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UPDATE: Обновляемся до последней версии офов #1306

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merged 345 commits into from
Dec 29, 2024

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@MrCat15352 MrCat15352 commented Dec 27, 2024

ПР делает что-то умное
ATTENTION! MASS OVERDRIVE UPDATE TO LATEST VERSION SHIPTEST!
На данный момент все готово, кроме карт, их надо чинить.

  • Pull Request полностью завершен, мне не нужна помощь чтобы его закончить.
  • Я внимательно прочитал все свои изменения и багов в них не нашел.
  • Я запускал сервер со своими изменениями локально и все протестировал.

FalloutFalcon and others added 30 commits December 27, 2024 15:50
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deal with cell sizes, snowflaked gun inits for diffrent mags and evil
subtypes
a basic unit test to make sure it works
you can now pass a arg to empty a guns, ammo boxes, and cells in new so
we don't need 8 billion sub types for that.
using that, gun cases now are easier to make and have a sub type which
grabs guns from the tile its on for mappers.

cool regex if stuff conflict merges
cell_type = (\/[\w\/]+)    or    mag_type = (\/[\w\/]+)
default_ammo_type = $1\n\tallowed_ammo_types = list(\n\t\t$1,\n\t)

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:cl:
fix: ammo
refactor: refactored ammo types to not be snowflaked when handling
spawning subtyped guns
/:cl:

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## About The Pull Request

TODO:

- [x] Actually implement claymores (should we let players have
them?)(Cargo?)

- [x] Remove weird sprite shim I made when world icons are merged, add
world icons to mines

- [x] Sprites (this time we actually need them since the placeholder
ones are tgmc & I didn't ask for permission)

Adds Mines that explode when an object passes in front of them & fire an
ammo casing in that direction.
Adds claymores as an implemented example of this- short range, shreds
people at point blank.
Adds World Icons to normal Mines

I had to do some tweaking behind the scenes to implement mobless casing
firing- but I'm pleased to say that fire_casing() can now deal
emotionally with being handed a null user.

Also minorly tweaks explosion devastation, so heavy explosions can only
strip tiles that have already been damaged
You can still immediately strip tiles with devastating explosions
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## Why It's Good For The Game
FRONT TOWARDS ENEMY
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## Changelog

:cl:
add: Directional Mines, implemented as Claymores.
add: Mines now have World Icons
balance: explosions now only strip to space when a tile is already
damaged
fix: Prox mines explode from slightly further away & no longer activate
through walls.
fix: Multiple mines can no longer be stacked on a tile
code: fire_casing() can now be called by non-mobs, allowing objects to
shoot casings.
/:cl:

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## About The Pull Request
This pull request is focused on ERTs. It does not add any ERT
subshuttles. It does the following:
* Removes the /centcom series of outfits (ERTs, dsquaddies, inspectors,
and so on) because the system wasn't a subtype of job outfits and was
Old. It does not remove their content.
* Adds the outpost_access boolean to ERTs, which determines if ERT
members should be given access to the outpost.
* Does some Misc things:
  * Subtype of CM-15 mag with inc ammo.
  * Subtype of CM-5 mag with rubbershot ammo.
  * Changes up the loot in the ramzi commando outfit a bit.
  * Adds a bunch of subtypes of webbings with ammo.
  * Smokebombs no longer have dead memes in their desc.
* Adds and changes a bunch of fucking ERTs:
  * Indies

![indie_erts](https://github.com/user-attachments/assets/4a6f52ac-591d-4189-bede-89ab41799f2b)
* Deathsquad was moved to here. Also, they get a janitor and pizza
delivery team, plus an EVA variant of the EMT team.
  * Roumain

![srm_erts](https://github.com/user-attachments/assets/d5299176-def8-4988-8814-c844216f0dc3)
* This was originally the primary focus of this PR. There's two teams to
choose from:
* A hunting party, composed of a Montagne, a Machinist, a Doctor, and
some Hunters.
* A defense militia, composed of a Montange, a Colligne, a Machinist, a
Doctor, and some Hunters. The hunters this time have a variety of ouchy
hurt guns, notably the Montange with a two-bore.
  * CLIP 

