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zimon9 and others added 8 commits December 3, 2024 13:06
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request process. -->

## About The Pull Request

All energy weapons now come with a retainment clip for their energy
cells, if their cells are designed to be removable. After a cell is
unlatched, a user will be able to remove the cell like as they would a
magazine from a ballistic weapon. However, one must remember that these
retainment latches were designed into these weapons for a reason. Firing
one with a latch hanging loose will likely cause the cell to fall out
and/or disconnect due to jostling.

In order to latch or unlatch a retainment clip, one must alt-click on
their weapon.

If one is using a dual-mode weapon, such as an E-40, they will need to
switch to laser mode in order to latch and unlatch the retainment clip,
and remove the cell.

If one has attachments on their weapon, you'll need to remove the cell
on their weapon before attempting to remove an attachment. For the E-40,
one simply needs to swap to the ballistic mode in order to do that.

A line indicating the latch status was added to the examine text of
energy weapons.

![image](https://github.com/user-attachments/assets/5bd8d99b-c066-4664-a6e0-6584fe11667f)

This PR also slightly modifies the examine text of the E-40 to include
cell charge characteristics.

![image](https://github.com/user-attachments/assets/5bfadcd4-1ca7-4e10-9e56-c37f382e549e)

Small sample of it in operation:


https://github.com/user-attachments/assets/5ac44c60-fed4-4448-ac15-4f65cf3202b9

Full demo of it in action:
https://youtu.be/Be1c_0AFAds

A clip of the state of the latch sprites at this time:


https://github.com/user-attachments/assets/66d036c1-27df-486f-9b34-c82c22adbd06


## Why It's Good For The Game

Having cell removal be tied to alt-click felt smoother to me, compared
to the current way that cells are handled, with removal requiring a
screwdriver. The time it takes to remove and replace a cell is
comparable as before the change, but it no longer requires a screwdriver
to do.

## Changelog

:cl:
balance: replaced screwdriver cell removal with a cell-retainment clip
mechanism
/:cl:

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## About The Pull Request

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

Removes block chance from the knife wielding syndicate simple mobs.

Fixes space knife syndicate simple mobs no longer dying in space

Reduces the block chance of esword syndicate simple mobs to 25 from 50.

## Why It's Good For The Game

<!-- 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. -->

Why can the guys with knives block bullets? They have knives?

Space enemies shouldnt die in space.

50% block chance for esword simple mobs is immensely brutal, doubling
the effective health of an already dangerous mob, and I've seen them
full wipe crews in the past. Some toning down would be good.

## Changelog

:cl:
balance: Syndicate esword simplemob block chance down to 25.
fix: Syndi space knife enemies dying in space, and having block chance.
/:cl:

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## About The Pull Request
as title
## Why It's Good For The Game
frequent complaint about the ship. lack of essential role (engineer)
does not create meaningful inter-ship interaction. just makes it less
fun to play on.
## Changelog

:cl:
add: the valor now carries an artificer
/:cl:
## About The Pull Request

Makes angle grinders overall faster than plasmacutters at taking down
walls and structures, and taking a fair bit less charge to boot.
Slightly decreases the time to deconstruct certain objects like safes
and blast doors by a negligible amount.

## Why It's Good For The Game

Bulky as hell and no better than plasmacutters other than cost (as
discussed in #3727). I
think it'd be interesting that angle grinders being a very efficient and
quick method of shipbreaking (which has little to no in game benefit,
mind you) compared to the plasmacutter being a compact, specialist tool
for breaching would make buying either worthwhile.

## Changelog

:cl:
balance: Angle Grinders now take less charge and are much quicker at
deconstructing walls
balance: Plasmacutters are now marginally slower, hardly noticeable. 
balance: Blast doors and safes are now very slightly faster to cut open.
/:cl:
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## Changelog

:cl:
fix: mechs will now immediately fail a channel if they move, turn, or
swap equipment. Previously the channel would run to completion before
checking if it was valid.
/:cl:

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Signed-off-by: Theos <[email protected]>
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## About The Pull Request

As is the title

## Why It's Good For The Game

Makes the filing cabinet in the dwayne bridge not "dense"

![image](https://github.com/user-attachments/assets/4e1bc236-f0e0-43e5-8091-948095682ccc)

## Changelog

:cl:
balance: The Dwayne filing cabinet located in the bridge is no longer
dense
/:cl:
## About The Pull Request

You can unanchor Serving Dishes and take them with you

## Why It's Good For The Game

Slop the eternal enemy of gruel

## Changelog

:cl:
add: You can now unanchor Serving Dishes
/:cl:

---------

Co-authored-by: github-actions <[email protected]>
actions-user and others added 30 commits January 18, 2025 09:26
## About The Pull Request

Adds a Shaft Miner, and minorly adjusts the N+S cargo office to
accommodate. In return to keep the crew size identical, the Janitor's
slot has been removed and the room lowered to general access. Assistants
can take up the role if they would like to be a janitor.

