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Upstream #2

Merged
merged 796 commits into from
Feb 15, 2025
Merged

Upstream #2

merged 796 commits into from
Feb 15, 2025

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Изменения

🆑

  • add: Добавлено веселье :D
  • tweak: Изменено веселье~
  • fix: Исправлено веселье!
  • remove: Удалено веселье :(

sleepyyapril and others added 30 commits January 29, 2025 20:24
i probably missed a few but someone better than me with markings can fix
'em later

---------

Signed-off-by: Skubman <[email protected]>
Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Lyndomen <[email protected]>
Co-authored-by: Skubman <[email protected]>
Co-authored-by: ElusiveCoin <[email protected]>
(cherry picked from commit 0a2ace172029eb942bed84ed3aa15690eecc0cd8)
simplify this shitcode

i borked it last time, sorry

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
(cherry picked from commit af62f691553f2981ed2e64c256adb5a23750ec88)
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: stellar-novas <[email protected]>
(cherry picked from commit 84c9f16ee2266054c9d2441c4b8a13e25631ef03)
I Hate Pacifist Mantises

# Description

This PR literally just removes the ability of the Mantis to be a
pacifist. He's given a gun and a knife for a reason, his job is a
violent one, makes no sense that he should be able to be a pacifist.

---

# TODO

- [x] Disable pacifism for the Mantis

---

# Changelog

:cl: ShirouAjisai
- tweak: Mantis can no longer be a pacifist

Co-authored-by: ShirouAjisai <[email protected]>
(cherry picked from commit fd8c854964e1b59c9abbc4c8eef04c87a576c8a0)
(cherry picked from commit dc72bc18a499a748f42c9613242b66024bb344ff)
# Description

Blueshield gets the same CPR trait that doctors and the Corpsman get.
SOP says he's responsible for first aid on command so this reflects
that. Plus, wouldn't it make sense for a highly-trained bodyguard to
know basic CPR???

---

# TODO

- [x] Give BSO the CPR trait

# Changelog

:cl: ShirouAjisai
- add: Blueshield Officer now has CPR as a roundstart trait.

---------

Signed-off-by: SixplyDev <[email protected]>
Co-authored-by: ShirouAjisai <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit dac0f4d4067d754722a9cb181d8a605c58c48e70)
🆑
- fix: Other species can pick Cataloguer, Psionic Mantis, and Mystagogue
again.

(cherry picked from commit e6dae9047f8b1dcf4467cac968e0c9a1ddb52ddb)
(cherry picked from commit 7b0f200553a7b29a55dd8f1debf1bff71799b1e8)
(cherry picked from commit c57f3a05abf22120f7669be03136b772230ff55b)
# Description

This PR prevents heads of staff and security members from having
foreigner traits, muted trait, blindness trait, and pacifist trait (only
HoS & Cap cannot be pacifist). These traits are major disabilities and
actively detrimental to their departments & the rest of command staff if
they have them. These traits make them unable to clearly and effectively
communicate or render them unable to do a critical part of their jobs in
the case of pacifist and muted.

---

# TODO

- [x] Security Department can no longer have pacifist, muted, blind,
brittle bone disease, or foreigner traits.
- [x] Head of Security can no longer have pacifist, muted, blind,
brittle bone disease, or foreigner traits.
- [x] Heads of staff can no longer have muted, blind, or foreigner
traits.
- [x] The Captain can no longer have pacifist, muted, blind, brittle
bone disease, or foreigner traits.
- [x] Head of Personnel can no longer have muted, blind, or foreigner
traits.

---

# Changelog

:cl: ShirouAjisai
- tweak: Security Department can no longer have pacifist, muted, blind,
brittle bone disease, or foreigner traits.
- tweak: Head of Security can no longer have pacifist, muted, blind,
brittle bone disease, or foreigner traits.
- tweak: Heads of staff can no longer have muted, blind, or foreigner
traits.
- tweak: The Captain can no longer have pacifist, muted, blind, brittle
bone disease, or foreigner traits.
- tweak: The Head of Personnel can no longer have muted, blind, or
foreigner traits.

