Coroners can now purchase the Evil MMI and Brainwashing Surgery Chip.
Chief Engineers can now purchase the Deployable Sentry.
Also I removed a duplicate definition of the noslip modsuit module,
because it was pointless.
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
## About The Pull Request
Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.
Turned TC reimbursement into a bespoke element.
Tuned demon's blood message when there's no ghosts to pick to be a
little more understandable and sensible.
## Why It's Good For The Game
> Fixed being unable to reimburse syndicate spawners via uplinks. This
includes nukie reinforcements, cyborgs, and holoparasite injectors.
This bug was, to my knowledge, introduced with bubby traitors when
uplinks were turned into components, as the code no longer supported it
due to what I presume to be an oversight, since there's plenty of
references to it ingame still.
> Turned TC reimbursement into a bespoke element.
Seemed like the best way of doing this. Since for some godforsaken
reason attackby() is one-way only (no attackto() ), the uplink component
sends a signal to any item hit with it instead.
## Changelog
🆑
fix: Fixed being unable to reimburse syndicate spawners via uplinks.
This includes nukie reinforcements, cyborgs, and holoparasite injectors.
refactor: Turned TC reimbursement into a bespoke element.
spellcheck: Tuned demon's blood message when there's no ghosts to pick
to be a little more understandable and sensible.
/🆑
## About The Pull Request
Changes syndicate surgery duffelbags to contain advanced tools.
In total, they contain
- All advanced surgical tools, alongside the normal ones without an
advanced version
- Sterilizine gel
- Bone gel and surgical tape
- Roller bed
- Straight jacket, muzzle, and MMI
Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
## Why It's Good For The Game
> Changes syndicate surgery duffelbags to contain advanced tools.
> In total, they contain (...)
The only real reason to buy this item is for the increased storage space
the duffelbag gives, and I find that a little sad. Surgical tools are
plentiful, as they can either be lathed from cargo, medbay, or just
taken. A surgeon, the role that *should* thematically need this the
most, has absolutely no reason to take it. Now they do! A full set of
advanced tools is certainly something that can be considered for
purchase, especially with all the bonus items in here - which might just
allow a traitor to repair their bones if they're heavily wanted and
licking their wounds in maintenance. The TC cost has been increased to 4
to compensate.
> Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
Similar to above, but instead, the reasoning is that nukies really do
not have a lot of time to do surgery. A lot of the 20 minutes of prep
time in War is spent figuring out what you're buying with your
exorbitant amount of TC, in non-War you don't really want to delay the
mission for five minutes for surgery, and its hassle means that most
people do not really want to bother with things like nerve threading,
etc. due to the large, annoying time cost.
> The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
The former is because, well, what the hell, why didn't it have one!
Removing the loose tools gave me the space for it. The latter is just me
realizing that empty closet is weird and lame and so I gave it some
fluff contents to give it a reason to exist.
## Changelog
🆑
add: Changes syndicate surgery duffelbags to contain advanced tools,
sterilizine, surgical tape, and a roller bed.
add: Changed the Syndicate Infiltrators' surgery areas to contain a full
syndicate surgery duffelbag.
add: The normal infiltrator now has a operating computer and a closet of
misc. surgical clothing and anesthesic tank.
/🆑
## About The Pull Request
This PR will add new (antag) device, that will allow players to
counterfeit mails, putting (almost) anything they want and arming it, if
they liked to.
Upon activation this device will give you multiple choices like:
- Is it gonna be an envelope or a normal mail?
- Is it gonna be armed?
- Who is gonna be a recipient?
- If it is a non private mail, then what title it is gonna have?
Those devices can put any single normal sized item inside a mail, that
is gonna be activated upon opening if mail armed. Mail creator and other
ditalis will be shown to admins upon activation for admin purposes.
By activation i mean `attack_self` proc of an item.
Armed mail can be disarmed by using, BUT! Only owner can disarm it with
100% success rate. Other people will have 50% chance of fail, that will
activate a trap.
Those devices also have few more admin-only variations:
```
/obj/item/storage/mail_counterfeit_device/advanced
/obj/item/storage/mail_counterfeit_device/bluespace
```
They can put more items inside a mail.
### How to get those naughty devices?
- Those devices can be purchased in uplink. One device goes for one TC.
- QM and Cargo Technicians have special kits that costs 2 TC and have 6
devices.
And yeah, i also fixed issue with envelopes, they actually have 2 items
inside, but player were given only first one.
Proof of testing:

