Commit Graph

149 Commits

Author SHA1 Message Date
DieselMohawk
b9ff65d723 Trooper Uniform and Hat (#31997)
* Adds entities, sprites, and loadout accessibility

* Fixing Uniform file issues

(cherry picked from commit 2f7ad782c5cb1544b584d92ecc4ba8614e538e18)
2025-07-19 12:46:20 +10:00
lzk
483163c7c5 Add black suspenders (#29055)
* Black suspenders

* fix

* fix linter

(cherry picked from commit 512d27ca6b452ede774e3921d1baf09f59cc1a2d)
2025-07-16 19:01:17 +10:00
TakoDragon
d1a93fc072 Added suitskirt for psychologist (#30709) 2025-07-16 17:22:57 +10:00
lzk
c16fc3d0e8 Musician's skirt (#29203)
* Sprites&Meta

* Changing prototypes

* Adding to Theater vend

* Sprite_Change

* Sprite_Change

* Prototype_Changes

Is this exactly how it should be?...

* FUCKING FIX

* weh

---------

Co-authored-by: Арт <123451459+JustArt1m@users.noreply.github.com>

(cherry picked from commit 2b885272c864bc256ff7cdf88b7ecdd0b48ed6de)
2025-07-16 17:22:56 +10:00
Nemanja
32e6beb930 Migrate out rubber bullets/mags (#27329)
(cherry picked from commit 735eeefa03c85924b01b3210ad462acbc1a71c87)
2025-07-15 15:59:05 +10:00
Cojoke
a29497dfce Adds New Shoes to Sec loadouts (#29018)
* Adds New Shoes to Sec loadouts

* Remove Cowboy stuff from sec drobe(bye sheriff) + requested changed

(cherry picked from commit 280b0a1c249e329a0f9a311cb04651ac5ec3bfb5)
2025-07-15 15:19:57 +10:00
Mr. 27
dea030f462 Job starting gear is now defined in the starting gear rather than backpack prototypes (#27605) 2025-07-15 11:54:26 +10:00
Spatison
903bfbf3d3 Fix ClothingOuterCoatDetectiveLoadout 2025-07-12 03:22:39 +10:00
Nairod
3ffd06addb Remove Rubber Rounds, Give Security Disablers (#26470) 2025-07-12 03:21:53 +10:00
Lumminal
8769d4790a ok 2025-07-12 03:02:20 +10:00
Lumminal
a5591106a0 fix 2025-07-12 03:02:11 +10:00
CyberLanos
d8f64c760f Flip for Eyepatches, Add Seccie Eyepatch (#2271)
# Description

Added 'flip' to all eyepatches that did not have it (everyone except the
basic white one), also _slightly_ refactored ymls there. Ported one more
sec eyepatch from skyrat, it works same as sec sunglasses, gave it to
HOS and senior officer loadouts

---

# TODO

- [x] Test flips for each eyepatch
- [x] Test loadouts
- [x] Test that sprites don't look like ass and fit on head
- [x] Test flash protection for new eyepatch 

---

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


![image](https://github.com/user-attachments/assets/aaeb91bb-e56c-4b4b-8201-543622c8c11e)
</p>
</details>

---

# Changelog

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🆑
- add: ported tinted security eyepatch
- add: added tinted eyepatch to senior office and head of security
loadouts
- tweak: added flip action and sprites to eyepatches that missed them
2025-07-12 00:53:37 +10:00
vanx
db8b99f4c7 [Fix] Starting Items & Loadouts Compatability (#589)
* command fix

* loadouts

* improoooove

* rabbit was right all along

* hos

* review

---------

Co-authored-by: vanx <discord@vanxxxx>
2025-06-18 09:23:21 +03:00
vanx
e5c18181b3 [Tweak] Starting Loot (#558)
* telescopi4ka is back

* captin

* hop & removed unused roles loadouts

* cyberiad is back

* remove shitty role loot migration

* captain 2

* engineering

* teleskopi4ka 2

* teleskopi4ka 3

* medical

* security

* cargo

* sci/epi

* service

* misc items

* linter

* small things

* useless boots

* review

* Revert "cyberiad is back"

This reverts commit f50b0d3dc6.

---------

Co-authored-by: vanx <discord@vanxxxx>
2025-06-11 11:06:58 +03:00
vanx
15cd799dc8 [Remove] Shitty PDA Loadouts (#553)
begone

Co-authored-by: vanx <discord@vanxxxx>
2025-06-07 10:35:32 +03:00
Spatison
672f9d7ec6 [Revert] Magboots Refactor (#495)
* Revert "Magboots Refactor (#2273)"

This reverts commit b9e2c6f34d.