---------

Signed-off-by: SixplyDev <[email protected]>
Co-authored-by: ShirouAjisai <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
(cherry picked from commit a2c2fc021345e0f544af05fb4909a2a3ce09fee9)
(cherry picked from commit 3607de2695d763bd7f7ce143f47f04e6a4680ed3)
# Description

- Added the `SkeletonAccent` trait to the `TraitsAccents` item group
prototype (was mistakenly not included)
- Set all plasma tank's output pressure to 5.325 (was 21.3), same as the
smaller plasma internals tank
- Apparently the Output Pressure is not really meaningful for
engineering on plasma tanks so this is just a QoL feature for plasmamen
- Prevent plasmamen from taking the Temperature Tolerance trait that is
useless due to their cold immunity.
- Fix price of uplink mechs due to lack of
Goob-Station/Goob-Station#332
- We absolutely want to bring the Telecrystal Rework here, but for now
reduce the price Pending Rework™.
- space-wizards/space-station-14#30393
(cherry-picked from Wizden)
- Disable the Raise Glimmer objective due to the glimmer rework.

## Media

**Plasma Tank Output Pressure**
<img width=300px
src="https://github.com/user-attachments/assets/4632a93d-25b9-4b16-b941-d7d2b39c2d77">

**Uplink Mechs**
<img width=300px
src="https://github.com/user-attachments/assets/6494d693-ca01-497d-a1bf-784058ffc1f6">

# Changelog

:cl: Skubman
- tweak: All plasma tanks of all kinds now have the correct output
pressure for use as Plasmamen internals.
- tweak: Plasmamen can no longer select the Temperature Tolerance trait
which has no effect since they are already immune to Cold damage.
- fix: Reduced the price of mechs on the uplink.
- fix: Thief game rule now properly selects more than one thief.
- remove: Remove the Raise Glimmer To 500 traitor objective.

---------

Co-authored-by: Plykiya <[email protected]>
Co-authored-by: plykiya <[email protected]>

(cherry picked from commit e9036ff47b6b98a3ccc13602c6042427442c2982)
# Description

Adds the Ghost Bar from Goob LRP. Upon spawn, the character's loadouts
and traits will also be applied as if their job was their Ghost Bar job.

Adjusts the weights for kill objectives, re-enabling the kill objective
and reducing the weight of Teach a Lesson now that there's more things
to do after getting round removed.

Goobstation cherry-picked PRs:
- Goob-Station/Goob-Station#454
- Goob-Station/Goob-Station#464
- Goob-Station/Goob-Station#689 (partially
applied to Ghost bar files only)
- Goob-Station/Goob-Station#963
- Goob-Station/Goob-Station#974
- Goob-Station/Goob-Station#982 (partially
applied to Ghost bar files only)
- Goob-Station/Goob-Station#1288 (partially
applied to Ghost bar files only)

Wizden cherry-picked PRs:
- space-wizards/space-station-14#29103 (for the
foam force rifle that spawns in the Ghost bar)

## Media

**Ghost Bar UI**

![image](https://github.com/user-attachments/assets/e46603b9-1798-4376-8af5-3df518ede76c)

**Ghost Bar In-Game**

![image](https://github.com/user-attachments/assets/14dbdc0a-9d75-487b-994e-1b1eabe7bff3)

Notice how the Ghost Bar character has loadout items in the backpack and
the Skeleton Accent trait.

## Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl: Skubman
- add: Ghost Bar! When you die, you can now go to the Ghost Bar to chill
and talk about the round with other ghosts. (by Aidenkrz)
- add: Foam Force rifle to cargo lottery! (by IProduceWidgets)
- add: Re-enabled the Kill objective for traitors.
- tweak: Reduced the chances of traitors getting the "Teach a Lesson"
objective.

---------

Co-authored-by: Aiden <[email protected]>
Co-authored-by: Rank #1 Jonestown partygoer <[email protected]>
Co-authored-by: IProduceWidgets <[email protected]>
Co-authored-by: Aviu00 <[email protected]>
(cherry picked from commit 0b4ceb21cc406cd39b894afe79decf40c2366369)
(cherry picked from commit 29024181641f8a6bc90566dc2dfdb31029695a3c)
(cherry picked from commit 2b6f8988089c9a7ce116d605542242968a1e1dd2)
ver 0.1 no longer

Co-authored-by: Milon <[email protected]>
(cherry picked from commit 7d345cfc8149064fc6218fdf2800491234d6ed24)
# Description

Allows living people to be cloned. Implements (but does not cherry-pick)
Goob-Station/Goob-Station#932. Whether living
people can be cloned or not can be set with a new CVar
`cloning.allow_living_people`.