(minibomb was set to instant detonation before recording)
## Why It's Good For The Game
This PR will give a lot of new possibilities for traitors. Those mails
can be used not only as bombing tools, but also for contraband and other
purposes. Also those mails can be used for (b)admin stuff.
## Changelog
🆑
add: added a mail counterfeit device that can make custom (and also
armed) mails. Traitors have those devices in their uplinks.
add: added new kit for QM and Cargo Technicians that have multiple mail
counterfeit devices for neat price.
fix: fixed envelopes that were giving only their first item, even tho
they had two items insede.
image: added new icon for mail counterfeit device.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
## About The Pull Request
Adds the Syndicate Induction Kit for Nuclear Operatives.
The kit contains the following
- One Ansem pistol
- One each of 10mm AP/HP magazines
- An energy dagger
- A syndicate bowman headset
- A nuclear PDA and agent card
- A syndicate fabric space suit and helmet, alongside a jet harness
- Combat boots, turtleneck, fingerless gloves
- The Fission Mailed book
- And the most important part, the induction implant.
The induction implant will make anyone who is implanted by it a
Syndicate Operative. This will give them the syndie faction and the nuke
op datum, alongside the usual weird name nukeops get.
The implant will NOT work on anyone who is not an antagonist in some way
or form. Normal crew members do not gain benefits from implanting, and
in fact the implant disintegrating inside gives them toxin.
It costs a total of 10 TC, for what is more or less 25 TC of gear. The
value is totally up to change, it's probably way too low.
Uplink spacesuits are randomized between all their different colored
variants! Visual only.
## Why It's Good For The Game
It's cool and rewards teamwork. Traitors can team up with nukies, and if
they choose to do so they gain some basic gear (a free gun, a space
suit, the dagger) that isn't really even close to the degree of gear
real ops get. As a downside, their name becomes an extremely obvious
nuclear operative name, meaning if they want to be stealthy they either
have to never talk or purchase a voice changer.
Being able to just obtain a whole new member of the team for so little
likely seems bonkers, but my intention is to just encourage something
that's neat and interesting ingame without hopefully being *too*
impactful and strong.
Imagine stumbling upon a heretic and inducting them into the team. Or a
changeling, or a wizard? Running around hypnoflashing people to be nuke
ops and then giving them the kit?? There's a lot of fun moments that
could arise from this, but they're balanced by the fact that, well,
nobody ever saves TC for the station.
Something I can see becoming a problem is EVERY traitor buying syndicate
encryption keys to beg for an induction kit every time war is declared.
I'm not sure if this is going to be a huge issue, but I think I'd rather
just get this ingame and see if that does turn out to be a problem. If
it does, we can just make it so that traitors can't be inducted, as the
syndicate has already hired them for something else and doesn't want to
flare inter-faction tensions.
## Changelog
🆑
add: Adds the Syndicate Induction Kit for Nuclear Operatives, which lets
them induct any willing antagonist into the nuclear operative team for
10 TC.
add: Uplink spacesuits are randomized between all their different
colored variants! Visual only.
/🆑
This PR makes a few changes to the Occupational Corruption Device, the
job-specific traitor item that allows you to summon a bureaucratic error
event. Largely untouched for years, even across the change from standard
to progression traitor.
It now triggers directly from the uplink, which means no more
self-deleting remote. Now, it functions like the comms blackout/grid
check "viruses".
This, however, led me to a major problem -- No remote means there is no
longer an "Occupational Corruption Device", abandoning the pun intended
by the original author.
To remedy this, the Occupational Corruption Device is now the "Organic
Capital Disturbance virus". Different words, same stupid acronym. (The
description is a bit more direct now too).
## About The Pull Request
Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.
**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.
This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".
Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game
Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.
Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat.
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑
## About The Pull Request
Most calls of runEvent() now provide a cause that is read out to
deadchat. announce_deadchat() has been slightly adjusted to accommodate
this.
Previously, everything that wasn't a truly random event would broadcast
with the same generic "XYZ has just been triggered!" message. Now, you
get a little bit more detail as to why/what triggered the event.
Some helpers in the __HELPERS/events.dm file have been made, for forcing
events normally/async/after a delay (using an addtimer). This also moves
a lot (but not all) instances of events being forced to these helpers.
Some samples:

Traitors using uplink viruses to turn off the power/comms.

Beer nuke!

For when a traitor takes an Space Dragon final objective, which summons
a carp migration event.

Wizard ritual events!

Even this one!
This also changes runEvent() to run_event(), because I figured I'd be
touching every single instance of the proc anyways.
## Why It's Good For The Game
Better feedback, less confusion amongst deadchat's constituents.
Some of them may be a bit self-explanatory, but in some cases
(especially the apocalypse rune) it's beneficial to know that an admin
isn't the one behind it.
<!-- 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
🆑 Rhials
qol: Deadchat now gets more juicy details on what has triggered a
non-randomly occurring random event.
code: There are now helpers for forcing events in a variety of ways.
More events! More events!!!!!!!
/🆑
## About The Pull Request
this pr makes syndiekits which are fun lootboxes that you spend most of
your TC on for when you dont really have a plan of action or just wanna
cause some ruckus the default amount of TC which is 20 instead of
costing 25 TC
## Why It's Good For The Game
i think that if you are planning or want to buy a syndiekit you do not
want to actually engage with secondary objectives and prog traitor,
getting a box of themed toys and then using them to do your primary
objectives should just be an option for traitors who are willing to
either wait it out and trying to mess around without buying stuff, or
who just want to do whatever objectives they can to speed it up, without
having to make sure that the objectives will specifically be TC
positive.
it made some sense when i originally put them back in because we did not
have primary objectives back in the game
## Changelog
🆑
balance: syndiekits cost 20 TC instead of 25 TC
/🆑
## About The Pull Request
Ever wanted to control the tram for nefarious purposes? The syndicate
has just the thing for you! For the affordable price of 2TC you, too can
control the tram at a whim!
## Why It's Good For The Game
Tie someone to the rails and run them over, or something. Start the tram
when your best friend and/or enemy are crossing the bridge. Call the
captain a loser and make them run back to the bridge.
## Changelog
🆑 LT3
add: The tram now has a remote control for funny and/or nefarious
purposes
/🆑
## About The Pull Request
Following [from the suggestion in this hackmd
](https://hackmd.io/IkDWWkpfQa2lkdevsnLqhA?view#Replacement-Uplinks)with
a few twists of my own, I have made a method for traitors to acquire a
replacement traitor uplink that has its own set of flaws and limiters in
order to prevent abuse.

