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RikuTheKiller c7e4e90004 Adds a new antag, the Blood Worm (#93787)
## LTS Document

Check this document before making any significant future changes to
blood worms, please.

https://hackmd.io/@RikuTheKiller/H1AHQSKNZx

## About The Pull Request

THIS PR SHOULD ABSOLUTELY BE TM'D FIRST

Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.

Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.

Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.

It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.

Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.

Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.

All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.

Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.

Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.

### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.

### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.

### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.

### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>

## Why It's Good For The Game

Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.

Currently, we lack any antagonists with mind control abilities. That
really sucks!

I've also gotten a lot of positive feedback about the antagonist while
working on it.

This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.

I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?

And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
2026-01-14 23:30:35 -06:00

413 lines
16 KiB
Plaintext

/datum/supply_pack/security
group = "Security"
access = ACCESS_SECURITY
crate_type = /obj/structure/closet/crate/secure/gear
/datum/supply_pack/security/ammo
name = "Ammo Crate"
desc = "Contains three boxes of beanbag shotgun shells, three boxes \
of rubbershot shotgun shells and one of each special .38 speedloaders."
cost = CARGO_CRATE_VALUE * 8
access_view = ACCESS_ARMORY
contains = list(/obj/item/storage/box/beanbag = 3,
/obj/item/storage/box/rubbershot = 3,
/obj/item/ammo_box/speedloader/c38/trac,
/obj/item/ammo_box/speedloader/c38/hotshot,
/obj/item/ammo_box/speedloader/c38/iceblox,
)
crate_name = "ammo crate"
/datum/supply_pack/security/armor
name = "Armor Crate"
desc = "Three vests of well-rounded, decently-protective armor."
cost = CARGO_CRATE_VALUE * 3
access_view = ACCESS_SECURITY
contains = list(/obj/item/clothing/suit/armor/vest = 3)
crate_name = "armor crate"
/datum/supply_pack/security/modsuit_plating
name = "Security MOD plating"
desc = "A single security MOD suit plating"
cost = CARGO_CRATE_VALUE
access_view = ACCESS_SECURITY
contains = list(/obj/item/mod/construction/plating/security)
crate_name = "MOD plating crate"
/datum/supply_pack/security/disabler
name = "Disabler Crate"
desc = "Three stamina-draining disabler weapons."
cost = CARGO_CRATE_VALUE * 3
access_view = ACCESS_SECURITY
contains = list(/obj/item/gun/energy/disabler = 3)
crate_name = "disabler crate"
/datum/supply_pack/security/forensics
name = "Forensics Crate"
desc = "Stay hot on the criminal's heels with Nanotrasen's Detective Essentials™. \
Contains a forensics scanner, six evidence bags, camera, special board for evidences, tape recorder, stick of chalk, \
and of course, a fedora."
cost = CARGO_CRATE_VALUE * 2.5
access_view = ACCESS_MORGUE
contains = list(/obj/item/detective_scanner,
/obj/item/storage/box/evidence,
/obj/item/camera,
/obj/item/taperecorder,
/obj/item/toy/crayon/white,
/obj/item/clothing/head/fedora/det_hat,
