them.
/🆑
* Xenomorph/Alien Rework 2023: Part 1
---------
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.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>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Adds 50 armor penetration to neurotoxin spit (#76420)
## About The Pull Request
Someone noted in an issue report that virologists could tank like 7 of
these without breaking a sweat, that's a little goofy. This knocks it
down to 4. You're still getting some protection by having extra gear on,
but you're not immune to it.
Fixes#76389
## Why It's Good For The Game
Xenos should be dangerous to most of the crew without significant
protection. I argue that, while a labcoat is meant to protect from nasty
fluids, it shouldn't completely negate them, especially if a Sentinel
has saved up a good chunk of plasma to throw at you.
## Changelog
🆑 Vekter
balance: Increased armor penetration on xenos' neurotoxin spit.
Well-protected crew members should still take more than a few hits to
down but shouldn't be immune to it.
/🆑
* Adds 50 armor penetration to neurotoxin spit
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fix rockets embedding in people (#76136)
## About The Pull Request
Rockets can't embed anymore and are now blunt objects (so they cause
blunt wounds instead)
This is what could happen before:

## Why It's Good For The Game
I've been told that the embedding is not intentional, so this PR fixes
an oversight
## Changelog
🆑
fix: Rockets can no longer embed in people and cause blunt wounds
instead of piercing
/🆑
* Fix rockets embedding in people
---------
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)
## About The Pull Request
- Refactors the stun absorption list into a status effect
- Does a fair bit of cleanup around stun code
Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.
- `incapacitate` didn't have a signal, now it does
## Why It's Good For The Game
More consistent, better code? I may use this in the future.
## Changelog
🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑
* Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes cases where doors do not bolt correctly (#75882)
## About The Pull Request
Some things, like door control buttons, set locked directly instead of
calling lock() or unlock(). This fixes that, which should make sound
effects play. Also annotates some code where we *don't* want that to
happen with an explanation of why we just set locked directly.
## Why It's Good For The Game
Fixes Skyrat-SS13/Skyrat-tg/issues/21510, which also applies to
upstream.
* Fixes cases where doors do not bolt correctly
---------
Co-authored-by: Penelope Haze <out.of.p.haze@proton.me>
* Buffs Lasers (#75329)
## About The Pull Request
This increases laser wound chance, increases the damage and also makes
them use less energy.
## Why It's Good For The Game
Lasers cannot reload so they're not as convenient as a gun, so this will
maybe make them more cool, honestly I just want to try this to see what
happens.
## Changelog
🆑 oranges
balance: increased laser damage, decreased energy cost and increased
wound chance
/🆑
* Buffs Lasers
---------
Co-authored-by: oranges <email@oranges.net.nz>
* Allows any bullet class that doesn't override wound_bonus to cause wounds. (#73838)
Overrides wound_bonus for the bullet class to be 0 instead of
CANT_WOUND.
## About The Pull Request
The bullet class has wound_bonus 0 instead of CANT_WOUND. This allows
things such as 9mm and 10mm to wound, and probably other things.
## Why It's Good For The Game
Makarovs that used 9mm and some other things just didn't cause any
wounds, and that was sad. Bullets are physical things, so it doesn't
make sense to make them not cause any wounds unless they were overidden.
## Changelog
🆑
balance: 9mm, 10mm, and other stuff can cause wounds.
/🆑
* Allows any bullet class that doesn't override wound_bonus to cause wounds.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Buffs mech disabler (#72941)
## About The Pull Request
Mech disabler now is works like a shotgun, shooting 5 weak disabler
beams(15 damage, the normal disabler beam has 30). The energy drain is
increased to 100 from 30. Has a cooldown of 1.5 seconds.
The exact numbers(weapon scatter, damage, amount of projectiles) can be
discussed.
## Why It's Good For The Game
When you are trying to nonlethally deal with someone, a normal security
officer with their roundstart available equipment is more effective then
an expensive lategame mech, due to that fact that it is really slow,
cant use stunbattons and even if you manage somehow to stamcrit a person
with a mech disabler you still need some time to get out in order to
handcuff them. So mech disablers are useless, especially compared with
other mech weapons, like rocket launchers and ballistic guns. This PR
makes the mech disabler not trash, so roboticists would have a wider
choice of useful weapons when making a mech.
## Changelog
🆑
balance: Mech disabler now works as a shotgun, shooting 5 weak disabler
beams at one time.
balance: Mech disabler now uses 100 energy instead of 30, and it's
attack cooldown increased to 1.5 seconds instead of 0.8
/🆑
* Buffs mech disabler
---------
Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
fixes neurotoxin newtonian movement and alien hud hand icons (#72269)
neurotoxin now properly moves u
also the alien spit shot by simplemob xenos is now a subtype of normal
because it was fucking stupid
also the nt hud pr broke the hud hand icons so fixes that
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Getting hit by a nuclear particle will always irradiate you. (#71812)
## About The Pull Request
Makes nuclear particles directly irradiate people.
## Why It's Good For The Game
Getting hit by a nuclear particle should be a death sentence.
## Changelog
🆑
balance: Nuclear particles will always irradiate you on hit.
/🆑
* Getting hit by a nuclear particle will always irradiate you.
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* What if meteorslugs were mini cannonballs (#71137)
## About The Pull Request
Meteorslug shells fire effectively mini cannonballs. They're not as
strong, but they tear through everything they shoot, including walls and
airlocks. They're not as lethal as the real deal or go nearly as far
(range of 7, not even a screens length), but they are still pretty
destructive. They don't fling people, but they could potentially barrel
over several people, which I think is a good trade-off.
Meteorslugs need gunpowder (for a bigger shot) and rum (yarr) to
construct.
## Why It's Good For The Game
Only through sleep deprivation do I get such diabolical ideas.
Also, the original functionality wasn't very interesting except for
like, maybe a few niche silly things, but the real value was using them
to get into places. This version still definitely does that. But it's
_cooler_.
(The object displacement was pretty jank and I think this accomplishes a
very similar effect without actively harming why people would look to
use meteorslugs)
## Changelog
🆑
balance: Meteorslugs are now miniature cannonballs. They also need more
gunpowder and rum to be constructed.
/🆑
* What if meteorslugs were mini cannonballs
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fixes Riot Dart Damage Exploit (#71261)
Fixes an issue where riot darts would do damage even if they had no pen
in them if recovered after being fired while modified to be able to
accept pens
## About The Pull Request
Fixes an issue where riot darts would do damage even if they had no pen
in them if recovered after being fired while modified to be able to
accept pens
Fixes#71084
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: Riot darts no longer do damage with no pen inserted if recovered
after being fired while modified to accept pens.
/🆑
* Fixes Riot Dart Damage Exploit
Co-authored-by: SkeletalElite <skeletalelite0@gmail.com>
* Missile Sanity Checking: I made it explode better? (#70813)
* Fixes robotics and nukies gaining access to the wrong type of exosuit missiles, renames the BRM-6 to the PEP-6 (Precision Explosive Projectile), ensures the defines match to which gun goes where, also renames the ammo paths to also prevent the same confusion, swaps around a whole lot of the pathing for what missile is the baseline and what is the parents, makes the PEP use the missile procs instead of its own snowflake code, inadvertently makes the missile a borg murder device but fuck it they're dense objects
* Missile Sanity Checking: I made it explode better?
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Wizard DLC - Tower of Babel
Co-authored-by: Tim <timothymtorres@gmail.com>
* Completely refactors hallucinations, and also adds a few
* delete 5 old hallucination types that should have been removed
* Fixed old leftover tips conflicts
* Fixes all the leftover conflicts and otherwise broken code
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>