* revert speedboots fix

* no more modify stun time on magboots

* Revert "Stop Ectoplasms Complaining (#2245)"

This reverts commit ee5bc2b261.

* Revert "The Magmantle! (#2295)"

This reverts commit 581088f3

* Revert "Integrated Jetpacks For Syndicate Modsuits (#2300)"

This reverts commit 5ee67e380b.
2025-05-17 14:27:53 +03:00
Timfa
061e5ecc4f Add East-Orion Company (#2359)
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# Description

Adds the East-Orion Company as a selectable Employer.
The reason this company is being added is simple; there are a number of
employers spread out over the various jobs on the station. However,
there is no company yet that gave Hydroponics any attention.
With my Nederlandic nationality already hinting at farming and
agriculture, I decided that this might be something I could expand upon
to give Hydroponics some representation among megacorporations.

The East-Orion Company takes inspiration from various real-life sources.
The most obvious arethese:
New-Nederic, referencing New-Holland, a tractor manufacturer,
representing the Hydroponics side of the East-Orion Company
Farmer's Civil Union, referencing the BoerenBurgerBond, a political
party representing farmers across the Netherlands, who I used as
inspiration for the Security-side of the East-Orion Company.

The Hydroponics uniform uses colours taken from New-Holland tractors,
while the FCU security jumpsuits mimic the design of the police uniform
used in the Netherlands.

In addition, the East-Orion Company Botanists can select a new plant
clipper in their loadout. This functions the same as normal plant
clippers, except that they deal less damage to plants when taking a
sample from them.

---

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

![botany](https://github.com/user-attachments/assets/938c8cab-2043-4823-b7b0-1c21945856d1)

![clippers](https://github.com/user-attachments/assets/68b39cd7-a921-46bc-b144-96f6b54be051)

![clippers2](https://github.com/user-attachments/assets/0ac6bbc4-5da6-49de-a510-b7e833c9adef)

![employer](https://github.com/user-attachments/assets/b79988bc-c385-4bff-85f5-cd80e5381b9a)

![sec](https://github.com/user-attachments/assets/0f81bc49-fffb-4a45-8669-39a6b3ad975f)

</p>
</details>

---

# Changelog

🆑
- add: Added the East-Orion Company as a selectable Employer, focusing
on Hydroponics. They have alternate Hydroponics uniforms, alternate
Security uniforms, and a high-quality plant clipper that is more gentle
on plants when taking a sample.

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

(cherry picked from commit 24bb2ac123b74a9622c5bb5ff6eb2413423839d9)
2025-05-10 01:30:46 +03:00
VMSolidus
debca23905 Free Cosmetic Loadouts (#2407)
# Description

This PR addresses a common complaint about our loadouts by making all
generic non-job cosmetic clothing items covered by ItemGroups completely
free. You can only take one of them anyway.

Also by popular request, I'm adding several of the enlisted-men uniforms
from the Solarian assets to loadouts, with a Solarian+WarVeteran
combination required to take them. None of the officers or admiralty,
these are purely cosmetic.

# TODO

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

![image](https://github.com/user-attachments/assets/c030b383-0a0f-4944-9ad9-eca0dd5eeeef)

![image](https://github.com/user-attachments/assets/eac43054-870b-4193-8ba1-4511468e06dc)

![image](https://github.com/user-attachments/assets/539a00c9-6187-426d-a81c-c4da644a2a7d)

All the cosmetics are free

![image](https://github.com/user-attachments/assets/1a07d0b2-2c30-47c4-ac77-6c1f07ebbab6)

</p>
</details>

# Changelog

🆑
- add: Added Solarian army/navy outfits to loadouts for characters with
Solarian+WarVeteran.
- tweak: All cosmetic loadout items are now free.

(cherry picked from commit f40f338ac6fe00009bca94cd77cbcd5a87549e10)
2025-05-10 00:56:33 +03:00
Spatison
e46144bbc4 fix Dignitary 2025-05-03 02:14:00 +03:00
Pon
581088f30d The Magmantle! (#2295)
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# Description

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This PR adds the Magmantle, a mantle that functions like magboots, but
slightly worse (like 15% more slowdown, but it does provide 20%
temperature protection like winter boots or scarves). Its intended for
species without the feet slot, which are harpy, diona and arachne. It is
available in the species tab of loadouts, for 6 points. Only Security,
Command, Dignitaries, Engineering, Salvies and Parameds can take it, if
they are a harpy, diona or arachne.