/obj/item/wallframe/detectiveboard
)
crate_name = "forensics crate"
/datum/supply_pack/security/helmets
name = "Helmets Crate"
desc = "Contains three standard-issue brain buckets."
cost = CARGO_CRATE_VALUE * 3
contains = list(/obj/item/clothing/head/helmet/sec = 3)
crate_name = "helmet crate"
/datum/supply_pack/security/securitybarriers
name = "Security Barrier Grenades"
desc = "Stem the tide with four Security Barrier grenades."
access_view = ACCESS_BRIG
contains = list(/obj/item/grenade/barrier = 4)
cost = CARGO_CRATE_VALUE * 2
crate_name = "security barriers crate"
/datum/supply_pack/security/securityclothes
name = "Security Clothing Crate"
desc = "Contains appropriate outfits for the station's private security force. \
Contains outfits for the Warden, Head of Security, and two Security Officers. \
Each outfit comes with a rank-appropriate jumpsuit, suit, and beret."
cost = CARGO_CRATE_VALUE * 3
access_view = ACCESS_SECURITY
contains = list(/obj/item/clothing/under/rank/security/officer/formal = 2,
/obj/item/clothing/suit/jacket/officer/blue = 2,
/obj/item/clothing/head/beret/sec/navyofficer = 2,
/obj/item/clothing/under/rank/security/warden/formal,
/obj/item/clothing/suit/jacket/warden/blue,
/obj/item/clothing/head/beret/sec/navywarden,
/obj/item/clothing/under/rank/security/head_of_security/formal,
/obj/item/clothing/suit/jacket/hos/blue,
/obj/item/clothing/head/hats/hos/beret/navyhos,
)
crate_name = "security clothing crate"
/datum/supply_pack/security/stingpack
name = "Stingbang Grenade Pack"
desc = "Contains five \"stingbang\" grenades, perfect for stopping \
riots and playing morally unthinkable pranks."
cost = CARGO_CRATE_VALUE * 5
access_view = ACCESS_ARMORY
contains = list(/obj/item/storage/box/stingbangs)
crate_name = "stingbang grenade pack crate"
/datum/supply_pack/security/supplies
name = "Security Supplies Crate"
desc = "Contains seven flashbangs, seven teargas grenades, six flashes, and seven handcuffs."
cost = CARGO_CRATE_VALUE * 3.5
access_view = ACCESS_ARMORY
contains = list(/obj/item/storage/box/flashbangs,
/obj/item/storage/box/teargas,
/obj/item/storage/box/flashes,
/obj/item/storage/box/handcuffs,
)
crate_name = "security supply crate"
/datum/supply_pack/security/maintenance_kits
name = "Gun Maintenance Kits"
desc = "Three gun maintenance kits for the repair and maintenance of a firearm."
access_view = ACCESS_BRIG
contains = list(/obj/item/gun_maintenance_supplies = 3)
cost = CARGO_CRATE_VALUE * 2
crate_name = "gun maintenance kit crate"
/datum/supply_pack/security/firingpins
name = "Standard Firing Pins Crate"
desc = "Upgrade your arsenal with 10 standard firing pins."
cost = CARGO_CRATE_VALUE * 4
access_view = ACCESS_ARMORY
contains = list(/obj/item/storage/box/firingpins = 2)
crate_name = "firing pins crate"
/datum/supply_pack/security/firingpins/paywall
name = "Paywall Firing Pins Crate"
desc = "Specialized firing pins with a built-in configurable paywall."
cost = CARGO_CRATE_VALUE * 2
access_view = ACCESS_ARMORY
contains = list(/obj/item/storage/box/firingpins/paywall = 2)
crate_name = "paywall firing pins crate"
/datum/supply_pack/security/justiceinbound
name = "Standard Justice Enforcer Crate"
desc = "This is it. The Bee's Knees. The Creme of the Crop. The Pick of the Litter. \
The best of the best of the best. The Crown Jewel of Nanotrasen. \
The Alpha and the Omega of security headwear. Guaranteed to strike fear into the hearts \
of each and every criminal aboard the station. Also comes with a security gasmask."