The basic pitch is as follows, all traitors now start with a new,
crafting recipe exclusive to them, it costs a teleport beacon, a
bluespace crystal, and some iron and cable coil, and then allows them to
build a static, dense machine that they can synchronize with, which
allows the machine to know what signal it should be looking out for from
the traitor.

The traitor then uses any radio, sets it to the frequency that has been
added to their static antagonist ui, and then speaks their codeword,
also in the ui, and then a few things happen.

Most obviously, they get a replacement uplink that is in the conspicuous
shape of the nukie or lone op uplink. This uplink can be unlocked by
speaking your replacement codeword to it again, it remembers your
previous TC amount and locks all other uplinks associated with your
uplink handler(they can then be unlocked as normal). It also destroys
any other replacement uplinks associated with your uplink handler, which
means you can never have more than one replacement uplink.
This means that if your uplink has been confiscated and you left it
unlocked, if it hasn't been emptied out you can continue from where you
were, and if you want to get back on the TC grind you won't lose the new
TC to whoever stole your uplink. Of course, the new uplink can not be
locked, so you have to be more careful with it or buy an uplink implant
and destroy it. You can destroy your replacement uplink with a
screwdriver right click, same for the machine.
Additionally, the Syndicate Uplink Beacon has another quirk to it, which
is that the teleporter beacon used to create it is intact, which means
people eagle eyed on the teleporter console could go find you, not to
mention that if you use an existing teleporter beacon, someone might
notice its gone missing...
oh also while making the replacement uplink i found a bug caused by a
recent pr that broke debug uplinks due to them not having a purchase
log. thats fixed too
## Why It's Good For The Game
It can be easy to lose your uplink, and as a traitor having your uplink
confiscated, even if it is locked, feels really bad. While the old
traitor objectives were added back to prog traitor to prevent situations
where a confiscated uplink meant that you were completely aimless, I
think that having a backup solution would be good for more inexperienced
traitors or for ones who get unlucky.
Hopefully this is generally balanced well enough but there are a few
levers that can be pulled, but overall I do think that making it so that
traitors can always get a chance to get an uplink and do some objectives
is good for the game. I like the idea of someone getting perma'd,
someone breaks them out, they both craft a new uplink beacon, and then
they go back and get the traitors old gear with stuff they got from the
new uplink, I think that's a cool possibility to throw into the sandbox.
## Changelog
🆑
add: Added new syndicate uplink beacon and associated systems that allow
you to get a replacement traitor uplink
fix: Debug & nukie uplinks no longer runtime and work properly again
/🆑
## About The Pull Request
### The Rifle:
-The Sniper Rifle is now a bolt action. This replaces the 4 second fire
delay on the sniper rifle. This overall will improve the fire rate if
you're good at racking the bolt, but it will also feel less like you're
in a weird limbo of inaction while using the sniper rifle, since the
fire delay can be quite confusing to players not used to it. This can be
tweaked, like reducing the speed of the racking action, if it seems like
it is too much.
-The scope component now goes up to 50 tiles (or so), which allows you
to gain a significant sightline over an area. The reasoning for this is
simple. The component actually nerfed the overall range of the sniper
rifle's scope, so this should hopefully restore that somewhat. And
having such a huge sightline makes it much easier to utilize the
impressive range of the rifle. Currently, it's really only ideal for
extremely close range fighting.
-The normal sniper rifle, the one that syndicate base scientists get,
can be suppressed. I don't know why it was different.
### The Ammo:
Normal .50 BMG: Does much more object damage, and on top of that deals
additional damage to mechs, but not by much more. Now, when it
dismembers a limb, it also deals its damage to the chest. This ensures
that you didn't straight up lose out on dealing a killing blow because
you took their limb off, and makes the dismemberment property of .50 BMG
a significant upside rather than a immense detriment.
Marksman: Gains a lot of the above benefits, but has much lower range.
Why this nerf? It's actually because of some funny nonsense with how
ricochet works. Which can cause....accidents to happen. To you. Consider
that firing down a straight line and missing could be quite embarrassing
when the bullet has 400 tiles of range.
Soporific: Now called Disruptor ammo. Works as it did before, putting
humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some
stamina damage, if...that's relevant. But now also causes an EMP effect
and a boatload of added damage to both mechs and borgs, allowing it to
be an excellent anti-mech and anti-borg ammo type, as well as scrambling
any pesky suit sensors, energy weapons and so on in an area around the
impact. Useful for support fire.
Incendiary (NEW!): Causes a massive firebomb to go off where it impacts
(no explosion, so this isn't a stun). Also sets the target on fire,
which is always fun. Good for shooting into groups of people with
impunity. Also deals burn damage instead, since I think nukies could use
more methods for direct fire damage.
Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides.
No armour penetration, no dismemberment, no paralysis. It still deals a
lot of damage to objects, so not a bad option for simply removing
structures from afar. So what's the point in this ammo? You can buy 7
magazines for the price of one. I want to introduce 'Surplus' as an idea