---

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

![mmantle](https://github.com/user-attachments/assets/782bef02-cba5-4d69-86f0-eece4aa3ea1a)

![mmantledesc](https://github.com/user-attachments/assets/455b3ede-8467-4aa9-a668-b266a2abde38)
![Magmantle working, speed modifiers
showcase](https://github.com/user-attachments/assets/bf03525d-3d8a-410b-bd3c-e1a9cdb0d1d5)

</p>
</details>

---

# Changelog

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🆑
- add: Added the Magmantle, a mantle that functions as worse magboots on
the neck slot (15% more slow, but they give 20% temperature protection
like winter boots or scarves). It is available in the species section of
loadouts, for all the species that do not have a feet slot. (Harpy,
Diona, Arachne)

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 2e0bc38c63ac58ec70735287bd0a6954cea99562)
2025-05-03 01:13:42 +03:00
mrs
735a0912a8 Adds Paramedic Windbreaker, Coat, and Boots as a Loadout Option (#2312)
# Description

Pretty self explanatory.

# TODO

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good to leave future references
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- [x] Add windbreaker, winter coat, and winter boots to paramedic
loadout.
- [x] Make sure the customization UI doesn't disintegrate because I
added the windbreaker, winter coat, and winter boots to paramedic
loadout.

---

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

![image](https://github.com/user-attachments/assets/196ec403-504f-4721-83f0-2acda6d624f3)

</p>
</details>

---

# Changelog

🆑 mrs
- add: Added paramedic windbreaker, winter coat, and winter boots to the
paramedic loadout.

---------

Co-authored-by: mi8hip <azizalperyk@gmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit b5d9e306bce33a6ecf20859a14b2fdc1f2617778)
2025-05-03 01:12:17 +03:00
Spatison
03b978754f big nope 2025-04-26 15:20:25 +03:00
VMSolidus
232d9151e8 Engineering & Security Alt Uniforms/Equipment. (#2315)
# Description

This PR is my first wave of porting new assets for use with Contractors,
this time featuring alternate job uniforms that are employer-specific.
There's also new "Heavy Armor" variants for security as options that
take up a good chunk of your loadout points. Next chance I get, I'll do
PMCG, which I have a lot of people begging me for since private military
contractors are a very commonly wanted secoff concept.

# TODO

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

HoS Heavy Armor (The gold lights actually glow):

![image](https://github.com/user-attachments/assets/ab4c202f-3a58-4ab3-b11d-7fcbe44c291d)

HoS with helmet:

![image](https://github.com/user-attachments/assets/8816c852-2ff8-42d7-8bce-198141cbd87d)

Sec Heavy Armor (The blue lights glow!)

![image](https://github.com/user-attachments/assets/24540196-5721-4bfd-8e20-49e3d825928d)

Some Zavodskoi Sec uniforms

![image](https://github.com/user-attachments/assets/51e04c2d-22c2-41b5-ad4d-2339737748f5)

Zavodskoi sec without armor.

![image](https://github.com/user-attachments/assets/2211af87-7a15-479c-b3f2-0b7829fe53ff)

Hephaestus Engineer

![image](https://github.com/user-attachments/assets/1b803d9b-b206-4c83-9ca3-0824b3dd5374)

</p>
</details>

# Changelog

🆑
- add: Added new Employer-Specific uniforms for Hephaestus, Zavodskoi,
and NanoTrasen.
- add: Added heavy armor options for security to spend loadout points on
other than their gun.
- add: Added a unique heavy armor variant for Head of Security.
- add: Added specialized heavy armor crates to order from the Armory
tab, these include Ballistic and Laser Ablative armor variants.
- add: Added TCAF plate carrier for people wanting to use the TCAF
security outfits, but don't like taking the big slowdown.
- tweak: Nerfed the TCAF heavy armor a bit, it now has the same 30%
slowdown as the other "Heavy Sec Armor" variants.

(cherry picked from commit 4fc6337bd39d82394ff0ac19c724e2f1742a4ef2)
2025-04-26 12:34:45 +03:00
Spatison
c4c1c99884 [Fix] Loadout (#464)
fix loadout
2025-04-26 10:18:13 +03:00
Remuchi
1e363c7346 Revert "Merge pull request #462 from WWhiteDreamProject/revert-460-upstream"
This reverts commit 092dba42e5, reversing
changes made to e6315c2320.
2025-04-20 11:15:45 +07:00
DVONIKS
6c19771020 Revert "Upstream 04.04-18.04" 2025-04-20 06:34:09 +03:00
Spatison
8e25c18e23 upstream fix 2025-04-19 03:31:06 +03:00
SimpleStation Changelogs
4697e2933c fix Loadout Tweak 2025-04-19 01:43:08 +03:00
Kirisune
daebea08ae Security Loadout Tweaks (#2215)
# Description

A bunch of changes to security loadouts. Making it slightly less
cluttered and adding a couple new items.
Main changes are:
Weapons are split in to their own tab to remove make main gear tab less
cluttered.
Some of the fancy uniforms from standard security are made senior
officer exclusives.
Senior officer now gets some additional exclusive gear like filled judo
belt, disabler smg and previously unused mk 32 pistol.
mk 32 "Universal" is now fully integrated in to research and security
techfab, including all the special types of mags locked behind the
appropriate research.
Head of Security gets their own version of judo belt, it's the same stat
wise but has a recolored sprite to fit with the rest of HoS' gear.