cost = CARGO_CRATE_VALUE * 6 //justice comes at a price. An expensive, noisy price.
order_flags = ORDER_CONTRABAND
contains = list(/obj/item/clothing/head/helmet/toggleable/justice,
/obj/item/clothing/mask/gas/sechailer,
)
crate_name = "security clothing crate"
discountable = SUPPLY_PACK_RARE_DISCOUNTABLE
/datum/supply_pack/security/baton
name = "Stun Batons Crate"
desc = "Arm the Civil Protection Forces with three stun batons. Batteries included."
cost = CARGO_CRATE_VALUE * 3
access_view = ACCESS_SECURITY
contains = list(/obj/item/melee/baton/security/loaded = 3)
crate_name = "stun baton crate"
/datum/supply_pack/security/wall_flash
name = "Wall-Mounted Flash Crate"
desc = "Contains four wall-mounted flashes."
cost = CARGO_CRATE_VALUE * 2
contains = list(/obj/item/storage/box/wall_flash = 4)
crate_name = "wall-mounted flash crate"
/datum/supply_pack/security/constable
name = "Traditional Equipment Crate"
desc = "Spare equipment found in a warehouse. Contains a constable's outfit, \
whistle, and conversion kit."
cost = CARGO_CRATE_VALUE * 2.2
order_flags = ORDER_CONTRABAND
contains = list(/obj/item/clothing/under/rank/security/constable,
/obj/item/clothing/head/costume/constable,
/obj/item/clothing/gloves/color/white,
/obj/item/clothing/mask/whistle,
/obj/item/conversion_kit,
)
crate_name = "traditional equipment crate"
discountable = SUPPLY_PACK_RARE_DISCOUNTABLE
/// Armory packs
/datum/supply_pack/security/armory
group = "Armory"
access = ACCESS_ARMORY
access_view = ACCESS_ARMORY
crate_type = /obj/structure/closet/crate/secure/weapon
/datum/supply_pack/security/armory/bulletarmor
name = "Bulletproof Armor Crate"
desc = "Contains three sets of bulletproof armor. Guaranteed to reduce a bullet's \
stopping power by over half."
cost = CARGO_CRATE_VALUE * 3
contains = list(/obj/item/clothing/suit/armor/bulletproof = 3)
crate_name = "bulletproof armor crate"
/datum/supply_pack/security/armory/bullethelmets
name = "Bulletproof Helmets Crate"
desc = "Contains three bulletproof helmets."
cost = CARGO_CRATE_VALUE * 3
contains = list(/obj/item/clothing/head/helmet/alt = 3)
crate_name = "bulletproof helmets crate"
/datum/supply_pack/security/armory/chemimp
name = "Chemical Implants Crate"
desc = "Contains five Remote Chemical implants."
cost = CARGO_CRATE_VALUE * 3.5
contains = list(/obj/item/storage/box/chemimp)
crate_name = "chemical implant crate"
/datum/supply_pack/security/armory/ballistic
name = "Combat Shotguns Crate"
desc = "For when the enemy absolutely needs to be replaced with lead. \
Contains three Aussec-designed Combat Shotguns, and three Shotgun Bandoliers."
cost = CARGO_CRATE_VALUE * 17.5
contains = list(/obj/item/gun/ballistic/shotgun/automatic/combat = 3,
/obj/item/storage/belt/bandolier = 3)
crate_name = "combat shotguns crate"
/datum/supply_pack/security/armory/dragnet
name = "DRAGnet Translocation Shotgun Crate"
desc = "Contains two \"Dynamic Rapid-Apprehension of the Guilty Network\" translocation shotguns, \
a recent breakthrough in law enforcement prisoner management technology. Includes a DRAGnet beacon."
cost = CARGO_CRATE_VALUE * 18
contains = list(
/obj/item/gun/energy/e_gun/dragnet = 2,
/obj/item/dragnet_beacon = 1
)
crate_name = "\improper DRAGnet crate"
/datum/supply_pack/security/armory/energy
name = "Energy Guns Crate"
desc = "Contains three Energy Guns, capable of firing both nonlethal and lethal \
blasts of light."
cost = CARGO_CRATE_VALUE * 18
contains = list(/obj/item/gun/energy/e_gun = 3)
crate_name = "energy gun crate"
crate_type = /obj/structure/closet/crate/secure/plasma