for nukies to invest in if they want to be able to keep shooting but
they're really on a budget, like most non-warop nukies tend to be. This
is definitely subject to change (like a damage decrease on top of
everything else).
Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special
ammo costs 4 TC. Every special ammo also has the same ammo capacity as
the normal magazine. It's kind of weird how most of the subtypes had 5
shots rather than 6, but then soporific had...3? I don't get it. This
would probably cause a good deal of confusion, especially if you are
swapping ammo types and weren't aware of this particular oddity.
Anyway, 6 shots.
### Minor Addition
Gets rid of the cheap suppressor. It lies to players, tricking them into
thinking this is a low quality suppressor. Newsflash, it isn't. There is
no distinct difference between that suppressor and the normal
suppressor.
## Why It's Good For The Game
The sniper rifle, unfortunately, sucks a lot except for very specific
use cases. It got a big nerf with the scope component in terms of range,
even if the functionality is way cooler. And, at a baseline, there was
some counterintuitive functions attached to it. Dismemberment was cool,
but it also caused a loss in overall damage due to how limbs contribute
to core health. On top of this, the cool ammo types were...not much
better? Penetrator was almost always the best option, even if it lost a
lot of damage as a consequence.
So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It
has some other uses but if I had to be entirely honest, there wasn't
much that other weapon couldn't do as well.
Hopefully this helps things going forward, and I want to mess with this
as well down the line in case its a bit too much of a boost in power.
Absolutely please rip this PR apart.
## Changelog
🆑
balance: Makes the syndicate sniper rifle a bolt-action rifle.
balance: Sniper rifles have a scope range of roughly 50 tiles.
balance: Sniper rifle ammo, if it dismembers your limbs, does damage to
the chest.
balance: All the various syndicate sniper rifle magazines have
consistent casing quantities (6 shots). They also have more consistent
pricing. 3 for normal and a box of surplus, and 4 for every other type.
balance: Reduces the range of Marksman ammo to 50 tiles. Not because it
is strong, but because you might accidentally shoot yourself if you're
not watching where you're shooting. Ricochets are no joke.
add: Replaces Soporific with Disruptor ammo. Works like soporific, but
also EMPS things it hits.
add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the
struck target, as well as setting targets on fire. Great for parties.
add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity
over quality, baby.
remove: The suppressors in the bundle are of standard quality. The
apparent 'cheap suppressor' that came bundled with the C-20r and sniper
rifle were found to actually be 'fine'. Trust us.
/🆑
<!-- 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
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Assassinate/behead/eyesnatching objectives now share one common type so
that they don't end up sharing the same targets. Also, this allows me to
limit the amount of assassinate/behead/eyesnatch objectives by treating
them like one objective type instead of 3 separate objective types.
As a result, you can only get 4 of these objectives within a 15 minute
period, which means your potential objective list won't be flooded with
assassinate/kidnap objectives.
Additionally, progression costs for traitor items have been rebalanced.
Primarily, progression costs have either been removed or reduced for
most non-murderboney traitor items. There are a few notable exceptions
where the progression costs have been removed/reduced for murderboney
traitor items, primarily for the Clown Car and His Grace. I'll go into
the reasoning why below.
Also fixed an obscure bug where traitor categories with a list depth
greater than 2 would have their list mutated because they weren't being
properly deep copied.
Also, purchasing His Grace or Syndicate Balloon will now lock you out of
future purchases and they can't be bought if you've already bought other
items.
## Why It's Good For The Game
<!-- 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. -->
Less duplicate objectives is for the better. Also, this'll give some of
the other objectives some breathing room to appear.
Progression costs have been normalised amongst the more
murderbone-orientated items so that they all mostly unlock at 30 minutes
for consistency purposes.
Progression costs have been largely reduced for non-murderboney items
because most of these items didn't need a progression cost in the first
place, as they weren't really a problematic tool to use at the start of
a round.
For the items where their progression cost was reduced to 5 minutes,
I'll go into the reasoning why now:
**Clown car** - It's not really a tool that's used for murderbone and it
works best at the start of a round. It can end up killing a large
portion of the crew, but it takes a lot of effort to reach that point. I
think reducing the progression cost of the clown car to 5 minutes allows
for the clown car gimmick to happen more often.
**His Grace** - Now this is a tool that is used primarily to go on a
murderbone, but the reason that the progression cost has been decreased
down to 5 minutes is because I think it's the one tool where you are
supposed to get it at the start of a round and go on a murderbone, given
its absurd price tag and the fact that you're required to kill others to
survive. If this ends up being a boring roundstart murderbone tool, then
I can look at increasing the progression cost back up to 30 minutes, but
it's worth giving it a shot.
To balance out His Grace, you can't purchase any uplink items after
purchasing it, and it can't be purchased if you have already purchased
items.
## 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 it's 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. -->
🆑