![image](https://github.com/user-attachments/assets/6b771897-8d66-4a91-8fc1-8bc0e9f058de)

![image](https://github.com/user-attachments/assets/1059ce93-3d1c-4522-afcd-8c7c100cf970)


## Why It's Good For The Game

Inherently, the Harrier has an issue with integration into the gameplay
loop. A lack of combat equipment means that ruin raiding is not much of
an option, and most missions are either ruin raiding... or mining. But
the Harrier is unable to properly perform mining as almost all of it's
staff are civilian in nature. What's left for it is it's medical bay,
which is worse than dedicated medships and most would rather interact
with an Atoll than a Harrier.

Now, you may say, what about the Cargo Techs?
Cargo Technicians are wage-slaves to N+S, but their role is *not*
excavation. Nor is the Supply Director. These are warehouse workers.
There is a specialized role for that. Having spoken with some of the
most active Harrier captains, it's pretty clear that most of the time
the Cargo Technician is sent out anyways for mining since someone is
_needed_ to keep the ship running and supplied.

## Changelog

:cl:
add: N+S has deployed a new batch of Shaft Miners to Harrier-class
vessels.
del: Janitors have been reassigned from the Harrier for retraining.
/:cl:
## About The Pull Request
I reduced it's volume to a reasonable amount

## Why It's Good For The Game
Ears hurting is not good.
It was really really loud.


## Changelog

:cl:
fix: The grill no longer grills your ears out. Rejoice, grillmasters.
/:cl:
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## About The Pull Request
sighs so big and loud.

makes turret controllers actually control turrets

## Why It's Good For The Game
turret controllers should control turrets

## Changelog

:cl:
fix: Turret controllers now control turrets.
/:cl:

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---------

Co-authored-by: Imaginos16 <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
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## About The Pull Request

In a bid to make the Firestorm more flavorful, it is now chambered in
.44 Roumain. The magazine size and rate of fire have both been reduced
to account for this.
- Rechambered to .44 Roumain
- Rate of fire reduced to 0.3 SEC (a little less than half its previous
rate of fire)
- Magazine size reduced from 28 -> 24 and 50 -> 40

## Why It's Good For The Game

firestorm was sort of boring. Now it has a more interesting niche- kind
of like a heavy PDW, since it fires a cartridge with (relatively) armor
piercing characteristics.

## Changelog

:cl:
balance: SRM's Firestorm SMG is now chambered in .44 Roumain.
/:cl:

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thwack

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## About The Pull Request

![handcannon](https://github.com/user-attachments/assets/bd606c37-584c-4540-ba45-984632c4c9ee)

Adds the M20 Auto Elite, a heavy pistol manufactured by Serene Outdoors
and chambered in .44 Roumain (subject to change in future ammo reworks).
Originally designed for Star City's police department after a series of
incidents proved the need for a handgun more powerful than the 9mm and
.45 pistols they had been using, the Auto Elite is a weighty slab of
steel with the capacity for ten powerful .44 Roumain rounds, capable of
punching through armor better than other handguns while still dealing
substantial damage. While it proved bulky and inconvenient for police
use, it found a niche as a sidearm for big game hunters and as a flashy
option for mercenaries and other people with something to prove.

Also adds the PO-20 Pinscher, Inteq's modification of the Auto Elite.
Being more readily available than 5.7 and 4.6mm options while also
having a heavier impact on target, Inteq has chosen the Auto Elite as a
standard sidearm for Vanguards and other ranking personnel. Rollout is
still in-progress, so Inteq ships on deployment will have to requisition
them on their own for now.

Both versions of the Auto Elite are available in cargo, with the
Pinscher being faction-locked to Inteq.

## Why It's Good For The Game

fills a niche and fleshes out Serene's catalogue a bit. Now indies have
access to a semi-auto heavy pistol that nevertheless has a bit less
punch than something like the CM-357, and Inteq has a designated officer
pistol.