![erts_clip](https://github.com/user-attachments/assets/839eb885-7da8-4645-ac1f-12a410bd895e)
* CLIP kind of stole the spotlight from Roumain, with a whopping 6 teams
to choose from:
* Standard team, with a Sergeant, Corpsman, Gunner, Engineer, and the
common Minutemen. EVA Variant included.
      * An inspector. For your Inspector ERT needs.
* A BARD Field Team, with some BARD Field Agents, so you can prove that
damn poster wrong.
* A BARD Emergency Team, with Fire, Medical, Xenofauna Specialists and
Master Sergeant, so you can prove that damn poster right.
* A C-MM Military Police team, with a riot variant, so you can keep safe
all of the above.
      * A C-MM Media team, so you can take photos of all of the above.
  * Inteq

![inteq_erts](https://github.com/user-attachments/assets/44807c24-1c5b-462c-bd5c-525ac62fc6e8)
    * Inteq has three ERTs to choose from:
* A run-of-the-mill team, composed of a Vanguard, Artificer, Corpsman,
and some Enforcers. EVA variant.
* A honor guard team, standing in as a military police team and
defending any notable figures.
      * A mothership investigator. Inspector ERT.
  * SolGov

![erts_solcon](https://github.com/user-attachments/assets/8b0cd506-69aa-4ab9-a0a8-7425f659cff6)
    * I didn't do much here. Inspector has some cooler gear, I suppose. 
  * NGR

![syndie_erts](https://github.com/user-attachments/assets/02d90da3-f42a-4470-a3a9-a9db84fdf2f5)
* The NGR ERT got updated to use their up-to-date gear, of particular
note the Marksman and Grenadier.
    * They also get an official for Inspector ERT Needs.
  * Cybersun
    * Cybersun wasn't touched much.
    *  Brand new Hardliner ERT. 
    * Cybersun Representative, Inspector ERT.
  * PGF

![erts_gezena](https://github.com/user-attachments/assets/8e07f655-5222-4910-ba05-bc47bd28e252)
* The PGF gets a standard team, with a Gunner, Medic, Engineer and
Gunnery Sergeant.
    * There is a Federation Observer, which is the inspector ERT.
  * Ramzi
* Ramzi has a single ERT to choose from. This basic team should not be
underestimated; it has a Demolitionist with a rocket launcher, a Medic
with combat simulants, a Leader with access to varying types of shotgun
ammunition, and Cell Members with explosives to spare. If they know how
to use their gear right, they might not die in a Vaquero airlock.
  * Fronties

![erts_fronties](https://github.com/user-attachments/assets/8d32dd49-a3a3-4f14-b04e-3af181a47e6b)
    * The Frontiersmen now have four ERTs to choose from: 
* A basic team, with Illestern Riflemen and an Officer. There's an
unarmed variant if you want to equip them yourself.
* A raiding team, with Riflemen, an Engineer, a Medic, and an Officer.
Balanced, probably.
* Shock troops, with a Sentry, a Flametrooper, Shock Medic, Shock
Officer, and SKM Riflemen. Finally, the sentries see some use.
* A randomized team. The chances and equipment were reviewed a bit so
you have more chances of getting something Fun instead of Nothing.
  * NT

![nt_erts](https://github.com/user-attachments/assets/aaab7554-ca7b-4be3-b3a9-d8bad55d317a)
* Practically every NT ERT has been killed off except a Vigilitas
security team, an N+S delivery team, and CentCom's last stand - the
inspector ERT.