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

![DutyWeaponTab](https://github.com/user-attachments/assets/f259f86c-6c3f-438d-9adb-29b85fc3dc76)

![SeniorOfficerNewItems](https://github.com/user-attachments/assets/efd6b3b9-20a0-4594-9916-45100920171f)

![UniversalSpawnMenu](https://github.com/user-attachments/assets/68000efc-5812-45a3-ae4c-a14b08558db8)

![SecLatheNoResearch](https://github.com/user-attachments/assets/70f3f53c-dd13-44e9-9818-f1f47bc89bba)

![SecLatheAllResearch](https://github.com/user-attachments/assets/8a8a0a98-a520-41c4-99da-c72d8c83b8ab)

![AdvWeapons](https://github.com/user-attachments/assets/7131d417-287e-4e54-b31e-9e54852d69d3)

![AllTheStuff](https://github.com/user-attachments/assets/4f728f8f-2673-4bf5-8287-0def70372204)

</p>
</details>

---

# Changelog

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🆑 Kirisune
- add: mk 32 "Universal" non-lethal and security versions together with
special incendiary, uranium and shrapnel mags.
- add: mk 32 "Universal" integrated in to research and unlocking at
"Advanced Weapons" at tier 2 armory. Special mags are locked behind
relevant ammo researches.
- add: mk 32 "Universal" integrated in to security techfab. The pistol
and its mags cost slightly more to make then N1984. Standard empty,
lethal and non-lethal mags can be made round start.
- add: mk 32 "Universal" as a loadout option for senior officer costing
<s>5</s> 6 points to pick, mags costing 4 points each.
- add: Filled corporate judo belt as a loadout option for senior officer
costing 2 points. Belt is filled with standard security belt items
excluding stun baton.
- add: Disabler SMG as a loadout option for senior officer costing 2
points.
- add: Filled corporate judo belt as a loadout option for Head of
Security with a unique sprite and costing 2 points.
- tweak: Disabler SMG stamina damage increase from 15 to <s>25</s> 20.
Still lower then a standard disabler but now its more reasonable to
carry it as a duty weapon despite how bulky it is compared to other
options.
- tweak: Security formal suit, senior trooper uniform and senior trooper
hat are now senior officers exclusives.
- tweak: mk 32 "Universal" added missing accuracy components making it
not be laser accurate.
- tweak; mk 32 "Universal" decreased fire rate

(cherry picked from commit 871ff83252c28169451530e3e45cd983ad7bf179)
2025-04-18 20:15:22 +03:00
CliveOcelot
4bbe187fbb Porting ERT/CC Modsuits (#2200)
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# Description

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Ports over the Responsory (ERT), Inquisitory (ERT Chaplain), Apocryphal
(Deathsquad), Corporate (Centcom Official), and the Praetorian
(Bluesheild) modsuits.

Responsory and Inquisitory have the same stats, with being roughly a ERT
Leader suit, and use normal microreactor power cells, They have the same
bag storage as a ERT bag

Apocryphal and Corporate have the same stats as a deathsquad suit, and
use antique power cells, They have the same storage as a Death Squad bag

Praetorian has the same stats as BSO's hardsuit, with the inclusion of
magboots (Ecto requested this), and the same size bag as a duffel bag

All of these suits are admin spawn only for now.
---

# TODO

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- [x] Port Responsory Modsuit
- [x] Port Inquisitory Modsuit
- [x] Port Apocryphal Modsuit
- [x] Port Corporate Modsuit
- [x] Port Praetorian Modsuit
---

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

![image](https://github.com/user-attachments/assets/cb8eb55b-5fb9-4d41-808c-66b61e7564f7)

![image](https://github.com/user-attachments/assets/c8f4001a-9aef-4c6d-adb4-f55523cc670f)

(From left to right, Apocryphal, Corporate, Responsory, Inquisitory,
Praetorian)
</p>
</details>

---

# Changelog

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🆑
- add: Ported over Responsory, Inquisitory, Apocryphal, Corporate,
Praetorian modsuits from TG station

---------

Signed-off-by: CliveOcelot <165305605+Orion-416@users.noreply.github.com>
(cherry picked from commit 49e7cf3222d9792a3b244a5b09ca7ccffd8c3200)
2025-04-18 19:45:04 +03:00
Timfa
113dc5b82e Replace Cybersun with Zavodskoi Interstellar (#2228)
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# Description

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Replaces Cybersun as employer with Zavodskoi Interstellar.
Originally, I added Cybersun as a stand-in for Zavodskoi, as in the
original lore they didn't exist yet in 2450. However, I've noticed that
having Cybersun only caused confusion, as everyone assumed they were the
Cybersun they knew from other lore.
For that reason, I've decided to fudge year numbers and make Zavodskoi
Interstellar exist. They use the same stamp logo, because that was their
logo and I stole it for Cybersun.