## Changelog

:cl:
add: Added M20 Auto Elite and PO-20 Pinscher heavy pistols.
/:cl:

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## About The Pull Request

Introduces 'limb integrity' as a mechanic among all robotic limbs. 1
point of 'Integrity loss' represents 1 HP's worth of damage that won't
heal under most (if not all) circumstances.

Limbs also have an 'integrity threshold', ignoring some accumulated
integrity damage. So that robots can actually heal to full health from
light damage a couple of times.

A new surgery to 'Replace Structure' can be performed on robotic limbs,
to fix all integrity, alongside all the damage that was accumulated as a
result of it.

'Repair Machinery' requires a second individual to do it now, so that
you can heal robots without causing integrity loss.

A new item, 'Replacement structural rods', can be crafted with rods,
cable and titanium. This grants 2 uses, and allows IPCs to repair
themselves without assistance.

### Nitty gritty balance implications:
- All robotic parts have an integrity threshold of ~~15~~ > 20.
- Welding and cable repairs cost ~~7.5~~ > 5 integrity. 
- So you can repair each parts ~~twice~~ -> four times (60 HP) with no
ill effects.
- Every subsequent repair accumulates ~~7.5~~ > 5 permanent damage.
- To reset a limb's integrity, surgery needs to be performed.

After 8 repairs, a limb will have 20 unremovable damage. But in return,
you'd have healed 120 HP.

---

Since damage will be spread across the body, this gives IPCs a good pool
of cheap health, but will need to either replace their limbs, or have a
mechanic repair their limbs.


## Why It's Good For The Game

Prevents IPCs and augmented humans from ignoring doctors in favour of a
stack of coil and an empty welding tool.

## Changelog

:cl:
add: Robotic body parts now have integrity, 1 'integrity loss'
represents 1 HP of damage that cannot be healed/repaired.
add: New 'Replace Structure' surgery that allows a roboticist to restore
limb integrity.
add: New 'Structure Repair Kit' craft that restores limb integrity.
balance: Robotic limbs start wearing out after multiple repairs,
limiting their repair potential.
balance: Repair machinery is no longer self-operable.
/:cl:

---------

Signed-off-by: TDHooligan <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
## About The Pull Request

Adds a Sergeants armoured vest as an alternative to the Captains vest on
the Banshee

## Why It's Good For The Game

This singular addition gives the captain something else to wear, if they
don't fancy the Captains coat they're given

## Changelog

:cl:
add: Adds a singular Sergeants vest to the Banshee Captains equipment
/:cl:
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## About The Pull Request

Fixes a broken path on the firestorm pan magazine crate, fixes the ammo
capacity of its pan magazine, and tweaks fire rate up ever so slightly.

## Why It's Good For The Game

<!-- 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: fixed firestorm pan magazine capacity and crate
/:cl:

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## About The Pull Request
Rampant price changes to many items in cargo!

I have longingly stared at the cargo console for many hours wondering,
"why don't more people cook on the ship?" or, "why don't we buy the
party crate to celebrate?" before turning to the price and dying inside.
It's salt in the wound when you can go down to the outpost bar and buy
all the components for less than 500 credits.

With these price reductions i'm hoping to see these things _actually_ be
bought so crews can do more stupid roleplay stuff without having to do a
whole class 1 drill for a janitorial cart.

### **NEW ADDITIONS**:
**SPARE ID CRATE** - 100 Credits - There is currently no way to get more
IDs, unless you go looting legion corpses, which isn't always something
crews should have to do in the event of an accident.
**SPARE JUMPSUIT CRATE** - 150 Credits - did you know before these
changes, buying a replacement pair of clothes was, at cheapest, 1500
credits, or going to kill a legion (if you're a monster)
**BULK EPIPEN CRATE** - 600 Credits - This was also something we didn't
have? Again, the only solution was to go out and mass-murder legion,
which isn't something medships will want to be doing. The price also low
enough that the more militant ships may consider assigning them to their
soldiers...
**KITCHEN KNIFE CRATE** - 100 Credits - Well, you always need a knife
for a kitchen, and it's cheaper than buying more metal.
**COMBAT KNIVES CRATE** - 1000 Credits - A meaner knife for those
looking to splurge, it's got three knives for your ravenous crew.

