## About The Pull Request
This PR includes a few different things mostly revolving around food and
drinks:
1) **BLUD REBALANCE**
Blud has been changed significantly. This change will be accompanied by
an IC bulletin and OOC dev blog post, the changes are as follows:
- Blud can now always be consumed, even when you're starving.
- Blud is now metabolized after ingestion at the same rate as regular
blood (a lot faster than previously).
- Blud's blood_content values have been bumped significantly. 30u of
real Blood restores ~120 nutrition, while 30u of Blud restores 25% less
nutrition, at ~90 (tested in-game).
- Blud boxes now contain 50u instead of 30u. For reference,
regular-sized milk cartons are 50u and mini milk cartons are 30u.
- Cargo's Vetalan Care Package now consists of 5 boxes of Blud MAX and
another 5 boxes of Blud MAX Light, for a total of 250u of real Blood and
250u of Synthblood. Previously it consisted of 3 bags of AB+ which are
200u each for 600u of Blood.
The suit that comes in the care package was also deleted, but it still
comes in a nice coffin.
2) **SEASONAL ITEMS**
All of the items from last year's Christmas testmerge have been re-added
with a few minor updates.
New Halloween themed items have also been added.
These seasonal items are fully functional, but **can't be obtained
currently since they're not taking advantage of the seasonal item
rotation code at this time.**
The full list of items is as follows:
- Two new cigarette varieties, Temperamento Vanilla (Xmas) and Kaiju
Cherry (Halloween)
- Three new types of bottled alcohol, Caramel Whiskey (Xmas), Sour Apple
Schnapps (Halloween) and Candy Corn Flavored Vodka (Halloween)
- Seven new cocktails using seasonal ingredients, Caramel White Russian
(Xmas), Salted Caramel Cider (Xmas), Appletini (Halloween), Sour Apple
Mimosa (Halloween), Sour Apple Fizz (Halloween), Candy Corn Martini
(Halloween) and Halloween Punch (Halloween).
- There is also a "food synthesis" recipe for turning the candy corn
martini into edible jello shots using water and protein.
- Three new snacks, Gingerbread Cookies (Xmas), Stroopwafels (Xmas) and
Holiday Cake (Xmas, Contraband). Halloween snacks will hopefully be
added later down the line.
- Four new soda varieties: Space Cola Cinnamon (Xmas), Space-Up
Cranberry (Xmas), Space Cola Licorice (Halloween) and Dr. Gibb Mystery
(Halloween).
- One new canned coffee variety: Peppermint Mocha (Xmas). Halloween
variety will hopefully come along with the snacks. It's a lot of
spriting work.
3) **ASSORTED FIXES AND QOL IMPROVEMENTS**
- Bar and Cafe vendors now stock canned Pineapple juice year-round, this
is generally useful but especially handy for the halloween vodka
cocktails.
- One new year-round cocktail recipe: The AMF.
- Robust Softdrinks no longer stocks KyoCola, Ocha Midori and Ramune,
since those are already present in the NipponTan vending machines. This
cuts down on that particular menu's bloat a little.
- Temperamento Menthol Company now called Temperamento Tobacco Company
- CC's Hard Rootbeer proof is now calculated as VODKA/2, slightly
lowering it's proof from 50 to 40. This was done because the bottle desc
for this drink states it's regular rootbeer with vodka added.
- BludBox MAX no longer calls donors "free-range", the blood is now
"ethically-sourced" instead.
- The lore entry on Vetalan Outreach Society has been brushed up and
also had typos corrected.
## Why It's Good For The Game
1) Vetalans, Medical and Blud have been in need of addressing for a
while now, and this is the mechanical part of the effort, making
Vetalans less reliant on blood bags.
2) The seasonal item system is here. The groundwork and the first batch
of items are laid out, I just need to figure out how to implement and
test the seasonal rotations.
3) Most of these are QoL and fixes. The AMF came into being very late at
night after the brainworms won.
## Changelog
🆑
add: Added two new brands of seasonal cigarette.
add: Added three new brands of seasonal alcohol.
add: Added four new varieties of seasonal soda.
add: Added seven new varieties of seasonal cocktails.
add: Added one seasonal variety of food synthesis reaction.
add: Added three new varieties of seasonal snack food.
add: Added one seasonal variety of canned coffee.
add: Added one new regular cocktail.
add: Added Pineapple Juice cans to Bar and Cafe vendors.
del: Removed NipponTan drinks from Robust Softdrinks stock.
tweak: Temperamento Menthol Company renamed to Temperamento Tobacco
Company.
tweak: Small changes to the Vetalan Outreach Society advertisement.
tweak: Small changes to BludBox MAX description.
tweak: Blud now always nourishes Vetalans regardless of nutrition
status.
tweak: Blud now metabolizes at the same rate as Blood when ingested.
tweak: Blud now provides Vetalans with 75% the nutritional value
compared to Blood.
tweak: Vetalan Care Package now contains BludBox MAX and BludBox MAX
Light cartons instead of AB+ Blood Packs.
tweak: Vetalan Care Package no longer contains a suit.
tweak: BludBox cartons now hold 50u, up from 30u.
tweak: CC's Hard Rootbeer proof now calculated in a more lore-friendly
manner.
fix: Pineapple juice no longer purple when poured into a metamorphic
glass.
imageadd: added sprites for all item additions listed above.