Also prevents Plasmamen from self-igniting while being cloned in a
cloning pod. (Lore reason: They are literally submerged in fluids while
being cloned)

Fixes a bug in `EndFailedCloning` that caused the server to crash if the
used biomass was too low:
Simple-Station/Einstein-Engines@02c020b

Fixed a bug that caused the cloning timer to be made twice:
d4620fdcef95e46769cf2dc4a5a02e204e197e00

## Media

Cloned living person

![2025-01-28-093759_hyprshot](https://github.com/user-attachments/assets/0af0737a-6f4d-40af-acf5-ce73754f1420)

# Changelog

:cl: Skubman
- tweak: You can now clone living people.
- tweak: Plasmamen no longer ignite while being cloned in a cloning pod.

(cherry picked from commit 695f47642c674961ca7dc8a343d64d0b2a816280)
(cherry picked from commit aaadc3b7d9bf93200e03a596ce5fef159206ab88)
# Description

I'm adding all new armors for the BSO, the list is as following:
Blueshield Kimono, Blueshield Armor Vest, Blueshield (Winter) Coat
(Open/Closed), and Blueshield Marine Armor. Also I'm giving the
Blueshield a hardsuit, yippee!! Also fixed the Blueshield's loadout
options.

---

# TODO

- [x] Add Blueshield (Winter) Coat (Toggleable)
- [x] Add Blueshield Marine Armor
- [x] Add Blueshield Armor Vest
- [x] Add Blueshield Kimono
- [x] Add Blueshield Hardsuit
- [x] Fix Blueshield loadout options

# Changelog

:cl: ShirouAjisai
- add: Added Blueshield (Winter) Coat (Toggleable)
- add: Added Blueshield Marine Armor
- add: Added Blueshield Armor Vest
- add: Added Blueshield Kimono
- add: Added Blueshield Hardsuit
- tweak: Fixed Blueshield loadout options

---------

Signed-off-by: Skubman <[email protected]>
Co-authored-by: ShirouAjisai <[email protected]>
Co-authored-by: Skubman <[email protected]>
(cherry picked from commit ded3aaa09b5432a3a60691e832406c3113c8c999)
(cherry picked from commit 2419a6229de80a1cdd54ed912149f1e101ba50b5)
# Description

Fixed plasmamen being permanently slowed after their temperature changes
significantly. And slightly lowered their heat damage threshold by -5 C
because why not.

Bug reported after several Plasmamen entered the same room with a
different temperature and all came out with permanent movement slows.

![ahelp](https://github.com/user-attachments/assets/667d4922-e863-44ee-b724-a154fefca4da)

## Technical Details

The default `TemperatureSpeed` component has the following thresholds:

https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Resources/Prototypes/Entities/Mobs/Species/base.yml#L316-L320

At 293 Kelvin it causes a 20% slow, at 280K it causes a 40% slow. Since
Plasmamen have a different normal temperature of 270.15 K instead of
310.15 K, whenever their temperature changes above or below the defined
thresholds they will start to be slowed permanently.

https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Resources/Prototypes/Entities/Mobs/Species/plasmaman.yml#L118-L129

`SharedTemperatureSystem` only sets the temperature slowdown AFTER the
temperature changes above or below a threshold, which caused this bug to
go unnoticed.

https://github.com/Simple-Station/Einstein-Engines/blob/aaadc3b7d9bf93200e03a596ce5fef159206ab88/Content.Shared/Temperature/Systems/SharedTemperatureSystem.cs#L30-L51

This is fixed by setting the Plasmaman temperature speed threshold to
only give a 20% slow at 243 Kelvin, -50 Kelvin less than the default
threshold and way below the Plasmaman default temperature.

```yml
  - type: TemperatureSpeed
    thresholds:
      243: 0.8
```

## Changelog

:cl: Skubman
- fix: Plasmamen will no longer be slowed down near-permanently after
their temperature changes.
- tweak: Slightly lowered the temperature threshold in which Plasmamen
start getting Heat damage.

(cherry picked from commit cc36c01b47e736ff897faf024f4abfd91a510565)
(cherry picked from commit 78e969436df9949886e323c1daacd3e070c41177)
Ever had the rsi diff bot run and tell you there's spaces in file names
in totally unrelated files? Well this should fix that.

(cherry picked from commit ee9802c46b9875c2557ee5f92f7277fc13b089e2)
…es (#1677)

port space-wizards/space-station-14#29224

🆑 CaasGit
- add: Solar panels can now be upgraded with plasma or uranium glass.