They also get a nice jacket.

---

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

![image](https://github.com/user-attachments/assets/8b00d9a2-06f3-42d5-ae41-b74e74bc1402)

![image](https://github.com/user-attachments/assets/216aa947-cb97-4304-bef8-6b8ce8eb582e)

![image](https://github.com/user-attachments/assets/5b4f57b9-5344-45ba-b838-c7c3e1dcaa91)

</p>
</details>

---

# Changelog

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🆑
- remove: Removed Cybersun
- add: Added Zavodskoi Interstellar to replace Cybersun (Cybersun was a
stand-in for Zavodskoi, but no longer)

(cherry picked from commit 8b0e6280e5d7242a1371019e47cb146d8a4a96ef)
2025-04-18 19:34:15 +03:00
Timfa
b6b1ab083a Corporate Liaison (#2191)
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# Description

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Reskins the Nanotrasen Representative into the Corporate Liaison!
The Corporate Liaison does pretty much the same thing, except he also
keeps his employer's interests in mind. Which employer you represent is
determined by the employer you have chosen in your background, meaning
you can represent anyone you like. You get a stamp in your loadout that
will automatically reconfigure itself to stamp for your deployer once it
spawns via your loadout.

---

# TODO

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- Clean up player-facing references to the Nanotrasen Representative in
maps

---

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![image](https://github.com/user-attachments/assets/2a5114da-c4e8-434b-b16e-a9b0ad6b9007)

![image](https://github.com/user-attachments/assets/02756634-93a5-4126-9e8c-8d6b061531c2)

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# Changelog

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🆑
- tweak: Rethemed the NanoTrasen Representative into the Corporate
Liaison! You do pretty much the same thing, except with your chosen
Employer's interests in mind! This makes use of the Contractor System,
so you can represent any company you like. Don't forget to pick the
stamp in your loadout!!
- add: Added a new stamp for the Corporate Liaison which automatically
transforms into your employer's stamp on spawn. Do not forget to pick it
in your loadout!!!!
- add: admin console command to spawn the stamp for the people that
forgot to pick the stamp in loadouts despite my warnings.
- add: admin console command to spawn a specific corporation's stamp
your own inventory, which can optionally be a Command version for admin
faxing purposes.

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 158f36e0aca25b0179badfb21b564509ba21732b)
2025-04-18 18:40:13 +03:00
EctoplasmIsGood
9b1525c825 Loadout and Gear Changes (#2105)
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# Description

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A bunch of random miscellaneous changes to gear and loadouts.

# Changelog

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🆑
- add: Golemancers can now take utility belts
- add: Paramedics can now take a portafib, and get advanced meds in belt
- add: Sec can now take a sec gasmask for 4 points, besides Ward/HoS/BSO
who get them for free
- tweak: All military gloves have been given slight resistances, and as
such have been removed from engis loadouts
- tweak: Scalpels can now be put into boots with knife slots
- tweak: Interdyne Herbals are now exclusive to interdyne employees
(until we have a discount system)

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit ae008ebb1fa131d23fe0e538d2adbcae62597cb5)
2025-04-18 18:23:10 +03:00
EctoplasmIsGood
24395ef7b8 Magboots Changes (#2197)
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Removes the epi magboots, which were functionally a reskin, and applies
that sprite to the normal magboots. The old yellow magboots sprite has
been turned into a new item called engineering magboots, which has less
of a speed reduction. New magboots have been added called combat
magboots, which provide the benefits of combat boots and some
resistances, but also are slower than normal magboots.

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🆑
- add: Adds Combat Magboots, offering all the benefits of combat boots
and magboots at the cost of a speed penalty
- add: Added engineering magboots, which are magboots with decreased
speed penalties
- tweak: Epi magboots have been merged with normal magboots

---------

Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit 29ef89c5f5436d3ea26f04fd6be51addd5dafac8)
2025-04-18 18:08:46 +03:00
EctoplasmIsGood
f0c0613a85 Lumenblast Shells (#2157)
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adds new Lumenblast shells! Lumenblast shells are a direct upgrade to
beanbags that cause 40 stamina damage and cause a flash on impact. These
will be extremely useful for riots and nonlethal takedowns, as they do
next to no actual damage.