/🆑
## About The Pull Request
Spring is back on board the Strelka !
Bug fix on solar, with coil.
Removal of the Spacemass decoration.
Added a new cherry tree sprite !
<img width="1198" height="532" alt="image"
src="https://github.com/user-attachments/assets/16e16aa9-1ede-4c4a-945b-359a8235cf64"
/>
## Why It's Good For The Game
Winter to spring ! And minor bug fix.
- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use
---------
Co-authored-by: silicons <silicons@silicons.dev>
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## About The Pull Request
Fixes#7101
Icon path was set to `/gun/`, when the correct path is `/guns/`.
## Why It's Good For The Game
bug
## Changelog
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:cl:Chelxox
fix: Fixes NT shotguns' icon path
/🆑
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requires #6644
Entirely replaces how (most) belts perform insertion checks.
This pretty much allows belts to hold most things.
Armor vests are next.
Trashbags will also use the systems we use on main.
Closes#7256 and #7435
---------
Co-authored-by: silicons <silicons@silicons.dev>
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
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## About The Pull Request
Adds expanded content for The Weaver precursors.
Lot more to come.
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## Why It's Good For The Game
You'll see :)
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## Changelog
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🆑
add: Added new mechanics or gameplay changes
/🆑
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## About The Pull Request
why doesnt byond do this??
OD pointed out some missing semicolons
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## Why It's Good For The Game
makes stuff actually work
OD compatibility++
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## Changelog
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🆑
fix: fixed missing semicolons
/🆑
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## About The Pull Request
Makes the cell loaded medigun crate not ship with the abstract concept
of a bullet packaged inside
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## Why It's Good For The Game
We want to use the gun
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## Changelog
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🆑
fix: The cell loaded medigun crate no longer ships with the abstract
concept of a projectile
/🆑
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## About The Pull Request
Event code for
'Unto The Eclipse'
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## Why It's Good For The Game
Halloween event!
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## Changelog
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🆑
add: Event code and maps
/🆑
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---------
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## About The Pull Request
Adds heretic themed objects, structures, mobs and more from TG/other
servers heretic code.
Most of the items will probably remain mechanically featureless. Unless
someone's insane enough to port full heretic functionality.
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## Why It's Good For The Game
MORE madness? MORE magic shit? MORE chaos? What's not to love?!
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## Changelog
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🆑
add: Heretical stuff. More to come.
/🆑
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---------
Co-authored-by: Sorrowfulwinds <rockboy3970@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: silicons-bot <121360372+silicons-bot@users.noreply.github.com>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
## About The Pull Request
ports https://github.com/tgstation/tgstation/pull/68178/files
there's probably some other stuff as i used the latest version of the
file, and made a few small changes like having decaf be its own reagent
they are not mapped in anywhere right now
cafe vendor has 20 creamer/sugar/astrotame packets and 10 coffee cups
you're able to print coffee pots at a lathe and research lets you print
a bluespace version
you can order coffee cartridges from cargo or craft them using coffee
powder and a blank cartridge (printed with plastic)
the coffeemaker itself uses a radial menu to take out the packets / brew
coffee / take out cups
shortcuts: alt click to take coffee pot out, ctrl click to brew
todo:
map it in somewhere
## Why It's Good For The Game
someone asked for it
i like service
## Changelog
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🆑
add: ports coffee makers from TG
/🆑
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## About The Pull Request
Refactors clothing/under to use the new rendering system for both icons
and flags and does some general rearranging and cleanup of the code
files.
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## Why It's Good For The Game
One single consistent system is good. This also fixes a lot of missing
rolldown, rolled sleeves, and maybe some species specific sprites.
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## Changelog
- Moves clothing/under/accessories to clothing/legacy_accessories
- Reformats under into under/casual, /costumes, /formal, /workwear
folders.