---------

Co-authored-by: CaasGit <[email protected]>

(cherry picked from commit d58c83d90970f54fbad108f7cb254cce9d24713c)
(cherry picked from commit ebbada91b5a91c35cfc6daee87341282bd1b3f42)
# Description

I'm going to go put powergamers on suicide watch. This PR makes it so
that specializing in psionic traits, and specializing in cybernetic
traits are both mutually exclusive. You are only allowed to have a
single cybernetric trait if you wish to have psionic traits. And you are
only allowed to have Latent Psychic with no other traits if you wish to
have Cybernetics.

Also fixes a bug with Thermographic Vision not correctly being measured
in seconds. You now get a 2 second pulse with Thermographic vision, as
intended.

# Changelog

:cl:
- tweak: Psionic traits are now mutually exclusive with cybernetic
traits, and vice versa.
- fix: Thermographic Vision now correctly measures its pulse duration in
seconds instead of nanoseconds. It provides a 2 second scan.

---------

Co-authored-by: stellar-novas <[email protected]>
(cherry picked from commit 87eb664fa6e95b659c5753b07115d1aaea82b442)
(cherry picked from commit 3f741b58cb2923b38bd969815f0dc3ac9b882c90)
Howdy, y'all, Here is a quick update for both Meta/Box stations. I just
added the psionics registry computer for Mantis and the Magistrate
Office.

Each command has their Computer ID in their offices now (except the
Captain kind of redundant).

# Changelog

:cl: Mike32oz
- add: Meta/Box stations, added psionics registry computer
- add: Meta/Box stations, added command's office Computer ID
- fix: Meta/Box stations, fixed wires, tiny fan
- tweak: Box Station, Expanded the Docking Bay for Salvage Pathfinder
- remove: Meta/Box stations, antimov at upload

(cherry picked from commit 10288703e1ef433c7b1eba67e7784059a7f3da8e)
SimpleStation14 and others added 29 commits February 15, 2025 00:31
(cherry picked from commit e0b1159fc9cf2ecb4919ce06c23b77c55a98370a)
(cherry picked from commit f8696b57ee0b7d303367ec808b57e13bf0ab0b3b)
(cherry picked from commit ea428d3bfbc59c17689fadbbcbb19d274af6ef41)
# Description

Goddamn do I love Adderall.

This PR lays the entire groundwork needed for the "Glacier Rework", and
it does so by fixing every problem I could think of between FTL and
StationBiome that was preventing it from being a reality. Essentially,
I'm hitting several birds with one stone by refactoring both systems to
be a LOT more flexible. You can technically say that this basically is
also partly enabling Lavaland maps, since I conveniently included
options in the StationBiomeComponent to generate dungeons. Technically a
planet map should probably also have a RestrictedRangeComponent added to
it so that players can't wander so far from the station that they
generate a truly excessive number of entities.

Yes, this does infact mean you can now run Nukie gamemodes on planet
maps.

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/7a3730af-c521-42d4-8abd-5aa5989c369c

</p>
</details>

---

# Changelog

:cl:
- add: Shuttles can now take off and land from planet surfaces. They
however will still respect exclusion zone beacons set by stations. Maybe
in the future there might be a special shuttle (drop pod) that is set to
ignore these exclusion zones.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
(cherry picked from commit fb4ca1af6a48eda92f15b5a70273e27c2c352f22)
(cherry picked from commit 5dce2977b57835591ff00946190cef1af3b236b2)
# Description

Plasmamen receive these changes:

- Density reduced by 13.5% (185 to 160)
- Reference: Human density = 185, Felinid density = 140, Skeleton
density = 130.
- Slash resist increased from 15% to 20%, Piercing resist increased from
25% to 40%
- Reference: Skeletons take 10% more Blunt, 20% less Slash, 40% less
Piercing damage.
- Upon being gibbed or ashed, spew out plasma everywhere
  - Not in changelog to catch players by surprise :trollface:
- Reduce price of extinguisher refill in Loadouts to 5 points to 4
points.

## Why / Balance

Plasmamen are "just" skeletons, so it makes sense that they'd be lighter
than average. But not Felinid-levels of light, because that's not really
the selling point of Plasmamen and would increase their difficulty in an
unintended direction. Why they'd be heavier than Felinids and Skeletons
can be explained by the plasma in their body having a lot of weight.