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## Why It's Good For The Game
please play SRM

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## Changelog

:cl:
add: A lot of ERTs and ERT remasters, including Fronties, Ramzi, PGF,
NGR, Indies and whatnot
del: Most Nanotrasen ERTs have been shelved pending assets
del: Smokebomb randomized descriptions
/:cl:

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---------

Signed-off-by: meem <[email protected]>
Co-authored-by: rye-rice <[email protected]>
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## About The Pull Request
REFERENCE OBLITERATION SUTRA(FIVE PALM STRIKE) (UNAVOIDABLE TECHNIQUE)
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## Oops
I should be demoted
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## Changelog

:cl:
fix: cleans up mine wire datums on mine deletion
/:cl:

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## About The Pull Request
Fireaxe now cheaper
Fireaxe can be sold in greater amounts
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## Why It's Good For The Game
It's stupid that a melee weapon/tool is sold for nearly as much as
Actual Rapid Fire Weaponry
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## Changelog

:cl:
balance: Fireaxes on the black market now cost less. Thanks Kiirv-Waha!
/:cl:

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Co-authored-by: Erika Fox <[email protected]>
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requsted by thgvr
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:cl:
code: better pr labeling for ships and ruins
/:cl:

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## About The Pull Request
![StrongDMM-2024-10-06 19 02
02](https://github.com/user-attachments/assets/f44a57a7-ef44-4696-8c08-c00a2ba63367)
![StrongDMM-2024-10-06 19 02
03](https://github.com/user-attachments/assets/4b862d9e-13b7-486f-83ca-c5de470dc7ca)


![dreamseeker_qhkyYgbpdx](https://github.com/user-attachments/assets/2f4dd01a-527e-4e9f-bd70-ec9ad8653d73)

![dreamseeker_8jf3u0ZlwA](https://github.com/user-attachments/assets/d7e3b7ac-1e96-4b32-b3bc-a6e213c648db)

![dreamseeker_jJx71tKdzb](https://github.com/user-attachments/assets/16b5a426-d622-4059-926c-151ce0a41e61)

Adds the Raleigh Class Corvette - a century old design manufactured by
Kasagi-Fischer for yuppie solarians, and now retooled for usage as a
mercenary vessel.

Originally sold as a 'Safari Ship', or a 'Yacht' in some markets, the
strange shape and relative quality of the design made it very appealing
for usage by unaligned mercenaries forces, with the vessel capable of
carrying a small complement of supposedly professional soldiers.

The Raleigh supports a crew of:
1 - Captain
1 - Lieutenant
1 - Engineer
3 - Troopers
1 - Recruit (random guy we found)

The Raleigh's gear includes:
1 - E40
1 - Cobra-20
2 - Ringnecks
Assorted Machetes
The Yuri Room
The Gambling Room
The Emergency Medical Hologram


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## Why It's Good For The Game

Adds a combat/rp focused ship for mercenaries that's |not| inteq. Think
of all the possibilities.
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## Changelog

:cl:
add: Kasagi-Fischer has begun a new production run of the venerable
Raleigh-class Corvette. See your purchaser's manual for more
information!
/:cl:
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---------

Co-authored-by: Erika Fox <[email protected]>
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## About The Pull Request
Remasters the currently removed and unpersoned wasteplanet tradepost
map. You have never seen this pr before.

![dreamseeker_aqYq8vThLj](https://github.com/user-attachments/assets/2b3ae689-252a-474a-abe2-bf5a8afbce15)
![StrongDMM-2024-10-17 17 39
28](https://github.com/user-attachments/assets/940321b0-c2b4-4f5c-af96-e093230e679f)
![StrongDMM-2024-10-17 17 40
03](https://github.com/user-attachments/assets/f52f8596-e3b0-4930-bce0-994147f0a1ca)


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## Why It's Good For The Game
A 'new' ruin of decent quality and some more mapgen options should
enrich the experience.
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: Erika Fox
add: An abandoned tradepost has been located in the system. Investigate
nearby waste worlds for more information.
add: preburnt flares
/:cl:

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---------

Signed-off-by: Erika Fox <[email protected]>
Signed-off-by: Erika Fox <[email protected]>
Co-authored-by: Erika Fox <[email protected]>
…3#3592)

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Simple humans now pull armor values from armor, currently set as
whatever they appear to be wearing
The armor_base variable has a vv intercept to update armor values
automatically for bus

Intuitive that the guy wearing super heavy armor dies to AP rounds and
not 3 shotgun shells

:cl:
balance: simple humans now have as much health as normal humans! This
makes them weaker!
balance: simple humans now also benefit from their armor as much as
normal humans! This makes them stronger!
/:cl:

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---------

Signed-off-by: Theos <[email protected]>
Signed-off-by: rye-rice <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]>
Co-authored-by: rye-rice <[email protected]>
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## About The Pull Request

This PR modifies the search algorithm for points of interests so that
the real name of a character, e.g. "Kristina Dryden" is what gets passed
to the search function, instead of a character's "full name", e.g. "calm
human woman".