# Changelog

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🆑
- add: Lumenblast shells, more powerful beanbag rounds with a flash
effect on impact
- add: Security can now take a sawn off shotgun as a duty weapon; it
comes with 4 lumenblast shells, two already loaded
- tweak: Flares can be loaded into the flare gun

---------

Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit e99beddb715c6cd9fa88f1ad23390457b74e35bb)
2025-04-18 17:59:18 +03:00
Pon
30cff510f4 Senior Roles Stuff (Ft. CMO and Other Loosely Related Changes) (#2155)
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# Description

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This PR adds better tools to take for certain senior roles, seperate the
medkits and survival boxes in the loadout options so they can be taken
seperately, make and give the CMO a worse version of the multitool,
which does everything at 1.25x speed (for comparison the normal
multitool does everything at 2x speed) and also let the CMO take their
armor rig in their loadout. (with it being pre-filled)
Also went ahead and added descriptions to the medical multitool. (As it
would be silly to not do so if I have given one to the one given to CMO)

---

# TODO

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- [x] Seperate medkits and survival boxes in loadouts
- [x] Make the field surgery kit: a combat medkit that is instead filled
with advanced surgical tools, bone gel, and some other things
- [x] Give Senior Physician the option to choose between a bluespace
beaker and the field surgery kit
- [x] Give Senior Engineer the experimental welding tool to take in
their loadout
- [x] Give CMO their armor rig to take in their loadout
- [x] Fill the armor rig that CMO takes
- [x] Make a worse version of the medical multitool that the CMO can
take in their loadout
- [x] Add descriptions for both the CMO multitool and the normal one

---

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99](https://github.com/user-attachments/assets/abb39520-9ce0-4d84-aba8-6b0688fad02a)
![Base Profile Screenshot 2025 04 06 - 21 02 28
29](https://github.com/user-attachments/assets/60105083-9b9b-4162-829d-18036d7b81a3)

https://github.com/user-attachments/assets/aad9316c-f8ad-4be9-9589-4fdd9f3e4586

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# Changelog

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🆑
- add: Added a worse version of the medical multitool that the CMO
starts with (taken in loadouts)
- add: Description for the (normal) medical multitool (as I was adding
one for the proto one CMO gets so might as well)
- add: Added the a filled version of the CMO's armor rig, available in
their loadout (The goodies inside are: 2x of each adv topical, 2x blood
bags, 1x omnizine bootle, 1x medipen box, which is a blue cig box with
2x rad, poison and space pens, as well as a brute, burn and emergency
pen)
- add: Added the: Experimental welder, for senior engineer (egnineer),
and the bluespace beaker OR field surgical kit (combat medkit but with
adv surgical tools + bone gel, chloral hydrate pills and an emergency
medipen) in their respective loadouts
- tweak: Seperated the loadout medkits and survival boxes so that you
can take both

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 01e0d009dfb01d936c5765211498f4a581e0653c)
2025-04-18 17:49:06 +03:00
Yarinoi
445d37323e Nerfs Restricted Gear & Cost (#2166)
# Description

Removes the ability to obtain bartender firearms & most weapons &
equipment from security via the Restricted Gear trait. In exchange,
makes it cost 6 points rather then 10.
If there's any other changes that someone wants, let me know.

---

# TODO

All finished.

---

# Changelog

🆑
- remove: All guns from the Restricted Trait are GONE because I HATE
YOU.

---------

Signed-off-by: Yarinoi <122653864+Yarinoi@users.noreply.github.com>

(cherry picked from commit aabe75658c726738051eed792d2bab03f5d362c3)
2025-04-18 17:40:15 +03:00
VMSolidus
b41414cfc0 Small TCFL Loadout Fix (#2159)
Just a small fix, one of the jackets had the wrong item ID.

(cherry picked from commit fa6d8e95c91eff0f8a39012cce2286c648a37d89)
2025-04-18 17:03:47 +03:00
VMSolidus
c41e939779 Tau Ceti Foreign Legion Content (#2156)
# Description

This PR adds assets related to the Tau-Ceti Foreign Legion, a faction
that is related to and friendly towards NanoTrasen. Its also integrated
with the Contractors system, where characters who meet the requirement
of being a Biesel Citizen, as well as a War Veteran(served in the TCFL)
can take clothing related to the TCFL.

Security characters who meet these requirements can also replace their
security gear with blue sec armor. Have fun. Oh and I also ported the
Captain Revolver from Aurora, same source as all the others.