To compensate, they will get 20% Slash and 40% Piercing resist. For
comparison, Slime People have a 40% resistance to Blunt, a more common
damage type than Piercing. This will give Plasmamen a niche of being
excellent against spears and ballistic weapons especially with
additional armor, while still being vulnerable to Space Wind throwing
Blunt weapons and opponents closing in on them with a Blunt weapon.

## Media

**Plasmaman Gibbing**

https://github.com/user-attachments/assets/bd7c0edc-37dc-4ab4-ab1e-170f78306b24

**New Guidebook Description**

<img width=450px
src="https://github.com/user-attachments/assets/d70ed0ed-e0cd-4079-9d99-4d6bf012ed7e">

## Changelog

:cl: Skubman
- tweak: Plasmamen now have a slightly lower density and thus lower
weight than the average species (this is a nerf).
- tweak: Plasmamen have their Slash resist increased from 15% to 20%,
and their Piercing resist increased from 25% to 40% (this is a buff).
- tweak: The cost of the envirosuit extinguisher refill in Loadouts has
been reduced from 5 points to 4 points.

(cherry picked from commit f6289bf223a570e68bf85f2ffd92c01b9e20f200)
(cherry picked from commit 972a9360e16f6c595e150e5e1d0b930c9ff785a9)
# Description

## **!!! DO NOT "Squash and commit", ONLY "Create a merge commit" !!!**

Merges some PRs from The Den, YML changes only:
- TheDenSS14/TheDen#168
- Change: Added the new Loadout items to the appropriate
CharacterItemGroup prototypes.
- TheDenSS14/TheDen#202
- Change: Converted owl hooting from stereo to mono to fix console
errors.
- TheDenSS14/TheDen#203
- TheDenSS14/TheDen#205
- TheDenSS14/TheDen#220
- TheDenSS14/TheDen#224
- TheDenSS14/TheDen#236
- TheDenSS14/TheDen#246

Mapper-only PRs:

- TheDenSS14/TheDen#247
- TheDenSS14/TheDen#250

## Changelog

:cl: The Den Contributors
- add: Added a Trooper Uniform and Hat for Security use. (by Rosycup)
- add: Harpies have gained the ability to hoot. (by KyuPolaris)
- add: Added ability for Arachne to produce silk. (by KyuPolaris)
- tweak: Tweaked tool belts to take more tools and mantis belts to be
able to fit certain epistemics tools. (by Rosycup)
- add: Hopping, that's it. *hop and *hops now triggers the jump emote.
(by KyuPolaris)
- fix: Shadowkin are now able to select Psionic Power traits without
taking the Latent Psychic trait. (by Rosycup)

---------

Co-authored-by: Rosycup <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Tabitha <[email protected]>
Co-authored-by: KyuPolaris <[email protected]>
(cherry picked from commit 19ea863353222d210c1b646fe7333dc98ed0cf3b)
(cherry picked from commit 493a53a4a2ae95901fb38e8552676d2339b459bc)
# Description

Adds a .20 rifle rubber ammo box to the bartender loadout. This brings
the Argenti in line with other bartender weapons which can come with
extra ammo.
Also adds an age requirement to the Argenti, repeater rifle, and .45
magnum rubber ammo box to comply with space law.

---

# Changelog

:cl:
- add: Added .20 rifle rubber ammo box to bartender loadout
- add: Added age requirement to Argenti, repeater rifle, .45 magnum
rubber ammo box

---------

Signed-off-by: GNUtopia <[email protected]>
(cherry picked from commit a2d2a3e642f561ee9a8e2d4bee377f0eba8ba16d)
(cherry picked from commit accd8d7bcf1e9f6465b64836b52350d7a3b3c471)
ENABLES WAROPS

<!--
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# Description

<!--
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Turns war ops back on since delta-v turned them off apparently.