![vf7sJJ034D](https://github.com/user-attachments/assets/59b9381b-f49d-4564-a8b7-e33653706693)

The sorting algorithm seems to take jobs as the sorting parameter,
instead of real names. As of right now, the portion of code that causes
this to occur still eludes me.

## Why It's Good For The Game

This felt like a minor oversight to me. It feels clunky to search for a
character's name and have the search return no results because the
search function had been looking for a character's _attributes_ instead.

## Changelog

:cl:
fix: fixed the orbit menu search function so that names work again
/:cl:

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Adds sprites for snouted balaclava variations (all sprites by moffball).

Also adds a short snout variant, for Elzuose (coded with the help of
@rye-rice). Comes with balaclava sprites for Elzuose as well (sprites
also by moffball).

(Top to bottom: Combat Balaclava, Inteq Balaclava, NGR Balaclava, NGR
Facemask, Balaclava)

![image](https://github.com/user-attachments/assets/f6b5cb36-c2d1-4c25-9b40-34c5cb2ea0f8)

Sarathi and Elzuose would no longer have weird clipping while wearing
these masks :)

:cl: MemeSnorfer and Moffball
imageadd: Snouted balaclava sprites for both Sarathi and Elzuose
code: Elzuose snout type, for use with mask sprites
/:cl:
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## About The Pull Request
Gonna try this out to see if it improves how Kepori actually feel. I
don't really think straight up taking more damage is an interesting
downside, considering their only upside was being a little faster. This
also greatly lowers the movespeed modifier.

Personally I don't really think it's a good idea to have a straight
numbers modifier as a nerf like this, considering we balance things
without even thinking about this. Projectiles and mob attacks do a high
amount of damage, and it's all but guaranteed to break or completely
disable a limb in one hit. With limb armor being fairly rare to come by,
and the area a projectile/melee targets having RNG on where they
actually hit, it's not actually that interesting.
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## Changelog

:cl:
balance: Removed Kepori damage modifiers.
balance: Decreased Kepori move speed modifier. (They are still a bit
faster than average)
/:cl:

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## About The Pull Request
Newscasters can now check your ID through a wallet.
Newscasters no longer display your job.
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## Why It's Good For The Game
functionality
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worth adding. -->

## Changelog

:cl:
fix: Newscasters can now read IDs through a wallet.
/:cl:

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---------

Co-authored-by: Bjarl <[email protected]>
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## About The Pull Request

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Changes the vote sound to announce_dig.ogg


## Why It's Good For The Game

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worth adding. -->

The current vote sound is easy to miss, and I think this one might be
better as it's a longer and louder tone.
## Changelog

:cl:
add: Vote sound changed to announce_dig.ogg
/:cl:

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## About The Pull Request
Title.
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merging your PR! -->

## Why It's Good For The Game
A magical power is stopping you from bandaging that moth because they
already died. Kinda goofy I'd say?
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
tweak: Medical stacks now work on corpses.
/:cl:

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…st-ss13#3600)

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not be viewable. -->
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## About The Pull Request

Credit: Naksu, octareenroon91, and vuonojenmustaturska for the original
plasma shard sprites.
Original PR is here:
[https://github.com/tgstation/tgstation/pull/40327](https://github.com/tgstation/tgstation/pull/40327)

This change adds plastitanium shards and lightly modifies plasma shards.