balance: Reduced the reputation cost of most non-murderbone orientated
uplink items like hypnotic flash and emag.
balance: Reduced the amount of assassinate/kidnap/eyesnatch objectives
that'll appear at once.
/🆑
<!-- 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. -->
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Reduces no-slips to 0 rep cost. This affects both, no-slip mod module,
and no-slip chameleon shoes.
## Why It's Good For The Game
They are shoes, shouldnt be something special in terms of reputation.
## Changelog
🆑
balance: No-slip mod module and no slip shoes no longer have a
reputation lock.
/🆑
## About The Pull Request
Changes price of syndicate briefcase full of cash from 5 to 3 tc.
Returns its price to the original one.
So i never saw anyone buy that thing, probably because of it's cost, you
can buy a bag with x-4 for 4 tc and a mini-bomb for 6 tc, and 5k of cash
for 5 tc? Like why? It's useless in most cases.
And you hardly ever use that much money, unless you want to order custom
shuttle like Monastery or something like that, and even then you cant do
it normally because of its price in 5 tc.
And as kopoba mentioned in comments crab protocol is worth of 7 tc and
gets you even bigger amount of money.
## Why It's Good For The Game
This item will be used at least. Sometimes...
## Changelog
🆑
balance: Syndicate briefcase full of cash is now worth of 3 tc instead
of 5. Better than nothing
/🆑
## About The Pull Request
Pinata's drop various items when struck with a sufficiently powerful
weapon. This PR adds two types, a standard one which can be bought from
cargo which contains various candy items and a syndicate one which
contains both candy items and explosives purchasable by clown
operatives.
The pinata functionality is also a component so admins can turn any
structure/machine/mob into a pinata and customize the "candy" inside
Sprites by @Mey-Ha-Zah animated versions by me
## Why It's Good For The Game
Adds a cute little celebration themed structure that can be bought by
players to accommodate a celebration based gimmicks or the party trait.
I think the options on things to do as a crew during a celebration are a
bit limited at present with most of the options being making/purchasing
food, activity wise the main example of a celebration item is pin the
tail on the corgi which is a bit uninteresting, the pinata on the other
hand is more cathartic and provides a "reward" in the form of various
candy items for people who participate in smashing it. I also think its
just funny to have clown operative gambling half their TC to try and get
explosives.
## Changelog
🆑 Mey-Ha-Zah & NamelessFairy
add: Added pinata crates to cargo, they contain various candy items. Fun
at parties.
add: Clown operatives can now purchase a weapons grade pinata, this
contains both candy and explosives. Still fun at parties.
admin: Admins can now turn players, mobs and objects into pinata's with
the new pinata component.
/🆑
## About The Pull Request
In a recent PR, I have inverted the sales values to make it easier to
calculate and modify the discounts. I did not notice that double eswords
overrode this function, thus, deswords got terrifying discounts. This PR
fixes that. Sorry about that.
I am not happy about the current solution (adding an assoc list directly
to the uplink_item datum has not worked for some reason, it initialized
as an odd value), but I will soon refactor discounts anyways.
## Why It's Good For The Game
There is a good reason double eswords have smaller discounts.
## Changelog
🆑
fix: the double esword sales are now smaller than regular sales
/🆑
## About The Pull Request
When #22429 was added, the author's expressed intention was to make 20+
TC items discount less. However, by accident, it has been instead
doubled. I have fixed this problem, while also inverting the values in
`get_discount` to make the calculations easier, and make it clearer what
the return value of the proc is for.
This way, if the 140 TC mauler rolls 75% off, it will be 38% off instead
for 87.5 TC, instead of 87% off for 17 TC.
Also autodocced some procs.
## Why It's Good For The Game
Makes the code work as originally intended.
## Changelog
🆑
fix: 20+ item's discounts are properly smaller, instead of being larger
/🆑
## About The Pull Request
I extended purchase() instead of spawn_item() when making the crates
which meant that they didn't show up on the round end screen!
## Why It's Good For The Game
good for items to show up on the round end screen, potentially meant
that the crates weren't being logged? unsure about that one
## Changelog
🆑
fix: surplus crates and united surplus crates now properly show up as a
purchase in the round end screen
/🆑
## About The Pull Request
United Surplus Crate Key had no flags, unlike United Surplus Crates, so
they appeared in Nuke Ops uplinks. This PR adds the proper flags to hide
them.
Future Improvement: It looks like something messes up uplink flags if an
admin removes your Traitor role and gives you Nuke Op or vica versa,
which can result you getting an uplink where you can not see either
role's unique gear, but I can not reliably replicate this, so for now
that has to wait for a future PR.
## Why It's Good For The Game
Fixes#72978
## Changelog
🆑
fix: United Surplus Crate Key is no longer visible in the nuke ops
uplink
/🆑
Lowers cost of Boxed Origami Kit to 4 TC, lowers progression time
requirement to 10 minutes from 15.
This item directly competes against the 3 TC boxed throwing kit, which
contains 2 reinforced bolas, 2 dangerous paper planes and 4 highly
lethal shurikens. at a monstrous 14 TC, which is 1 TC more than the
insane sleeping carp, origami is one of the worst things you can
possibly ever buy from a uplink. This change brings the TC cost down to
match the power level of this item.
## About The Pull Request
This is my Christmas present to mimes everywhere.
First of all this adds Croissants, because I thought they already
existed and was shocked to learn that they did not.