# TODO

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

![image](https://github.com/user-attachments/assets/a02db3f9-d69c-4eee-97d9-d42dfb55e991)

</p>
</details>

# Changelog

🆑
- add: Added loadout drip related to the Tau Ceti Foreign Legion. These
are available to any character that is a Biesel Citizen, and also has
the War Veteran lifepath.
- add: Added a fancy shotgun revolver to the Captain's weapon selection.

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>

(cherry picked from commit f91b522f81a51e76aacc3d648a653a94768be385)
2025-04-18 17:03:29 +03:00
GNUtopia
536f2e36b9 Space Goldfish (#2152)
# Description

Adds the space goldfish, a smaller and less threatening variety of carp
bred to be the (almost) ideal space pet. They can be taken in the
loadout as a pet. As they are carp, space goldfish owners don't need to
worry about their pet dying to space, which is of great benefit to roles
like engineers and salvagers. Also adds a new maint spawn station event
that spawns goldfish and the occasional carp (and adds squackroaches to
the roach spawn event for good measure). Additionally adds free agent
ghost role instructions (taken from Goob) and fixes a typo in the carp
petting text.

---

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

![image](https://github.com/user-attachments/assets/b4d870bc-31e8-4d78-871a-7e44ce2896c2)
![An unsuspecting moth is brutally attacked by a school of
goldfish](https://github.com/user-attachments/assets/8378574e-379e-45b0-a4e2-6581cc4a7845)

</p>
</details>

---

# Changelog
-->

🆑
- add: Added space goldfish pet
- add: Added hostile space goldfish spawn event
- tweak: Added squackroaches to roach spawn event
- fix: Corrected some locale errors

---------

Signed-off-by: GNUtopia <93669372+GNUtopia@users.noreply.github.com>
(cherry picked from commit 8a280260e6e7616174d7e4baa61c808aedad9801)
2025-04-18 17:01:32 +03:00
Spatison
814e64d20a fix rubber 2025-04-04 16:12:49 +03:00
Timfa
60053a10d4 Coat and Scrubs Restricted to Respective Employers (#2134)
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# Description

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Some coats and scrubs in loadout are branded with specific corporation
logo's.
This PR restricts specifically those items to the employers that they
are from.

Note that we have coats from other companies currently not listed as
available employers too. Perhaps we should consider adding them?

# Updated:
This PR now also includes CCVars that can disable a part, or the
entirety, of Contractors for downstreams that prefer free-form RP over
gameplay.
While I was at it, I made it so that AI and Borgs don't get Passports.

---

# Changelog

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🆑
- tweak: Restricted some corporate jackets and scrubs to that specific
corporation.
- tweak: Downstreams can now disable Contractors entirely or partially
if they prefer freeform-rp over gameplay facilitating RP
- tweak: Station AI and Borg are no longer people and don't get
passports.

(cherry picked from commit 445bdc5c1b04c9f41460fb1cc6986e736732508e)
2025-04-04 15:01:26 +03:00
WazuraWasTaken
92f0dc5069 Multiclass Trait Loadout Changes (#2143)
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Makes all the weapons cost more points
Increase Cost of Insuls and Reduced the Cost of Holofan to 1
I will do another pr to add clothes and the like later

---

# TODO

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- [x] stuff
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🆑
- tweak: Sec Weapons for The Restricted Gear Trait now Cost a Base Line
of 8 points
- tweak: Weapons in General is More Expensive
- tweak: Insuls are Slightly More Expensive
- tweak: Holofan cost 1 now
- Removed: E-G4 from Restricted Gear

---------

Signed-off-by: WazuraWasTaken <dumplingyen@gmail.com>
(cherry picked from commit 24364951d2b6c6c1ba35bef4290cbce81e9a5806)
2025-04-04 14:58:28 +03:00
dootythefrooty
d86605a11f New Pet: The Squackroach (#2125)
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# Description

---
Squackroaches are a new pet selectable in loadouts. They are the genetic
abomination-combonation of harpies and mothroaches, although they share
more in common with their harpy side. They can sing, emote in anyway a
harpy can, and can speak Valyrian Standard.

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# Changelog

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🆑
- add: A new pet has been added to loadouts. Squackroaches are
gremlin-bird beasts that sing and talk to harpies!

(cherry picked from commit 4546f28fedfd50776a92efdb084d3f2cad9b6322)
2025-04-04 14:26:15 +03:00
WarMechanic
f06924a4fa The Multiclassing Trait - Restricted Gear (#1317)
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# Description

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Adds a new trait 'Restricted Gear' that unlocks job requirements for a
curated list of items (most equipment), allowing you to take items from
other jobs at a loadout and trait cost.