**Plastitanium shards**
| plastitaniumlarge | plastitaniummedium | plastitaniumsmall |
plastitaniumtiny |

|-------------------|--------------------|-------------------|------------------|

|![image](https://github.com/user-attachments/assets/2196d5be-b8f5-4879-bc00-20b92a25de5c)|![image](https://github.com/user-attachments/assets/341a3a00-1213-4d7e-9792-5ac47ba70539)|![image](https://github.com/user-attachments/assets/91ac24fb-b9bd-415d-804c-07bbb3a54546)|![image](https://github.com/user-attachments/assets/9424b468-fbd9-4507-8db3-94becfe45272)|

**Plasma shards**
| before
|![image](https://github.com/user-attachments/assets/553d1c11-9ecc-401e-869c-0cd9701ca015)|
|--------|---|
| after
|![image](https://github.com/user-attachments/assets/e4f02d01-628d-443c-8765-4e457ab1a13c)|


## Why It's Good For The Game

Plasma shards were modified because it seemed to me like there were a
few artifacts that remained in the sprite. These have been cleaned up.

As for the plastitanium shards, they have been added in order to make
things a little more consistent. Currently, if a plastitanium window is
broken, plasma shards are dropped. This change should fix that and make
it so that if a plastitanium window is broken, a _plastitanium_ shard is
dropped.

![image](https://github.com/user-attachments/assets/512dc9a9-9b17-4a49-bece-dd583bacd977)

All of the glass shard sprites will likely need to be touched up in the
near future, but this may serve as an okayish backbone for future work.
My spritework here may not be the best, so please critique it if it can
be improved.

## Changelog

:cl:
add: Added plastitanium shards
fix: fixed some artifacts in the plasma glass shard sprites
/:cl:

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## About The Pull Request

Design disks work again

## Why It's Good For The Game

This is probably going to die before Christmas but we should have
features that work

## Changelog

:cl:
fix: Design disks work again
/:cl:
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Refactors lootdroppers, giving them a fresh coat of paint from
tgstation/tgstation#60522
Ports docking port sprites from
tgstation/tgstation#82729
I also tweaked some of the mapping helper's icons.
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
refactor: refactored some mapping stuff including random spawners!
/:cl:

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## About The Pull Request
shiptest-ss13#3558 accidentally ported the JSON log support for qdel logs, despite
the fact we still use old normal logs. This moves us back to the version
we support, and also adds support

## Why It's Good For The Game
qdel logs are nice to have for gauging prevalence of harddels

## Changelog

:cl:
server: qdel logs work again
/:cl:

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updates a few of the logs to be more useful and ands a few new ones
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
add: Faction statistics are now logged to the blackbox
del: Removes some cruft, red and blue team radios, out date/useless
database logging station trash cleaned
/:cl:

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---------

Co-authored-by: Sun-Soaked <[email protected]>
…ptest-ss13#3572)

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I didn't get them all in my last PR, apparently. Also throws in some
minor tweaks for ambiguity and such detected by the OpenDream parser
since I was messing around with that at the time.

Also adds OpenDream linting to CI because why not.

Ports:
tgstation/tgstation#81892 (which is in turn from Para and Goon)
tgstation/tgstation#82029
BeeStation/BeeStation-Hornet#11464

tgstation/tgstation#86510
tgstation/tgstation#83255
tgstation/tgstation#78225
tgstation/tgstation#78265

Fixes: shiptest-ss13#3530
Harddels still bad, OpenDream good

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---------

Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: san7890 <[email protected]>
Co-authored-by: PowerfulBacon <[email protected]>
Co-authored-by: Jordan Dominion <[email protected]>
Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: distributivgesetz <[email protected]>
Co-authored-by: Aleksej Komarov <[email protected]>
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
New ship, hooray!
This one is kinda quirky - it's a mining ship, but without any miners.
It's main focus is on the drilling mechanic, which means it has extended
engineering and security.

**TODO:**
- [x] ~~fix the airlock in the back~~ for the most part, it works. It's
as broken as the AACs are.
- [x] desc
- [x] get the ballistic goggles in
- [x] Do the bridge again.
- [x] Newscasters 

<details><summary>Screenshots:</summary>
<p>


![scrnshot1](https://github.com/user-attachments/assets/7aab5f85-9ebc-4563-ac63-3875f8e3177a)

![StrongDMM-2024-10-17 16 26
54](https://github.com/user-attachments/assets/ae47312c-8e09-4216-afa1-9c5abc64eb9d)

![StrongDMM-2024-10-17 16 26
56](https://github.com/user-attachments/assets/2ff18d92-2952-44b9-8be1-9ba863652b5a)

</p>
</details> 

Main features:
- Roundstart drill.
- A Talos-style maint that can be used for engineering projects.
- Strong guns for an indie ship - 1 Indie Cobra, 1 HP Hellfire, 2 HP
Detective Specials.
- Roundstart angle grinders.