Here's a croissant and an unbaked croissant.
In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly
simply from sugar, dough, and butter.
Secondly it adds this pack of traitor gear, exclusively for Mimes and
Chefs.

The contents of this pack are:
- One combat baguette, indistinguishable from a regular baguette. If
wielded as a sword it gains a 50% block chance (equal to the Captain's
sabre) and does 20 damage.
- Two throwing croissants, which do 20 throwing damage and return to
your hand like boomerangs.
- A cookbook which teaches you the secret to turning croissaints into
deadly boomerang weapons.
You make a croissant into a throwing croissant simply by inserting an
expertly bent iron rod into it.
The chef can't make any use of the baguette unless they also gain the
ability to mime, but they can use it to make food.
https://user-images.githubusercontent.com/7483112/209454703-feafcf4c-6d0a-4e9a-ac4a-d3e2fc7c0ffb.mp4
Watch me here struggle to use them to kill an ape (they don't return to
your hands if thrown at an adjacent tile).
## Why It's Good For The Game
It's insane that croissants aren't already in the game.
This gives mimes an "invisible" sword to go with their invisible gun (it
announces to everyone nearby when you're about to use it, but they can't
know if it's just a _regular_ baguette).
It's funny to throw bread at people.
## Changelog
🆑
add: You can now bake croissants to add to your breakfast.
add: Traitorous chefs can bake dangerous throwing croissants, Mimes can
do this and gain the additional benefit of a deadly combat baguette.
/🆑
holoparasite types have improved code
admins can now give someone a holoparasite through a new menu in vv
dropdown
alt click holopara abilities were moved to right click (support's beacon
wasn't, but support's heal mode was)
holoparas have less hardcoded stuff so admins can edit them easier
holoparasites now get their light color from their guardian color
holoparasites no longer have the hostile faction, things will attack
them
holoparasites now have a damage overlay, so you can see how much your
summoner is damaged
holoparasite health updating is now event based rather than running on
life, so you'll see health changes everytime they happen, rather than
every 2 seconds
holoparasites fly properly again (they cant spacewalk, but count as
flying for stuff like chasms)
holoparasite creation now uses a radial menu with tooltips for each
subtype. it also shows ghosts which type you picked
holoparasites can no longer be fugu'd
adds support for ownerless holoparasites
fixes mildly related bugs along the way
## About The Pull Request
After all, the Syndicate loves a good throwback.

This PR does a few things with the goal of reimplementing and
revitalizing syndicate traitor kits and the syndicate surplus crate.
Of note is that I have added in a way for limited stock items to share
their limited stock.
Following maintainer guidance the syndicate traitor kits have increased
in price and as a result some of the lower value ones have been
adjusted. I've given all active bundles current TC costs per item
knowing full well they will be inaccurate eventually.
<details>
<summary>Changes as a result of my audit of syndikits</summary>
### UNCHANGED
Recon, Spai, Stealthy, Screwed, Sniper, Nukie Meta, Implants
Mad Scientist, Bees
Lord Singuloth is also unchanged and disabled, I think that it should
turn into a new supermatter themed kit maybe. outside of current scope.
### Gun Kit
Replaced emag with doorjack and gave it a chameleon holster, literally
moved 1 tc elsewhere
### Murderer
replaced emag again, no additions its a lot of tc and Just Good
### Hacker
added doorjack, otherwise unchanged
### Sabotage
no changes other than adding in extra bombs it didnt have
### James Bond
gave him some gadgets with the freedom implant, emp flashlight, and one
x4. also a cyanide pill and deck of cards for fun
### Ninja
Added in miner Jump Boots, smoke spell, and doorjack. dont just want it
to be space ninja
### Dark Lord
Added in new lightning bolt spell granter and made the desword default
to red. probably overbudget.
### White Whale
dehydrated carp added so you can ride it alongside the ones you grenade
out. hard to imagine changing this
### Mr Freeze
changed temperature gun to be cryo only so that i could give him the
cryo thermal pistol. cold attacks only.
### 2006 Traitor
doorjack.
</details>
tl;dr theyre all about 30 tc worth of shit more or less some are more
but thats what rarity should be for
you can only buy from one type of syndicrate per round

Next up is the return of the surplus crate.
Crate is generated, gives you gear **based on your progression at the
time of buying the crate**, you can use it all at the start and get some
chameleon kits and not a lot of dangerous weapons or wait till later.
I've changed the weight on some items here and there and given weight to
role and species locked items, though I will admit that latter is
unimportant because I set moth lanterns to be unable to appear in these
two crates.

But who cares about that your eyes instantly went to the United Surplus
Crate and the United Surplus Key lets be honest.
The united surplus crate is 80 TC worth of uplink items relative to your
current progression when you purchase it and gives you a locked box. It
**will explode if you try to break it** so be careful with it. It gives
you 80 TC and costs 20 TC because it is impossible to open without key.
The rub of course is that the Syndicate forbids agents from buying more
than one surplus item of any kind, you need to find another traitor and
make them buy you a key to open your box. Or I guess you can share the
box?