The main idea is to allow freedom of choosing items 'initial player
power' at a cost of trait points 'final player power', as well as
effectively automating greytiding. Item selection is moderated through
loadout cost, all the numbers are up for discretion, costs can be
balanced by interpolating the cost of the trait and the cost of
contraband items.

This trait is definitely not suitable for all servers, ~~but it has a
place in lowpop RP downstreams like Grimbly Station which I play on.~~
RIP Grimbly Station

---

# TODO

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This PR only really features yml changes, so it could be considered in a
complete state. However there is also room for design / balance
discussion.

- Should command staff be able to use Restricted Gear? (currently yes)
- Should prisoners be able to use Restricted Gear? (currently no, but
funny)
- - it would also be possible to add item restrictions on restricted
gear so prisoners cant smuggle guns
- Should Restricted Gear grant access to certain items on your current
job? (Heirloom armory weapons for security, lethal .50 for bartender
etc)
- Tweaking of numbers, interpolation between trait cost and loadout
cost.
- ~~Does this trait need a CVar requirement? (there was some discussion
on discord about it)~~
- Probably more that I haven't stated.

Of course, this can also be tailored to any downstream as required.

---

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Trait name / description:

![image](https://github.com/user-attachments/assets/2043cc3d-c121-472e-9b8c-95e4bc7ca2ab)
(dw death i changed *it's* to *its*)

You can use exchange loadout points to get other jobs' items.

![image](https://github.com/user-attachments/assets/da82fd79-1b47-48dd-8e04-90cd9e3c0697)

Loadout point costs don't apply to your own job.

![image](https://github.com/user-attachments/assets/45b02105-6da7-42a2-b4ca-859a744e907a)

</p>
</details>

---

# Breaking changes

PASSENGERS CAN GET GUNS (provided a minimum playtime requirement).
If you don't want it, comment it out

---

# Changelog

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🆑
- add: Added a trait 'Restricted Gear' which unlocks loadout job
restrictions at a significant price.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <flyingkarii@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 332e07ea64ac3ca04055ff6d190d8bdecb03b6bc)
2025-04-04 14:23:07 +03:00
Tirochora
52687735d0 Sunglasses Are More Expensive (#2121)
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This PR changes the sunglasses to be more expensive in loadouts, as I
find the fact that they are as cheap as they are to be very unbalanced.
As per the suggestion of Parky, I have also renamed the default such
that it specifies ones that are rated for flash protection.

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![sunglasses](https://github.com/user-attachments/assets/fafa0734-d6ee-4c9b-a003-6c9c21072c7c)

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# Changelog

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🆑
- tweak: sunglasses with flash protection are more expensive in the
loadouts
- tweak: sunglasses are either "default" or "shielded" rather than
"cheap" or "standard." the description has also been changed to reflect
this

(cherry picked from commit 834f5fa5b31da9c29377a330db83024d1e6a650d)
2025-04-04 14:22:44 +03:00
EctoplasmIsGood
030f4c39d1 Misc Changes (#2102)
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# Description

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Decreases weights on various animal spawn events so that interesting
stuff actually happens again, removes pAI from loadout so having one is
actually cool and there aren't 5 zillion ghost roles, makes greenshift
vote only so it can be used for events but doesn't make rounds boring by
getting a greenshift with no admins on, makes hellshift more violent
(hopefully), and adds a roundstart event for changelings so they can
actually spawn.

---
# Changelog

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🆑
- add: Changelings can now spawn as a game mode. don't know why they
couldn't before.
- remove: Greenshift can no longer randomly happen; it has to be voted
for.
- remove: No more loadout pAIs
- tweak: Animal spawn events are rarer
- tweak: Random Sentience event is rarer
- tweak: Hellshift should be more hellish

---------

Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit 411dec6eb2f976babf2c64cd887da6bf2969fc92)
2025-03-29 17:39:11 +03:00
Kai5
faf282cf35 [Feature] Лоадауты и генерал бригадир. (#240)
* Added pet rock to loadouts

* ПРОКЛЯТИЕ 220

* Groups tweak

* :

* Перемещение в папку вайта

* фиксы

* Linter fix
2025-03-23 23:38:50 +03:00
Spatison
33e6149e69 fix linter 2025-03-22 01:06:39 +03:00
EctoplasmIsGood
1e20f49669 Terminus Loadout (#2034)
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Adds the terminus as a loadout item for BSO or Captain (if you are an
oni)

# Changelog

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🆑
- add: BSO/Captain Onis can now pick the terminus as their weapon

Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com>

(cherry picked from commit 45653d39ac372415a85516fbb047ac0fc39369a2)
2025-03-21 18:30:08 +03:00