Crew manifest:
- 1x Captain
- 1x Foreman
- 2x Technician
- 2x Security Detail
- 2x Deckhand

Desc revised by apogee <3
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
This ship gives indies three new niches at once: drilling focus,
engineering focus, potential for some sec gimmicks. Also has gear for
salvaging.
Also gives indies a Hardline ship at last.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Added the Scarab-class Heavy Mining Ship
/:cl:

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not be viewable. -->
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request process. -->

## About The Pull Request
Upgraded these as it was blocking my ability to commit, not realising
that the bootstrapped python isn't set up to get a specific version of
python on linux hosts. sigh


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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: FalloutFalcon <[email protected]>
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not be viewable. -->
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request process. -->

## About The Pull Request
ports
tgstation/tgstation#51653
tgstation/tgstation#55881
tgstation/tgstation#55908
from tgstation. adds wires to recorders
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Tape recorders r cool.

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: Erika - porting from /tg/ mostly.
add: Tape Recorders now have a radial menu when used
add: Tape recorders now make noises
add: Tape recorders now have wires (can be remotely used) 
/:cl:

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---------

Co-authored-by: Erika Fox <[email protected]>
Co-authored-by: Sun-Soaked <[email protected]>
…13#3645)

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not be viewable. -->
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request process. -->

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

:cl:
fix: no more constant odditys
/:cl:

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---------

Co-authored-by: Sun-Soaked <[email protected]>
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## About The Pull Request
Cleans up 3 potentially harddel causing references, specifically
-particle_holders deployed when a mob is bleeding or obj is burning
-snake in my boot

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
WAITER WAITER
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: cleans up 3 potentially sticky refs
/:cl:

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---------

Signed-off-by: Sun-Soaked <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]>
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not be viewable. -->
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## About The Pull Request

Changes the name of plasmaglass shards from "purple shard" to
"plasmaglass shard" and the name of plastitanium glass shards from
"beige shard" to "plastitanium glass shard".

## Why It's Good For The Game

It does not fit with the current naming convention for items for these
shards to be vaguely named based on their color. This change would help
these shards make more sense.

## Changelog

:cl:
add: Added better names for some material shards
/:cl:

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- Fixes .299 Eoehoma being 5 per stack instead of 15
- Fixes 5.56x42 CLIP being 5 per stack instead of 15
- Rebalanced the tinyass .22lr bullet stacks to be 25 instead of 15, for
100 rounds per box
- Changed the ammo can to be bulky and lets it hold 4 ammo boxes, fixes
pre-spawned ammo cans to actually fit ammo boxes
- Ammo cans can only hold ammo and explosives
- Fixed a few icons and descriptions for ammo boxes
- Fixed 12g beanbag to actually have beanbag inside / along with 12g
rubbershot
- Increased the speed of reloading until we get loading benches
- .22 is out of the black market since its in cargo

Fixes a bunch of stuff leftover from Bulletstacks. Rebalanced a few
ammostacks to actually be usable with their guns. You will no longer
have to stand in place for 3 minutes to reload a single Pounder panmag.
Bug fixes good.

:cl:
balance: .22lr is now 25 per handful instead of 12
balance: Reloading speed from stacks doubled
balance: Increase ammo can to bulky and lets it hold 4 normal-sized
ammoboxes, can only hold ammo and explosives.
balance: Adjusted price of .299 Eoehoma slightly, adds a second box to
the cargo order since its 60 instead of 120
fix: Fixes a bunch of bullet stacks to have correct numbers
fix: Larger handfuls (.22lr)
fix: Mapped in ammo cans now hold their boxes
fix: 12g beanbag now has beanbag instead of rubber + beanbag
fix: Ammo box icons and descriptions
del: Removed .22lr from the blackmarket. Its in cargo already.
/:cl:
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## About The Pull Request

Balances the HEDP round to be more anti-armor, less Fuck You Get Gibbed

Makes the Hammer have no safety.