Regardless, if the crate is opened with any other means it doesn't spawn
its contents, you need 2 traitor uplinks.
Both of these items have a 30 minute timer because you don't want a
crate that has 5 emp flashlights in it. You at least want one energy
sword.
I did a lot of code shit and changed various things to be proc based to
allow for more editing and interjection of things, as I wrote in code
comments making a crate thats locked to a specific set of progression
just means changing the proc that generates a list of valid uplink items
to check items' progression values to a specified value instead of your
characters progression.
Ok I think that goes over everything more or less????
## Why It's Good For The Game
I've heard that people liked these and I think they are quite fun, being
able to go from "i dunno what to do as a traitor" to "ah, of course, I
will become the Bombler" is a fun thing to be able to have, and people
like to get a bunch of random shit in the mail. Some of it even feels
free!!!!!!!!!!!!!!!!!!! Brain points go up!!!
The division of procs allows for more creativity with this system than
existed before as well as other possibilities for interacting with the
uplink handler in funny ways.
## Changelog
🆑
add: the syndicate is once again distributing syndi-kits, some now with
new technology
add: a fresh batch of syndicate surplus crates have been sent out,
though they seem a bit lighter than before
add: in an effort to encourage cooperation, a traitor can now purchase
either the new United Surplus Syndicate Crate or its key, but not both
add: lightning bolt book granter for wizard event and one syndie-kit
bundle
add: temperature gun that only makes things colder for one syndie-kit
bundle
code: it is now possible to have uplink items share limited stock
bal: role-restricted items no longer can be delivered by the stray
syndicate drop pod event
/🆑
## About The Pull Request
Self Explanatory! This PR resprites every revolver in the game and adds
a new variety: The Syndicate Revolver!

This also takes into account detective revolvers and their reskins!

The Syndicate Revolver itself is a cosmetic change of the regular .357
revolver, which can still be found via gatfruit, or Garbage Day. The
Syndicate Revolver can be obtained via the battlecruiser, or any uplink.
Special thanks to @axietheaxolotl for making the Syndicate Revolver
sprite.
## Why It's Good For The Game
The previous sprites were either too old, or looked like plastic toys,
and desperately needed a visual overhaul. This PR addresses that issue
in a very direct manner!
## Changelog
🆑 PositiveEntropy, AxieTheAxolotl
imageadd: Resprites every revolver!
imageadd: Adds the Syndicate Revolver, a visually new, but mechanically
identical .357 revolver to uplinks!
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Reverts tgstation/tgstation#71704
The sprite team did not approve this PR, I misread and
thought they did and would not have merged it if I had paid attention
## About The Pull Request
Makes the syndicate revolver a subtype of the normal revolver and gives
it its own sprite, name (S-357) and a new uplink description.
Pics:


Before:

## Why It's Good For The Game
Currently the revolver is a bland, generic, brown gun that doesn't look
like a sci-fi revolver. Now it has a cleaner, more unique design that
fits into the setting and into the Syndicate standard of high tech
ballistics.
Changing the uplink description gives players a clearer idea of what
they are buying.
Moving the Syndicate .357 from the base of all revolvers into its own
entry allows for future changes on the Syndicate revolver to not impact
every single revolver in the game.
## Changelog
🆑
add: The Syndicate uplink revolver has been changed from the default
.357 to the S-357. It has the same stats and price as the old version
but with a new sprite.
qol: Adds a better explanation on the .357 uplink entry so players have
an better understanding of what they are buying.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
The only thing mech combat has is the reload helper that should be on
mech proper anyway and the medical subtype isnt even defined outside of
ody code
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
Quite a few changes overall to the nuclear operatives tactical medkit.
The kit is more of a full suite of equipment for performing field
medical duties as a nukie.
- I've split the medkits between two kinds. Basic and premium. Medical
bundle has the premium kit.
- Basic contains additional amounts of basic c2 chem patches, some spare
atropine autoinjectors, sutures and regen mesh, and some basic medical
equipment for tending wounds. 4 TC (as it was before). That's it.
- The premium kit is a far more useful full suite of advanced medical
equipment, MODsuit modules, medical supplies and cybernetic implants,
including the combat hypospray and the combat defib. 15 TC.
**In the premium kit, there is:**
- It has a box of beakers with powerful healing chems. Omnizine,
salicylic acid, oxandrolone, pentetic acid, atropine, salbutamol and
rezadone.
- The combat injector is empty, so you can load it as necessary.
- There are advanced sutures and regenerative mesh packs. They don't
work through spacesuits, but are invaluable for wound repair. Especially
burns.
- There is a surgery arm toolset so you can do field operations without
lugging tools.
- There is a surgery processor module that comes preloaded with advanced
surgeries, a threadripper module, and the combat defib module. The
module works entirely like a combat defib, but you don't need to lose
your belt slot to use it.
- The surgeries are revival, the upgrade surgeries (like vein
threading), brainwashing (did you know they didn't get access to
brainwashing, I think this is a shame) and the better tend wounds
option.
- The nightvision medical hud doubles as a pair of science goggles.
**Atropine changes:**
- Atropine now stops bomb implants from autoexploding. This does **NOT**
stop you from manually detonating the bomb. (This is possible even when
you're dead and haven't left your body)
- As a result, nukies get atropine medipens so that they can potentially
stop themselves detonating prematurely, or stop their allies detonating
prematurely. They have a little pamphlet to help explain how their
microbomb works.
## Why It's Good For The Game
Straight up: The medkit is ass.
The meds in the injector sucks, just getting c2 meds in patches is kind
of insulting for something granted to you from an uplink item (and also
you get those for free with your ~~xbox~~ infiltrator medical room so
lol), and operatives just got the kit for one reason and one reason
only. That combat defib as a _weapon_.
Fuck that. So the kits now much better as a way to both support yourself
AND your team through providing a range of improvements you can provide
the squad, while also not undermining the reason why people may have
wanted the kit (that defib). I would really like to see more nukies
attempt to support one another in combat, and a medic operative is a
role that needs love to make that a reality.
**Edit here**: I reintroduced a low end kit with more c2 medical
supplies _if you want them_. I can see how someone might pinch all of
the medical supplies like a cunt, so maybe we should have a failsafe for
that.
A huge culprit of the lack of value of support meds was usually that
ops...explode when they die. If a medic can pop atropine into an op
before they die, they might be able to save them, or an op could pop
themselves with atropine prematurely to maybe stave off death.
## Changelog
🆑
balance: Splits the nuclear operative combat medical kit into two
versions: basic and premium.
balance: Basic contains additional amounts of basic c2 chem patches,
some spare atropine autoinjectors, sutures and regen mesh, and some
basic medical equipment for tending wounds. 4 TC (as it was before).
balance: The premium kit is a far more useful full suite of advanced
medical equipment, MODsuit modules, medical supplies and cybernetic
implants, including the combat hypospray and the combat defib. 15 TC.
balance: Atropine stops bomb implants from automatically detonating on
death. You can still manually activate your bomb implant (even when you
are dead).
balance: Operatives start with an atropine pen to stop themselves and
their allies from detonating so they can hopefully be saved by a medical
operative.
add: There is a pamphlet to explain this in the nuclear operative's
survival box.
add: I'm not telling you to read the pamphlet, but you should probably
read the pamphlet.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## 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.
/🆑
## About The Pull Request
Adds a new station trait, the Cybernetic Revolution
It causes every crewmember to spawn with a cybernetic implant/organ (it
depends on their job).
For example. the bartender has an upgraded cybernetic liver, security
officers have extendable flashes, prisoners have flash shielded eyes.
For AIs, they get the surveillance upgrade.
The trait also lowers research costs for the cybernetic designs, triples
the price of EMP kits and EMP flashlights, doubles price of EMP bombs,
and allows traitors to buy autosurgeons, so they can implant themselves
with whatever they ripped out of the crew.
If you do not wish to partake, you can also take the Body Purist quirk,
which prevents you from getting a cybernetic, but everytime you have a
mechanical limb/organ from some other source, you will take a severe
mood penalty.
## Why It's Good For The Game
This could be a cool modifier to rounds once in a while, slightly
modifying the gameplay of all the crew.
Also our implant system is very barely used, so why not?

## Changelog
🆑
add: New Station Trait: Cybernetic Revolution
add: Body Purist Quirk
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* 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
* Removes HDD's entirely
HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.
* starts on removing SSD
* updatepaths and kills off SSD
* update path :D
* Fixes to programs and icons
* Ready for review now
I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.
* merge conflict fix
* can't win them all
* takes viruses into account in paths, fixes it in snowcabin
* Renames the updatepaths
* removes the qdel loop
* accidentally new'ed programs twice
* Fix program's computer var
* destroy pen and disk, dont run kill program on something killed
* more fixes for pens and idle threads
* Fixes PDAs installing apps twice.
* simplifies inserted disk & PDA disk
* fuck's sake
* Use istype instead
* revert
* Revert "revert"
This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.
* why did that happen
* Update code/modules/modular_computers/computers/item/tablet.dm
* MC_SSD added to master lol
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you.
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
Gives the Bulldog Shotgun a secondary magazine. You can press rightclick to fire and swap to the secondary magazine. You can also swap the magazine manually by pressing Alt-Rightclick on the gun, and load in a new magazine by rightclicking the gun with the magazine.
* Toy guns are only available to clown operatives.
* Removes from both operative uplinks: Camera Bug, Combat Gloves Plus (already removed from leaders), Guerrilla Gloves, FRAME disc, Radioactive Microlaser, Blood-Red Magboots (the standalone ones, not the modules), Power Beacon, Bioterror everything (including the bundle), Stechkin APS machine pistol and ammo, AI Detector.
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more.
Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus.
Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes.
Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder.
Removes the nuke op leader's Krav Maga gloves.
Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent.
Moves pistol sprites a bit up to center them.
* The Biohazard Sprayer, Power Fist, Flamethrower and Dart Pistol are no longer in the nukie uplink, instead being given as bonuses in the keycarded parts of the base.