/datum/supply_pack/security/armory/laser
name = "Type 5 Laser Gun Crate"
desc = "Contains three Type 5 laser guns, developed by Nanotrasen. For when the going gets tough, you get going with the \
Type 5 Heat Delivery System. As developed by Nanotrasen."
cost = CARGO_CRATE_VALUE * 4
contains = list(/obj/item/gun/energy/laser = 3)
crate_name = "\improper Type 5 laser crate"
crate_type = /obj/structure/closet/crate/secure/plasma
/datum/supply_pack/security/armory/laser_carbine
name = "Type 5/R Laser Carbine Crate"
desc = "Contains three Type 5R laser carbines, developed by Nanotrasen. Fires a rapid burst of slightly weaker laser projectiles."
cost = CARGO_CRATE_VALUE * 9
contains = list(/obj/item/gun/energy/laser/carbine = 3)
crate_name = "\improper Type 5R laser carbine crate"
crate_type = /obj/structure/closet/crate/secure/plasma
/datum/supply_pack/security/armory/disabler_smg
name = "Disabler SMG Crate"
desc = "Contains three disabler SMGs, capable of rapidly firing weak disabler beams."
cost = CARGO_CRATE_VALUE * 7
contains = list(/obj/item/gun/energy/disabler/smg = 3)
crate_name = "disabler smg crate"
crate_type = /obj/structure/closet/crate/secure/plasma
/datum/supply_pack/security/armory/battle_rifle
name = "NT BR-38 Crate"
desc = "An experimental energy-based ballistic battle rifle, as developed by Nanotrasen. \
Only available to Nanotrasen stations for security purposes. DO NOT RESELL TO OUTSIDE \
COMPANIES. Contains three NT BR-38 rifles and 6 magazines containing .38 Standard."
cost = CARGO_CRATE_VALUE * 100
contains = list(
/obj/item/gun/ballistic/automatic/battle_rifle = 3,
/obj/item/ammo_box/magazine/m38 = 6,
)
crate_name = "battle rifle crate"
/datum/supply_pack/security/armory/br_mag
name = "NT BR-38 Magazine Crate"
desc = "Six .38 magazines, able to fit into the NT BR-38. Contains \
two standard magazines, two Hot Shot magazines and two Iceblox magazines."
cost = CARGO_CRATE_VALUE * 7
contains = list(
/obj/item/ammo_box/magazine/m38 = 2,
/obj/item/ammo_box/magazine/m38/hotshot = 2,
/obj/item/ammo_box/magazine/m38/iceblox =2,
)
crate_name = ".38 magazine crate"
/datum/supply_pack/security/armory/exileimp
name = "Exile Implants Crate"
desc = "Contains five Exile implants."
cost = CARGO_CRATE_VALUE * 3.5
contains = list(/obj/item/storage/box/exileimp)
crate_name = "exile implant crate"
/datum/supply_pack/security/armory/fire
name = "Incendiary Weapons Crate"
desc = "Burn, baby burn. Contains three incendiary grenades, three plasma canisters, \
and a flamethrower."
cost = CARGO_CRATE_VALUE * 7
access = ACCESS_COMMAND
contains = list(/obj/item/flamethrower/full,
/obj/item/tank/internals/plasma = 3,
/obj/item/grenade/chem_grenade/incendiary = 3,
)
crate_name = "incendiary weapons crate"
crate_type = /obj/structure/closet/crate/secure/plasma
order_flags = ORDER_DANGEROUS
/datum/supply_pack/security/armory/mindshield
name = "Mindshield Implants Crate"
desc = "Prevent against radical thoughts with three Mindshield implants."
cost = CARGO_CRATE_VALUE * 6
contains = list(/obj/item/storage/lockbox/loyalty)
crate_name = "mindshield implant crate"
/datum/supply_pack/security/armory/trackingimp
name = "Tracking Implants Crate"
desc = "Contains four tracking implants and three tracking speedloaders of tracing .38 ammo."
cost = CARGO_CRATE_VALUE * 4.5
contains = list(/obj/item/storage/box/trackimp,
/obj/item/ammo_box/speedloader/c38/trac = 3,
)
crate_name = "tracking implant crate"
/datum/supply_pack/security/armory/laserarmor
name = "Reflector Vest Crate"