Makes weapons with no bolt un-rackable. Hides the rack text so you don't
get a prompt to do it
Restores old "use hand on boltless weapon" behavior to weapons with no
bolt

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Balance + Usability Change

## Changelog

:cl:

balance: Hammer RPGs should no longer annihilate you completely. Just
partially.
fix: Weapons with no bolt can no longer be racked. Use your hand on them
instead

/:cl:

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---------

Signed-off-by: Erika Fox <[email protected]>
Co-authored-by: Erika Fox <[email protected]>
Co-authored-by: Theos <[email protected]>
generalthrax and others added 2 commits December 27, 2024 17:25
## About The Pull Request

Makes it so that molotovs cannot use themselves to complete their own
recipe. Replaces the singular instance of a mapped in molotov with a
variant that is actually full of fuel.

Fixes shiptest-ss13#3598

## Why It's Good For The Game

Annoying when you're looking to craft multiple molotovs. Lets admins
spawn in molotovs that actually have fuel and lets mappers put filled
molotovs into maps.

## Changelog

:cl:
add: Filled subtype of Molotovs
fix: Molotovs can no longer be used to craft themselves
fix: Mapped in Molotovs are no longer empty
/:cl:

---------

Co-authored-by: github-actions <[email protected]>
🆑
balance: Girders on wasteplanet walls are no longer more durable than
the walls.
/🆑

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@MysticalFaceLesS MysticalFaceLesS added 💬 TGUI Кто-то решил потрогать интерфейсы 🗺 Мапинг Это чисто карты, карта... 🎨 Спрайты 🎨 Есть спрайты 🔊 Звуки 🔊 Изменения звуков 🧱 Код 🧱 Изменения .dm файлов 🔮 Конфиги 🔮 Конфиги изменены.. Но зачем? 🏭 Github 🏭 Изменения .github файлов 🔵 Требуется проверка 🪓 ТРОГАЛИ CORE-CODE 🪓 Ты трогал офовский кор код! Внимание! labels Dec 27, 2024
@MrCat15352
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Я не мог нормально обозначить этот ПР. У меня ноут умирает при виде его

@MrCat15352
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Короче, осталось починить НАШ МОДУЛЬ

@MrCat15352 MrCat15352 changed the title ATTENTION! MASS UPDATE: Обновляемся до последней версии офов Dec 27, 2024
@MysticalFaceLesS MysticalFaceLesS added the ❗ PR НЕ МЁРЖИТЬ ❗ PR НЕ МЁРЖИТЬ label Dec 28, 2024
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Pull Request содержит конфликты. Устраните их, чтобы мы смогли оценить и принять запрос.

@MysticalFaceLesS MysticalFaceLesS added the ☠Слияние с ОФАМИ☠ PR говорит сам за себя. Подтягиваем последние обновы офов... Да хранит нас дядя Целадонский label Dec 29, 2024
@MysticalFaceLesS MysticalFaceLesS merged commit f22fe96 into CeladonSS13:beta-dev Dec 29, 2024
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☠Слияние с ОФАМИ☠ PR говорит сам за себя. Подтягиваем последние обновы офов... Да хранит нас дядя Целадонский 🏭 Github 🏭 Изменения .github файлов ❗ PR НЕ МЁРЖИТЬ ❗ PR НЕ МЁРЖИТЬ 🎨 Спрайты 🎨 Есть спрайты 💬 TGUI Кто-то решил потрогать интерфейсы 🔊 Звуки 🔊 Изменения звуков 🔮 Конфиги 🔮 Конфиги изменены.. Но зачем? 🔵 Требуется проверка 🗺 Мапинг Это чисто карты, карта... 🧱 Код 🧱 Изменения .dm файлов 🪓 ТРОГАЛИ CORE-CODE 🪓 Ты трогал офовский кор код! Внимание!
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