### **PRICE CHANGES**
**ANIMAL SECTION**
Monkey Crate 2000 -> 1500
Chicken Crate 2000 -> 500
Goat Crate 2500 -> 750
Cow Crate 3000 -> 500
Cat Crate 5000 -> 1000
Pug Crate 5000 -> 1000
Corgi Crate 5000 -> 1000
Exotic Corgi Crate 5000 -> 1000
Bird Crate 4000 -> 2000 (now can only spawn 1 parrot instead of 5)
Fox Crate 5000 -> 1000
Butterfly Crate 5000 -> 500 (can now only spawn up to 3 butterflies
instead of up to 50)
Snake Crate 5000 -> 1000 (can only spawn 1 snake instead of 3)

**CIVILIAN SECTION**
Janitorial Supplies Crate 1000 -> 100 (now only spawns 1 bucket and no
cleaner grenades)
Janitor Backpack Crate 1000 -> 750
Janicart Crate 2000 -> 400
Calligraphy Crate 700 -> 250
Wrapping Paper Crate 1000 -> 100
Bureaucracy Crate 1000 -> 250
Forensics Crate 2000 -> 500
Party Equipment 2500 -> 500
Big Band Instruments 5000 -> 2500
Potted Plants Crate 700 -> 350
Carpet Crate 1000 -> 350
Exotic Carpet Crate 3000 -> 750 (reduced the amount of carpet you get)
Noslip Tiles 2000 -> 1000 (doubled the amount of tiles you get too)
Jukebox 35000 -> 1500 (why was this so expensive)
Art Supplies 1000 -> 750 (is now an easel set with canvases)

**Toys & Costumes**
Training Toolbox Crate 1000 -> 100
Foam Force Crate 1000 -> 100 (reduced the amount of shotguns from 8 to
2)
Foam Force Pistols Crate 1000 -> 400
Laser Tag Crate 1500 -> 500
Toy Crate 2000 -> 250
Original Costume Crate 1000 -> 500
Exosuit Pilot's Crate 1500 -> 500
Formalwear Crate 3000 -> 1000
Justice Enforcer Crate 6000 -> 2000
Collectable Hats 20000 -> 250
Rilena Merch 1000 -> 500

**EMERGENCY SECTION**
Phorid Suit Kit 1000 -> 500 (halved the amount of suits in the crate, so
halved the price)
Firefighting Kit 2000 -> 500 (halved the amount of suits in the crate)

**FOOD**
Basic Ingredients Crate 300 -> 350 (added enzyme and more milk, so
slightly higher price)
Condiments Crate 250 -> 100 (removed enzyme and added mayonnaise)
Vegetables Crate 250 -> 100
Fruit Crate 250 -> 100
Sugar Crate 500 -> 150
Ethanol Crate 750 -> 500
Weed Control Crate 750 -> 200
Seeds Crate 750 -> 150

**MACHINERY**
Lightbulbs Crate 1000 -> 500 (could go cheaper for just glass basically)
Power Cell Crate 1000 -> 1500 (as expensive as fuel, or t2 parts)
Portable Pump 1500 -> 750
Portable Scrubber 1500 -> 750
Huge Scrubber 5000 -> 2000

**SEC SUPPLY**
Survival Knives 500 -> 350

**SPACESUITS & ARMOUR**
Space Suit Crate now contains two EVA spacesuits and not the ugly
old-sprites.

**TOOLS**
> Mining Crate 1000 -> 250 (1000 for things you can print at a lathe? In
this economy!)
> Plasmacutter Crate 2500 -> 2000

Plasmacutter Crate remains at 2500
Mining Crate 1000 -> 500 (with an N+S Discount)

**MATERIAL**
Plasteel Sheets 2500 -> 2000 (it should honestly be cheaper but I will
wait until OM5)
Plasma Sheets 2000 -> 1500
Uranium Sheets 2000 -> 1500
Titanium Sheets 3000 -> 1500
Gold Sheets 4000 -> 2000
Silver Sheets 4000 -> 2000
1 Diamond 3500 -> 2500
Plastic Sheets 1000 -> 500
Cardboard Sheets 1000 -> 250
Wooden Planks 1500 -> 500

**CANISTERS**
Oxygen Canister 1000 -> 750

Final points: a few things have been removed, such as the mafia crate,
this has finally killed the italian moustache from cargo. Some
descriptions were also changed, such as the MuleBot's to be less...
'TG'. Please let me know if you know of any other weird descriptions
which don't really fit in.
Also all mentions of Plasmaman in cargo have been renamed to Phorid.
Price of the 5 cells has been increased to 1500 because a full recharge
of your ship should cost as much as a stack of plasma or uranium.
On that subject, the price of plasma and uranium are now as expensive as
a box of t2 parts, so captains aren't forced to buy better parts
roundstart.