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---

# Changelog

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:cl:
-tweak: reenabled war ops

---------

Signed-off-by: EctoplasmIsGood <[email protected]>
(cherry picked from commit c515cc5117f24463db2cf5bc849a239fd08c4975)
(cherry picked from commit df97ba599d3f450f3df9e3b1e0db0536a6c3f561)
<!--
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# Description

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Ports space-wizards/space-station-14#27110

---

# Changelog

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:cl: Erisfiregamer1
- add: New chemical, Sedin. It restores seeds on plants 20% of the time
with other adverse effects included.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Eris <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
(cherry picked from commit ed593f070a579a47f2e8800d4a5191741971b3b9)
(cherry picked from commit 969b5272b99011a2b8574b1d3d8ff723220921cc)
# Description

This was actually suggested by Goob MRP, and a lot of my maintainers
liked the idea. This PR removes the Nonlethal Ammunition research, and
makes all non-lethal ammunition into roundstart static recipes for the
Secfab. It turns out part of the reason why Secoffs were always so keen
on using lethals was because they simply had no way of getting nonlethal
ammo from the warden at roundstart. The other "Nonlethal Weapons" that
previously shared the research with rubber boolits were instead moved to
their respective weapon researches.

# Changelog

:cl:
- tweak: Nonlethal Ammunition research has been removed. Instead
Security Techfabs can manufacture rubber bullets at roundstart.

(cherry picked from commit 20dc60d2c381f814c5fdc34626bf303197227d08)
(cherry picked from commit ef8e0dd1a6747960920214bebd7a9c41e59f67a6)
# Description

This brings over the "Telecrystal Rebalance". To make the TC costs more
granular, nearly all values for TC costs have been multiplied by 5x,
including the starting TC amounts for each type of uplink. Additionally,
Nukies no longer spawn with any of their tacsuits, and have had the cost
of said tacsuits refunded as 50 additional TC. Finally, since the
Commander and Medic no longer spawn with their respective tacsuits,
they've been put into the uplink as new bundles(which traitors can buy
as well).

I figure its about time the nukies get some love seeing as on MRP
they're facing against Security who can buy an N1984 in their loadouts.
Next PR I'm probably going to even further mess with the cost of guns by
separating out the guns from their magazines, and adding options for
buying more "Special Ammo" types to replace them. Such as for instance,
a "Rubber Ammo Bundle" for Nukies, or a more expensive "Incendiary Ammo
Bundle".

# Changelog

:cl:
- tweak: Added the "Telecrystal Rebalance" from Goob.

(cherry picked from commit 7d8c047e84173b2d8d6de7e003e2e851f4029b1c)
# Description

Re-adds the missing recipes to the industrial ore processor which were
removed by accident in
Simple-Station/Einstein-Engines#1737.

Also adds a missing localization string for `materials-raw-diamond`.

## Media

**Updated industrial ore processor recipes**

<img width=330px
src="https://github.com/user-attachments/assets/da0c68ee-c3fe-44e4-be9f-54a142e20337">

**Missing localization**

<img width=350px
src="https://github.com/user-attachments/assets/91220ada-a2cb-4033-9d2e-8d57d33b94ef">
<img width=350px
src="https://github.com/user-attachments/assets/89842b0d-a424-448e-a49f-fa69d4297e0d">

## Changelog

:cl: Skubman
- fix: The industrial ore processor can now make plasteel, uranium
glass, reinforced uranium glass, and refined diamonds again.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>

(cherry picked from commit 72d55a70b443c06c3ced84d0994233e3d76e3138)
(cherry picked from commit 07fb22ba01a7ccca3c94e60c8dbe83f6cdd6058e)
(cherry picked from commit a0c062e5df95216102fe4c8bfecbfefe13743c38)
nothin' crazy

(cherry picked from commit 7ca8b2f5ddddd9587e91582d48f3eac2d1e2a555)
The last update to mapping stuff for Glacier prep was merged before I
could push a fix for shuttle FTL.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
(cherry picked from commit 605cb3e832fef6e46e7b8b7ad101339f94560480)
# Description

Adds the Justice coms channel to AI.

---

# Changelog

:cl:
- tweak: Station AI now has access to the Justice channel

(cherry picked from commit 411c58ef3398953681c62ad4b63fbb019faff8fc)
…ps (#1778)

# Description

Rune of rejuvenation was trying to heal the group damage type and not
the specific damage types resulting in no healing for any brutes, cold,
or shock. Changed to the specific types of damage to actually heal. The
healing is probably a bit low especially if you get mag dumped or
laser'd but it works and can actually revive people now.

---

:cl:
- fixed: Rune of Rejuvenation to actually heal brutes, cold, and shock

(cherry picked from commit d749234b32efa9de5c4e059ee4cfc0d6a47ee3b5)
(cherry picked from commit 21500f393f638b4eb0c77d920e75c810b057a78f)
@Spatison Spatison merged commit af3e902 into master Feb 15, 2025
7 of 8 checks passed
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