- Changes all /obj/item/clothing/under to use the new clothing render
system
- Annihilates uniform.dmi into a thousand pieces
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🆑 _Shadowcat_
refactor: refactors under clothing to new render system
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
## About The Pull Request
fixes phoronoids spawning without suits and tanks
makes phoronoid suits voidsuits
brings phoronoid suit armor in line with voidsuit armor (since they're
voidsuits now)
gives phoronoid suits two little unique features:
suits tell you your oxyloss on examine, if you're a phoronoid
helmets let you analyze gas of anything you examine
adds phoronoids second language (conlang)
## Why It's Good For The Game
phoronoids are maintained again woo
giving phoronoids unique stuff in their gear is probably fine, given
that species-wise the only thing they have going for them is that they
are a living lighter
they have a second language now
## Changelog
🆑
add: oxyloss monitor to phoronoid suits
add: atmos analyzer to phoronoid helmets
fix: phoronoids spawning without gear
/🆑
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## About The Pull Request
This simply adds the Hazard Bypass Suits to be ordered from cargo.
Adding a pricing to them and delivered in a pair with oxygen and
magboots. Readjusts the weight of the Hazard suit slightly so it doesn't
become a hassle to wear when equipped with magboots, and also adds some
comments in the code for easier to read, organization of voidsuits.
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## Why It's Good For The Game
As of the time being, the hazard bypass suit can't be obtained in any
other way. Since it was intended to be used as a scientist's exploration
suit, I think it'd be for the better for it to be able to be ordered
until added onto maps.
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## Changelog
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🆑 Kade
add: Added the Hazard Bypass suit to be ordered from cargo.
/🆑
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yeah turns out gun refactor wasn't done
- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
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## Gunmen of a Different Caliber (And Species)
Exploration and the station in general have been stuck shooting at
human, totally not syndicate, mercenaries, it is time we begin shooting
at other species and ones that are more politically relevant then the
not-syndicate people. Introducing Tajara guerillas which come in three
varieties representing the Tajara nations they come from. New Kingdom
Bandits, Democratic Republic Guerillas, and People's Republic
Insurgents. In addition, I have added 3 Tajara assault rifles (one from
each nation) and a laser pistol.
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## Why It's Good For The Game
Though we in general want to get away from humanoid enemies, the primary
issue with them is that currently selection of humanoids are faceless
mercs that have no real reason to be there beyond gameplay. The Tajara
factions have far more flavor and more easily readable motivations than
the regular mercenaries and will be essential to events in and around
the Atlas map. POIs involving the new mercs will be added at a later
date likely replacing the remaining merc presence on Miaphus.
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## Changelog
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🆑
add: 3 Tajara humanoid factions with a total of 11 mobs.
add: 3 Tajara assault rifles and a laser pistol.
/🆑
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---------
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## About The Pull Request
The code for the 'Fey Forest' event.
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## Why It's Good For The Game
Just some code and a map for the upcoming event
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## Changelog
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🆑
/🆑
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Co-authored-by: GySgtMurphy <tmiliusis1@gmail.com>
all defibs now defib synths and jumper kits/cables are removed.
## why
why would we make a niche item require two different types for
organics/non organics?
synths shouldn't even need a defib in the first place
do you need a massive capacitor to restart your computer? just plug in
the power? lol?
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## About The Pull Request
Adds a new handgun platform known as AXHS, it comes in two models:
AX59 is a .45 ACP semi-automatic pistol which loads 12-round
double-stack magazines. It comes with a built in light and lanyard loop
(see #6826 for gun attachment code, which this will rely on). It is
issued to Exploration through a dedicated gun case in the points vendor
for 250 points.
AX99 is a .44 Magnum semi-automatic pistol which loads 7-round
single-stack magazines. It has no attachments. Per fluff it is the PMD's
less gimmicky service weapon alongside the very confusingly named
Service Weapon.
This PR also makes the base a45 magazine unused. M1911-based platforms
now load a45/singlestack magazines and all other 45 pistols now load
a45/doublestack magazines, therefore, every code mention of the base .45
magazine have been changed to one of them (or both in the case of random
drops).
Capacity on 9mm pistol magazines has been bumped up to 15 base and 21
extended after discussion with dev chat.
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## Why It's Good For The Game
Exploration may or may not move away from the infinitely rechargeable
phasers at some point, this is just a means to give players an opt-in
alternative.
Just giving them a pistol felt cheap though, so I wanted to provide
something designed for the department with QoL which are primarily the
attachments.
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## Changelog
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🆑
add: Added two new pistols "AX59" and "AX99".
add: Added AXHS Gun Case to the exploration points vendor.
add: Added a new morale poster.
tweak: .45 magazines now split into double-stack (12rnd) and
single-stack (7rnd).
tweak: 9mm pistol magazines now hold 15 rounds (normal) and 21 rounds
(extended)
/🆑
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