desc = "Contains two vests of highly reflective material. Each armor piece \
diffuses a laser's energy by over half, as well as offering a good chance \
to reflect the laser entirely."
cost = CARGO_CRATE_VALUE * 5
contains = list(/obj/item/clothing/suit/armor/laserproof = 2)
crate_name = "reflector vest crate"
crate_type = /obj/structure/closet/crate/secure/plasma
/datum/supply_pack/security/armory/riotarmor
name = "Riot Armor Crate"
desc = "Contains three sets of heavy body armor. Advanced padding protects \
against close-ranged weaponry, making melee attacks feel only half as \
potent to the user."
cost = CARGO_CRATE_VALUE * 6
contains = list(/obj/item/clothing/suit/armor/riot = 3)
crate_name = "riot armor crate"
/datum/supply_pack/security/armory/riothelmets
name = "Riot Helmets Crate"
desc = "Contains three riot helmets."
cost = CARGO_CRATE_VALUE * 4
contains = list(/obj/item/clothing/head/helmet/toggleable/riot = 3)
crate_name = "riot helmets crate"
/datum/supply_pack/security/armory/riotshields
name = "Riot Shields Crate"
desc = "For when the greytide gets really uppity. Contains three riot shields."
cost = CARGO_CRATE_VALUE * 5
contains = list(/obj/item/shield/riot = 3)
crate_name = "riot shields crate"
/datum/supply_pack/security/armory/swat
name = "SWAT Crate"
desc = "Contains two fullbody sets of tough, fireproof suits designed in a joint \
effort by IS-ERI and Nanotrasen. Each set contains a suit, helmet, mask, combat belt, \
and gorilla gloves."
cost = CARGO_CRATE_VALUE * 7
contains = list(/obj/item/clothing/head/helmet/swat/nanotrasen = 2,
/obj/item/clothing/suit/armor/swat = 2,
/obj/item/clothing/mask/gas/sechailer/swat = 2,
/obj/item/storage/belt/military/assault = 2,
/obj/item/clothing/gloves/tackler/combat = 2,
)
crate_name = "swat crate"
/datum/supply_pack/security/armory/thermal
name = "Thermal Pistol Crate"
desc = "Contains a pair of holsters each with two experimental thermal pistols, \
using nanites as the basis for their ammo. Can be shaken to reload."
cost = CARGO_CRATE_VALUE * 10
contains = list(/obj/item/storage/belt/holster/energy/thermal = 2)
crate_name = "thermal pistol crate"
/datum/supply_pack/security/sunglasses
name = "Sunglasses Crate"
desc = "A single pair of flash-proof sunglasses."
cost = CARGO_CRATE_VALUE * 2
access_view = ACCESS_SECURITY
contains = list(/obj/item/clothing/glasses/sunglasses = 1)
crate_name = "sunglasses crate"
/datum/supply_pack/security/armory/mechthermal
name = "Heavy Thermal Guns Crate"
desc = "Contains two experimental thermal cannons for use by mechs. \
When used simultaneously, their excess power used to heat and cool the opposing weapon, \
increasing the reload speed."
cost = CARGO_CRATE_VALUE * 25
contains = list(
/obj/item/mecha_parts/mecha_equipment/weapon/energy/thermal/cryo,
/obj/item/mecha_parts/mecha_equipment/weapon/energy/thermal/inferno,
)
crate_name = "thermal cannons crate"
/datum/supply_pack/security/blood_worm_testers
name = "Hemoparasite Testing Crate"
desc = "Contains four single-use hemoparasite testing tools. \
These devices accurately report whether a patient is inhabited by a hemoparasite, such as the infamous space-faring blood worm. \
The DeForest Medical Corporation claims no liability for any mental and/or physical trauma caused to patients from the improper use of these devices."
cost = CARGO_CRATE_VALUE * 50 // These aren't meant to be bought en-masse.
access_view = ACCESS_SECURITY
contains = list(/obj/item/blood_worm_tester = 4)
crate_name = "hemoparasite testing crate"