## Why It's Good For The Game

More roleplay oppurtunities for ships which may not get as many credits
(i.e. SUNS, SOLCON, MEDSHIPS).
Removes TG Cruft.
A full janitorial set is now 500 credits.

## Changelog

:cl:
balance: Many price reductions have occured, happy shopping.
del: Removed the mafia crate
change: Changed descriptions on a few cargo orders
/:cl:

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---------

Signed-off-by: Jedi-Toothpaste <[email protected]>
Co-authored-by: Erika Fox <[email protected]>
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## About The Pull Request

This PR triples the lifetime of flares, and it increases their light
range from 7 to 12. It also modifies the light range list for
floodlights from (0, 5, 10, 15) to (0, 10, 15, 20).


![image](https://github.com/user-attachments/assets/a01f9581-d700-48d7-ae24-709d81dfb720)
This shows how much area the flares light up with this change.


https://github.com/user-attachments/assets/0208c6ff-b6d8-4ef8-95f0-4568bc875f4f
This video shows how much area the floodlights will swath in light with
this change.

## Why It's Good For The Game

I believe that this change will help flares be used more often, as this
will make them light up a greater area than they do right now, and it
will also increase the length of time for which they will burn. This PR
will also increase the effectiveness of floodlights.

## Changelog

:cl:
balance: increased flare lifetime and light range, and increased maximum
floodlight light range
/:cl:

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## About The Pull Request

I was wrong about the cloneloss. It blows. Legion cores now do toxin
damage instead.


## Changelog

:cl:
balance: Legion cores now do toxin damage instead of cloneloss.
/:cl:
## About The Pull Request

Adds glass bottles and their small version to the autolathe for the same
price as beakers. Adds the fermenting barrel to the black market.

Reduces the price of beekeeping crates by half.

## Why It's Good For The Game

I need good containers for my dubious brews. Fermenting barrel is there
to make moonshine since you Need It for Some Reason

Decreased the price of beekeeping since its Pretty High (i want mead)

## Changelog

:cl:
add: Glass bottles of the large and small variety added to the autolathe
add: Distiller added to the black market
balance: Beekeeping crates pricing reduced
/:cl:

---------

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

Indestructible now means more indestructible
silicons can no longer touch outpost airlocks. at all.
silicons can no longer open doors that have had their AI control
disabled
outpost doors now have AI control disabled and are more indestructibler
doors on the indie space outpost in the ert area are now actually
outpost doors

## Why It's Good For The Game

fix #4007

## Changelog

:cl:
fix: more difficult to get into the ert rooms at outposts and to break
stuff that shouldn't be
/:cl:

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---------

Signed-off-by: Theos <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
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## About The Pull Request

You can no longer gather (e.g. with a plant bag or trash bag) from any
distance/through walls/through cameras/boundless thievery.

<!-- 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
Unfortunately it is funny but I think you shouldn't be able to steal
things by looking at it through a camera.

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

## Changelog

:cl:
fix: gathering no longer has infinite reach
/:cl:

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---------

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

Redoes Eoehoma sprites to match my new style

Reduces the E-11's spread by 20

## Why It's Good For The Game
Eoehoma was done way before i adopted my new style, and only got around
to adding them as i was adopting said new style, so they looked very
ancient. This should make them look better

Tag yourself

![image](https://github.com/user-attachments/assets/b68afd14-bdae-494a-a2ed-e264417ecf37)

![image](https://github.com/user-attachments/assets/8117a360-7b78-4efb-ad87-4005e54ef7c6)

![image](https://github.com/user-attachments/assets/3852186a-7683-4558-826c-d8bd080f9d56)
(Was done in a previous PR but pretend it's here)

![image](https://github.com/user-attachments/assets/fdc3ca12-7456-456b-b3c6-3e9c45989644)



## Changelog

:cl:
add: Resprites everything eoehoma related!
add: E-11 is more accurate. This isn't saying much.
fix: E-60's charge overlay should now work
/:cl:

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Co-authored-by: retlaw34 <[email protected]>
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